We've heard the argument that the games industry suffers from "sequelitis." But the "problem" of sequel influx is not such a big problem for the industry as some make it out to be.
See, if sequels weren’t popular, game developers, and particularly publishers who are in the business of selling games, wouldn’t release them. It's as simple as that. I promise you, if people didn’t buy sequels, everyone would stop making them, because no one would be making any money off of them. But clearly there is demand; gamers want to see extensions of their favorite franchises. When people enjoy that initial game, there’s something familiar about going back and playing. There's also that next bit of story development, or that next battle that gamers anticipate, that they expect in a sequel that comes out the next year.
That being said, there’s always room for creativity, and there’s always room for new brands. If id wanted to, we could sit back on our laurels and keep on developing Doom, Quake and Wolfenstein over and over, and never branch out. To some extent, we do want to continue to develop great games in our existing brands. That’s why we’re building a team internally to develop the next Doom (which is super exciting), and why we're doing Wolfenstein with Raven Software. But at the same time we also want to innovate--we want to push the ball forward. And that means creating new brands like Rage. It also means doing new things online and exploring new ways of distribution and connecting people. That’s what we’re doing through Quake Live. When you have tried and true brands, it does make sense from a creative and business stance to release sequels, and as long as a sequel is good, it won’t be associated with “sequelitis.”

When talking about the expansion of franchises and creating new IP, it's difficult not to also mention development costs. The budgets are increasing. Anybody who says they aren’t for triple-A cross-platform titles isn’t watching how things work. As you know, there is particular risk involved with introducing new properties like Rage. We're trying to strike a balance between established franchises and sequels so that we’re not putting all of our eggs in the "create-new-IP" basket. We’re putting a lot of our eggs in that basket, but we’re also developing brands that we know people love; brands that will resonate with fans who will turn out to buy those games. Budgets are getting up there. But for us, we don’t necessarily view this as a problem. A bigger investment just lends itself to better games and more interesting work.
So expanding your franchises should be a measured practice mixed with the introduction of new properties. If you take an extremist approach to anything, whether it’s committing all your efforts only towards sequels, or only creating new IP, you are taking a risk that--if you’re a company like id--you don’t need to take. We can create great games in existing brands, but we can also create great new IP. That only makes a company stronger, and it keeps the employees excited. We really have the best of both worlds, and are really in a unique position. Publishers and gamers are interested in id's games because they know our quality standards and that anything we do is going to be played widely. Sequel or not.
This is exactly the kind of thing I'd expect someone from iD to say. Even their engines, which after all is what put them where they are, are starting to lack imagination.
From a creative point of view, it really would be better for the industry if companies like iD would just out-right fail. At least then we might not drown in linear, badly-scripted spacemarine/WW2 fps.
Well, as development costs RAGEs up the high end I think no one should expect simple explanatory models being flashed from devs or publishers. Balancing the creative input a new IP can propel among employees (cf. above) and the expectation of (qualitatively improved) more-of-the-same from the community is per definition a source for nightmares among most publishers. Ending up in situations like Midway is a no-go.
True AND False!
Sequelitas definitely is a very real problem in certain situations. Let me explain.
Sequels to games can be a very great thing if a hardware platform has games in every genre. Once a hardware platform has all the genre-bases covered, it is time to go back to the beginning and start making sequels, because sequels will represent better versions of the highly-rated games that deserve sequels.
However, if a hardware platform does NOT have all the genre-bases covered, it is a very foolish decision to try and create sequels to lots of games. This is almost like trying to run from first base to third base, without touching second base.
Xbox 360 has ALL the genre-bases covered, so it is a very good thing to see games like Gears of War 2, Fable 2, Forza Motorsport 3, Ninja Gaiden 2, Halo 3, ect...
Playstation 3 does NOT have all the genre-bases covered, so it is NOT a good thing to see so many sequels made at this point in time. For example, Sony's first-party development studios are working on games like Resistance 2, Motorstorm 2, and Killzone 2. But the problem is that the Playstation 3 has been available for nearly TWO YEARS, but there are still ZERO games available in certain genres!
For example, the Playstation 3 has ZERO games available in the Real-Time Strategy genre that is gaining so much popularity on the Xbox 360 and PC. Great games like Command & Conquer 3, Battle for Midearth 2, Red Alert, and Universe at War are all released for PC and Xbox 360, but NOT for Playstation 3.
Also, I'm not trying to sound like a "fanboy," but based on "reviews" from reliable sources such as IGN and Gamespot, the game called Killzone definitely does NOT deserve a sequel the way that other games do. The original Killzone was a poorly rated game that received very mixed reviews. Releasing a sequel to a game that received mixed reviews, rather than making sure that all genre-bases are covered is a recipe for disaster.
Releasing sequels for the Xbox 360 and PC is fine, because they have all of the genres covered: Puzzle, RPG, Platform, Sports, Shooters, Music, Fighting, Party, ect...
But releasing sequels for the Playstation 3 is not a good idea at this point in time, because the Playstation 3 has been available for such a long time, but still has no games in certain genres. The fact that the Xbox 360 has two Tetris games, while the Playstation 3 has zero Tetris games shows that Sony has work to do. Any platform that doesn't have a Tetris game is missing a link in its chain...and a chain is only as strong as its weakest link.
I have to disagree with your comments here.
It's not up to Sony, the publishers, or even the developers to make sure all genres on a certain platform, or even more original content, are covered or even available. They make games based on their own ideas on what they want to create and chose their associated genre accordingly.
Not to mention it's also the simple law of supply and demand - the games aren't going to come on there if there isn't a big enough audience to push a certain genre. Despite the titles you've mentioned, RTS games are one of the least popular genres on consoles so that's probably a good reason why you often seen so little of them compared to the PC platform (although Tom Clany's EndWar, MAG and Civilization are coming out on the PS3 in the very near future so they didn't entirely abandon the strategy fans).
It all goes back to what they're saying about the risk factor, if things turned out well, then a specific genre will flourish, but if they don't then that's wasted money out of their pockets and that genre will go largely abandoned save for the next developer who wants to take a crack at it. Bottom line is if the majority of the consumers had made up their mind whether they want more sequels, more original IPs or more genres, then the gaming market is largely going to shift in that direction based off of what is the popular money maker - and it doesn't matter how early or late they come out with a follow up to a previous title.
As for making sequels off of bad or average games, well remember some developers like to take a second chance at righting what was wrong with the first game they labored over - fixing and tweaking most of flaws and giving things a lot more polish. In some cases are they very successful in that attempt. Not only do they turn around and make a superior game, that sometimes introduces revolutionary new gameplay elements, but it also gives them the potential to build up a successful franchise to make money off of - which in turn can be used to finance original titles. We wouldn't be playing the highly praised Burnout Paradise, Street Fighter IV, GTA4, or Madden08 if developers decided to stop at the first crummy or average game of each.
While the PS3 has no Tetris, they do have LocoRoco, Eye of Judgement, the upcoming Last Guy, and Echochrome - the last one of which was a runaway success for them (look at all the usermade levels people have been submitting for that game). So the idea they have a weak link because they don't specifically have Tetris I find to be false. Tetris hasn't been a huge push for any gaming platform like it was for the GameBoy.
No disagreements here, Sequels are a far cry from a necessary evil.
When a team gets asked to do a sequel it's a compliment to them.
A boon for the company and its employees.
And a win for fans, assuming that the sequel is at least a small improvement from the original.