someguyinahat
Member
I've been trying to observe indie movements as well, there's something about specific indie game sequels that just make them bomb compared to the original (not ALL indie sequels, but some of them certainly). I don't know the full reason, but I'm sure there's something important to learn, I agree with you. My off-shoot theory is maybe after playing the original, even if they were very good, something about them made them not feeling like they wanted more? I haven't played Grimrock or Ittle Dew yet, but do either of them leave people who play them feel like they want more?
Part of the appeal of indie games is that they're doing things AAA games simply don't do (anymore. A lot of indie games are re-creating old genres) and it feels new and fresh again. An indie company making a modernized 1st-person 3D dungeon crawl - such as Grimrock - was a new and innovative thing. When Grimrock II came around, well it wasn't new and innovative anymore, was it, since it was already done by the original Grimrock.
Now, can you get away with similar mechanics in sequels as an indie developer? Yes, IF you have a good enough story to back it up. Grimrock's plot was...mmmmkinda light. It showcased the gameplay, which is great for one game and not great for two.