Board Thread:Questions and Answers/@comment-150.176.249.100-20130510162208/@comment-141.123.243.100-20130604122526

Sequels are absolutely not pointless. If you make a proper sequel (as Timikx described) you get a 20% bonus to the score of the game. Do you know what else is 20%? That's right, the amount you need to improve on your game score to get another 9.0 + hit.

This allows you to make another game with the SAME sliders, same assignments, same engine parts same everything as your previous game, and have it do just as well (if the previous game was a 9.0+ hit) or even better (If it was less than 9.0) than the first one. In essence, sequels double the life of your engine.

Here is what I normally do:

1. Make original non-sequel game

2. Make sequel (To a game made a long while ago on an older engine, NOT to the game I just made)

3. Train employees, send on vacations, research stuff, build new engine if my old one had all of its features maxed out in step 1&2

4. Make a new original game with more engine features.

5. Make another sequel

etc etc. It works really well with Large games, as doing 2 per year plus some training and research time is very doable. I like to time it where my first game (the original) is finished and on the market and my 2nd game (the sequel) is in production when G3 hits, so it gives my first game a sales boost and my 2nd game a hype boost.