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TIGSource ForumsDeveloperDesignShould sequels have different interfaces than their predecessors?
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Question: Should sequels have different interfaces than their predecessors?
Yes - 11 (47.8%)
No - 12 (52.2%)
Total Voters: 18

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Author Topic: Should sequels have different interfaces than their predecessors?  (Read 2760 times)
ஒழுக்கின்மை (Paul Eres)
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« Reply #20 on: January 10, 2011, 05:42:58 PM »

i think the persona 3 to persona 4 changes are a pretty great example: the interface was almost identical, but with the addition of some extra smoothness and features which made it even better. for instance, you could see the elemental weaknesses of a creature (provided your character 'should' have knowledge of those weaknesses through previous encounters, trial and error, or scans) when you hover over a creature with the selector in p4, which was a good improvement over p3 where you had to memorize their weaknesses.
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« Reply #21 on: January 10, 2011, 05:45:22 PM »

@Paul One very valid reason for a sequel is if you want to tell another story using the same game engine, etc. I think it's just practical to want to re-use what you have!
idk a different story makes me think expansion, a new or somewhat updated engine makes me think a proper sequel
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