Last few years I’ve been excitedly waiting for sequels from several small-to-medium sized studios that made highly acclaimed original games—I’m talking about Cities: Skylines, Kerbal Space Program, Planet Coaster, Frostpunk, etc.—yet each sequel was very poorly received to the point I wasn’t willing to risk my money buying it. Why do you think this happens when these developers already had a winning formula?

@[email protected]
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610d

Not just making the same mistakes, they were told to scrap years of development and reuse the exact same codebase of KSP1. They had to start over the project with a decade plus of technical debt from a team they weren’t allowed to talk to.

@[email protected]
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410d

Because remaking the same features from scratch was taking too long. They had already delayed the project due to covid at that point. They ended up with three games: the one they started before intercept was created (and that never saw the light of day), the one based on KSP with the upgrades and new features added (also never seen publicly), a neutered version without the incomplete new features (like multeplayer and improved heat simulation) that was launched as early access. Poor fellows were set up for failure.

Victor
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210d

they were told to scrap years of development

Why on earth where they told to do that?

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