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Postmortems from Game Developer by Austin Grossman

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SECTION II

Sequels and Sophomore Outings

A sequel project (and really any company's next game after producing a signature hit) marks a particular point in a company's life-cycle. You've made a game that sold, and maybe even made a profit. Your game idea is no longer a crazy experiment, it's a proven commodity. The fly-by-night startup is an actual business. People know your company's name, there are fans out there with Web sites and bulletin boards, talking about you. And your publisher is eager to make the next deal, in fact they've already penciled it in for Q4 of next fiscal year: the sequel.

There is, no question, a luxurious feeling to doing a sequel. It's a victory lap, an encore. So what if you're not blazing a trail into unknown territory—at ...

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