Something that's bothering me is the question,
Why do Game Sequels change basic mechanics?
Well, I am not talking about progress here, new skills, smoother gameplay updated graphics. Those are all welcome changes. But, why is there in so many Sequels a change to basic gameplay mechanics? Mechanics that I actually see as solid mechanics. I am not talking about games that have been made by different companies, like Fallout 3 and Fallout 1/2, those have completely different principles in mind. Not to mention there are no clue 10-15 years difference between those games. I am thinking about games made by the same company or same team even, with the need to always reinvent the wheel with each new Sequel. An example would be Witcher 1 and 2, or the evolution that you saw with the Elderscrolls game from Morrowind to Oblivion and Skyrim, or Dragon Age 1 and 2, Mass Effect 1,2,3 etc.
Changing or even removing mechanics that clearly didnt worked well is understandable, but a complete change to mechanics that worked decently instead of actually improving on them? That seems a bit counterproductive in my opinion and in the case of Morrowind > Oblivion > Skyrim even leading to degradation of some mechanics making them worse. Like the inventory system for example, of which I believe Morrowind had so far the best inventory system of all 3 games. Not the best looking UI granted, but that is really just the visuals those can be changed rather easily. Morrowinds UI managed to display all important informations on one screen and items had icons that made it very easy to identify them. You knew emidiately which item was magical and which one not. I have no clue why both Oblivion and Skyrim changed it and made it even worse and making it even worse. This brings up another point.
Mechanics that should be already perfected by now get changed over and over again. Like the inventory system. RPGs for example are definitely not new genres. The inventory system has been perfected centuries ago. I never had a problem with the inventory of F1/2, Baldurs Gate, Gothic 1/2, Jagged Alliance etc. mind you, those are pretty old games, each one at least 10 years (I think). And while they all found their own solutions, they still had something in common. Items had icons that made it easy to identify them, a shotgun looked different to assault rifles. Items had grids, a certain space they would occupy. It made it easy to navigate trough it and spot each individual item. And the inventory was rather limited in space so you had usually not TO much clutter. But for some reasons a lot of modern games try to completely change it and reinvent the wheel, with each new game ... replacing icons with lists, small fonts, removing describtions for items etc. leading to thousands of subcategories where each cagegory has its own window leading to unnecessary clicking for the user because you have to navigate trough 3-4 or sometimes more (!) menues just to get from alchemy to armor or from the inventory to the skill menue. I find this somewhat disturbing, because one job for designers (no matter what kind of designer) is to not only create something that looks pretty but is also practical. Just a small example. A general rule in UI design is, "never Never use a Warning When you Mean Undo"
So, with saying all this, why is there such a huge need and urge to always change basic gameplay mechanics between Sequels? What do you people think. I find this often enough frustrating, not so much that it stops me from playing, the number of games that I quit because of shit UIs are low, but it is somewhat irritating. Imagine if everything would be solved in such a way. If each car model would actually require a different driver licence from you, or if each keyboard would have a totally different layout, every toilet different signs that you have to remember ... and so on. What a wonderfull world that would be ...
Why do Game Sequels change basic mechanics?
Well, I am not talking about progress here, new skills, smoother gameplay updated graphics. Those are all welcome changes. But, why is there in so many Sequels a change to basic gameplay mechanics? Mechanics that I actually see as solid mechanics. I am not talking about games that have been made by different companies, like Fallout 3 and Fallout 1/2, those have completely different principles in mind. Not to mention there are no clue 10-15 years difference between those games. I am thinking about games made by the same company or same team even, with the need to always reinvent the wheel with each new Sequel. An example would be Witcher 1 and 2, or the evolution that you saw with the Elderscrolls game from Morrowind to Oblivion and Skyrim, or Dragon Age 1 and 2, Mass Effect 1,2,3 etc.
Changing or even removing mechanics that clearly didnt worked well is understandable, but a complete change to mechanics that worked decently instead of actually improving on them? That seems a bit counterproductive in my opinion and in the case of Morrowind > Oblivion > Skyrim even leading to degradation of some mechanics making them worse. Like the inventory system for example, of which I believe Morrowind had so far the best inventory system of all 3 games. Not the best looking UI granted, but that is really just the visuals those can be changed rather easily. Morrowinds UI managed to display all important informations on one screen and items had icons that made it very easy to identify them. You knew emidiately which item was magical and which one not. I have no clue why both Oblivion and Skyrim changed it and made it even worse and making it even worse. This brings up another point.
Mechanics that should be already perfected by now get changed over and over again. Like the inventory system. RPGs for example are definitely not new genres. The inventory system has been perfected centuries ago. I never had a problem with the inventory of F1/2, Baldurs Gate, Gothic 1/2, Jagged Alliance etc. mind you, those are pretty old games, each one at least 10 years (I think). And while they all found their own solutions, they still had something in common. Items had icons that made it easy to identify them, a shotgun looked different to assault rifles. Items had grids, a certain space they would occupy. It made it easy to navigate trough it and spot each individual item. And the inventory was rather limited in space so you had usually not TO much clutter. But for some reasons a lot of modern games try to completely change it and reinvent the wheel, with each new game ... replacing icons with lists, small fonts, removing describtions for items etc. leading to thousands of subcategories where each cagegory has its own window leading to unnecessary clicking for the user because you have to navigate trough 3-4 or sometimes more (!) menues just to get from alchemy to armor or from the inventory to the skill menue. I find this somewhat disturbing, because one job for designers (no matter what kind of designer) is to not only create something that looks pretty but is also practical. Just a small example. A general rule in UI design is, "never Never use a Warning When you Mean Undo"
So, with saying all this, why is there such a huge need and urge to always change basic gameplay mechanics between Sequels? What do you people think. I find this often enough frustrating, not so much that it stops me from playing, the number of games that I quit because of shit UIs are low, but it is somewhat irritating. Imagine if everything would be solved in such a way. If each car model would actually require a different driver licence from you, or if each keyboard would have a totally different layout, every toilet different signs that you have to remember ... and so on. What a wonderfull world that would be ...