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?
I was there with KSP from the early days. Squad was not in the video game business, they were a billboard advertisement company. The lead dev HarvesteR started it as a passion project. It found success with the alpha and full release in 2015.
Then in 2017 Take-Two bought the rights to the game. Squad kept working on the original, but development of the sequel was handed off to Star Theory with Private Division publishing. The game was delayed, then development was moved to a new studio, Intercept Games, which was owned by Take-Two. They also poached a third of Star Theory’s personnel, which resulted in the studio’s death. They fucked around for a few years, released the early access version, then sold Private Division, closed Intercept Games, and abandoned the game.
In short: corporate interests. KSP2’s failure had nothing to do with KSP or its developers.
That’s exactly right. They also had managers/publishers telling them to do shit like make the rockets even wobblier than KSP1 because it made for funny viral videos that would get more PR.
Nobody who actually played the game wanted wobblier rockets than KSP1. Nobody really wanted wobbly rockets at all. Sometimes a bug can actually be a feature, but in this case, it really was just a bug. The people in charge didn’t ever care about the people who actually played the game, they just wanted sales, and they made decisions accordingly. That’s why it looks nice, but plays like shit.
That thinking is the death of art anywhere. “Stop making unique stuff, stick to what sells.”
C:S2 is likely too ambitious. Doing too many new things at once instead of incremental change.
KSP2 was a management fuck up. Let’s take this IP and give it to a completely seperate studio with no experience in this kind of work while not allowing the original Devs to help despite being part of the organisation.
C:S2 is likely too ambitious. Doing too many new things at once instead of incremental change.
And C:S1’s bar to clear was SimCity 2013. C:S2’s bar to clear was C:S1 with several years worth of content updates
I never played cs1 on release, only played after it was nearly 10 years old, but my understanding is it vastly improved over updates and dlc (which unfortunately did cost more but did at least add meaningful changes for the most part).
Im curious to see where CS2 stands in 3-5 years when mods have really taken off and the devs had made most of their major tweaks.
I had it from release and honestly, even day 1 it smoked the competition in the city sim genre, releasing with features and scale than Sim City ever had.
The DLC often introduced more systems, but they did feel ‘extra’, the game was perfectly functional before parks or tourism or natural disasters etc.
The reason CS:2 felt so necessary is because the first was bloated and had underlying issues in it’s simulation logic, like unrealistically inefficient driving, or a large expansion to residential areas causing all the new residents to die of old age at the same time, crippling the city. Every part of the GUI and logic just felt clunky compared to modern, polished games.
Let’s take this IP and give it to a completely seperate studio with no experience in this kind of work while not allowing the original Devs to help despite being part of the organisation.
The decision making behind this is incredibly hard for me to understand. Just a very, very nonsensical way to run the project, on paper. I wonder about the circumstances.
You see this a lot in project management. People go to school to learn to manage projects, and they think that all projects are pretty much the same. You define the deliverables, set the schedule, track the progress, and everything should work out fine. When the project is a success, they pat themselves on the back for getting everyone to the finish line, and when the project fails they examine where in the process unexpected things happened.
Video games are an art form. Creativity can’t be iterated into existence, and the spark of fun is more than the component parts of a good time. Capitalists believe that they can invest in the creative process and buy the value of the talent of extraordinary people. They have commoditized creation, dissecting each step and then squeezing it into a format that fits into a procedure.
Here’s a Kanban board of game features, pick one and move it to the next phase. Develop, test, evaluate, repeat. What are your blockers? Is this in scope? Do we need to push the deadline?
That can help you make something, but it won’t be art.
As an art appreciator, and someone whose professional duties include project management, I love this comment, especially “[project management] can help you make something, but it won’t be art.”
Very insightful! Thank you!
The decision making behind this is incredibly hard for me to understand. Just a very, very nonsensical way to run the project, on paper. I wonder about the circumstances.
The rights were aquired by Take-Two Interactive in 2017, and they wanted a sequel to be released in 2020.
The dev studio shut down in 2023 and current status is unkown.
I mean for ksp2 saying it failed cause they had “no experience with this kind of work” is kind of weird, since neither did the ksp1 devs when they started that. And they didn’t fuck it up either, let alone this badly. Remember that it was a passion project of harvester, working at a PR firm that just happened to let him do it under their roof and employment. The company did not even have any basic experience in game development, arguably even software development in general.
Institutional knowledge is a real thing and also like you said, the first KSP started as a passion project. There’s a huge difference in terms of pressure and expectation between developing your own passion project compared to developing a sequel of a highly regarded game.
In order:
- Overscoped
- Wrong people in charge on all levels
- Unfocused
- This turned out ok?
Frostpunk 2 is great. I think it’s way harder than 1 but maybe that’s just because I haven’t sunk nearly the same hours in
I had a decent time with it and probably would’ve played a 2nd run had the game not failed me because every faction (including the rebelling one) was too happy to pass the final law or whatever. They probably fixed that by now, but it was pretty souring.
I would sub in like maybe Darkest Dungeon 2 over Frostpunk? Less well received but still better than any of the other three. Both were distinct changes of pace, darkest dungeon just sold its soul to the epic games store and lost the bond you formed with characters over a long campaign in exchange for the roguelite shorter runs.
KSP2 is a unique situation, there are no improvements coming because the studio was shut down. I’m not sure the others belong alongside it. I have the most experience with CS2 and I can say confidently, even at launch, it was better than the original in a lot of ways. It was buggy and unoptimized, and lacked content, and it deserved the criticism it got for those reasons. Since then, most of the bugs have been ironed out, performance is way better, and they’ve released a bunch of content packs, several of the most substantial ones for free. Even at launch, I never wanted to go back to CS1 just because of how much better the road tools are. Now? No contest. CS2 is a great city builder.
On the one hand, I’m glad for the pressure that people with less patience than I have are applying to these companies to release their games in a better state. On the other, I think there’s a lot of unwarranted criticism and vitriol that goes along with it that’s disappointing to see.
A great product does not necessarily mean there is a winning formula though. We have a trash sequel when the new game does not do something that the existing game does. Even worse, the existing features are locked behind additional payment, so why would players not continue to play the existing game?
KSP 2 - Let’s forget the technical disaster. A lot of features are missing at the start. You could argue that it’s in early access, but why would I pay for a product that does less? Then we add in the many bugs and performance issues, and you know it’s game over.
Cities Skylines 2 - Again, you can’t do everything you already can in CS1. Plus, the first game is supported by a huge number of mods. There’s really no reason to play the new title. Again, it does not perform any better.
This is a weird take but I think remake or remastered these days are more like sequels than sequels, just because they keep the story and mechanics.
I find that game developers or many businesses try to reinvent the wheel when there’s no reason to. Say the Subnautica sequel, why waste money on voice over, add a land mass, cut the beloved submarine, shorten the story and overall map size, all that. I will never understand and sincerely hope the next Subnautica title does not reinvent the wheel.
Cities Skylines 2 - Again, you can’t do everything you already can in CS1. Plus, the first game is supported by a huge number of mods. There’s really no reason to play the new title. Again, it does not perform any better.
CS2 looks and performs better than the original now that a lot of the bugs have been squashed and optimizations are in place (in my experience, anyway). Its memory management in particular is way better than CS1. I don’t get the simulation slow down to the same extent that I did in CS1 as the population increases.
The new road tools alone are reason enough for me to never go back to CS1. The service building upgrades are an added feature that’s a big plus as well. I also find that the economy is a little more functional and transparent than in CS1 (again, after multiple patches).
I don’t find the lack of bike lanes, quays, or modular industry to be so important as to ruin my enjoyment of what is otherwise a state of the art city building game.
Yeah, I don’t want a sequel for sequel’s sake. If you don’t have an artistic or consumer perspective vision on why a sequel is needed or wanted you should be focusing on something that can be justified like that.
Story and exploration games have this built in. Why do players want a sequel? To have more story, to explore more, to return to this world once they’ve tired of the previous game. Rpgs are expensive, slow, and risky, but you basically never have to justify your next game.
The games mentioned here struggle there. KSP does what it does well. Any sequel comes with huge questions of why people would want another space program simulator, and it’s clear that corporate just assumed that people would buy it because they loved the first one.
And that’s not to say games that don’t feel like a sequel is warranted can’t benefit from one. Roguelikes are about as anti sequel as city builders and there are two roguelike sequels I love. Rogue legacy 2 was the devs reimagining the concept of the first game and making a higher budget (especially in gameplay) game that doesn’t just feel like a cash grab. And Hades 2 is similar in many ways, but different enough to feel warranted and clearly made uncynically. It clearly exists because the leads felt there was more to do with the premise that didn’t belong in the first game.
And there’s the thing, I think that ksp probably did have a sequel in it. Something like a space colony sim where you’re a space station having to build and manage ships and colonies, or something else may have been warranted or good. But it would’ve come from a creative lead wanting to do it rather than what clearly happened of a corporation purchasing the game and deciding that since they owned it they had to make a sequel to use the ip
Frostpunk 2 is a really interesting one to me.
I LOVED the first game. Soundtrack on in the background sometimes, liked the board game (just manual meh balance FP1), got all the achievements, really enjoyed it.
The second IS a good distinction from it, it’s not just rinse and repeat the same game. Great story, epic music, different scale and problems. It’s just like… They took the second tier of ideas they had for FP1 and implemented them. It actually probably would have been a good game if it didn’t have those footsteps to follow in.
Surprisingly, a few recent sequels have been amazing. Shapez2 is an unbelievable follow up to the OG. Hades II is the same imo. Massive, beautiful, fun distinction in gameplay, but still great ideas and balanced and such.
Monster Train 2 is great in demo, Kingdoms 2 crowns is a bit less recent but is such a great follow up to what’s effectively an arcade game in the first. It’s not all downhill or anything
Also silksong wen
So excited for monster train 2.
Cities skylines 2 was way more ambitious than the first game but they barely scaled up the size of the studio over the years and then pushed out a half baked product. I remember they tried to play the scrappy indie studio in defense of the games state at launch as if they hadn’t released the most popular city builder of the last like 15 years and oodles of DLC since along with niche hits in the City in Motion games
And they started pushing out paid DLCs before most of the issues were fixed. Pure greed.
Money.



