This week, we talk about meeting your adventure quota, experienced goods, and cinematic feels. When you’re making a sequel, there are a lot of expectations to manage. While you need the excitement, concern can absolutely kill, so there’s a delicate balance to strike. How do you make something that’s the same but completely different at the same time?
Show Notes
This week, we talk about meeting your adventure quota, experienced goods, and cinematic feels. When you’re making a sequel, there are a lot of expectations to manage. While you need the excitement, concern can absolutely kill, so there’s a delicate balance to strike. How do you make something that’s the same but completely different at the same time?
00:45 Thanks to our supporters!
02:46 Seth’s dermatology adventure
Questions answered (abbreviated):
- 13:03 Billy Dreamshake: How might a studio cope with the expectations that come along with incessant hype? Why might a studio announce a game and go silent for a long time?
- 26:36 Kevin: Will any of your titles reach trilogy status, or do you guys follow the Valve house rules of sequels?
- 44:42 ICBusch: What is your favorite programming term that is quite offside?
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