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amok: It is not up to them, it is up to the developers. They are not your servants, but artists creating games they they want to create. I do not think people should be demanding anything of them at all.... except good games. If it is not good, then people will not buy it and the franchise dies.
C'mon, you know that's not how games are made at all. There is zero artistic freedom in the industry (not counting indies, obviously) and it is precisely what people ask for what is made in the end, since the people above developers will only finance the games that are a sure sale.
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MichaelPalin: Why do people want any sequel actually?

It happens very often that we play a game with certain original bits and with some element that resonate deeply with a group of gamers and suddenly we have a periodical cry on forums for a sequel to that game.

In the case of Mirror's Edge I think the originality would come from the parkour and a bit from the design of the levels. And the resonance comes from the protagonist being a normal looking female character that also has a couple of well-acted scenes with her sister. The art direction (the look of the levels and the OST mostly) was also above average. But the game was mostly bad. Very linear, very short, too small levels and situations to actually enjoy parkour, shoehorned shooter elements, paper-thin story. It just had style and a couple of wise choices.
Probably because, as you said, they really liked the core concept (even if it was a bit rough around the edges) and they want to see a sequel that really pulls off what the first one failed to do. Cut out the shitty combat entirely, make the game all about first person parkour and evading enemies rather than fighting them (it would also complement the story a lot better) and flesh it out to a more respectable amount of content. Since the dev has already proven that they can do rather excellent first person parkour, it wouldn't take anything more complex than those basic changes to the game's design to make an utterly amazing sequel.
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amok: It is not up to them, it is up to the developers. They are not your servants, but artists creating games they they want to create. I do not think people should be demanding anything of them at all.... except good games. If it is not good, then people will not buy it and the franchise dies.
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MichaelPalin: There is zero artistic freedom in the industry (not counting indies, obviously)
And at this point the conversation became pointless, so I will leave this thread. Good luck,
Lol, amok is still a special snowflake, yes DICE are free artists doing whatever they want, and not just drones making Cawadooty clones for EA. Some people live in a dream-world, by all indications the reality is that working for a big publisher-owned developer is pure hell, with absolutely no creativity allowed, they are functionaries and are told what to do by the publisher.
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MichaelPalin: In the case of Mirror's Edge I think the originality would come from the parkour and a bit from the design of the levels. And the resonance comes from the protagonist being a normal looking female character that also has a couple of well-acted scenes with her sister. The art direction (the look of the levels and the OST mostly) was also above average. But the game was mostly bad. Very linear, very short, too small levels and situations to actually enjoy parkour, shoehorned shooter elements, paper-thin story. It just had style and a couple of wise choices.
I disagree. I found the game to be pretty darn fun to play. Sure, it had some rough edges and not every part of it were amazing, but I really enjoyed the first person platforming.

Why do I want a sequel? Because I want to see what they can make if they smooth out some of the edges and because I can think of no other game like mirror's edge. Sure, there are first person games with strong platforming elements, but I've not played one that does platforming the same way as Mirror's edge, and I think the idea can be expanded upon.

Note that I played this game on PC, and had no issues with judging my position or with the controls. I found the platforming to flow really smoothly, and there were only a handful of times where I had to stop to look around.

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Crosmando: Lol, amok is still a special snowflake, yes DICE are free artists doing whatever they want, and not just drones making Cawadooty clones for EA. Some people live in a dream-world, by all indications the reality is that working for a big publisher-owned developer is pure hell, with absolutely no creativity allowed, they are functionaries and are told what to do by the publisher.
I actually know a person working for DICE right now. EA does have a lot of say in what they can and can not do, but by consistently creating games that sell well and seem to be generally liked, they have also been given more freedom than most other EA-owned studios. Exactly how this works and how much freedom they have is obviously not something that we, the general public, get to know, but it did sound like the reason why they are allowed to make Mirror's Edge 2 is because the people at DICE wanted to make Mirror's Edge 2, even though Mirror's Edge 1 did not sell all that well.
Mirror's Edge was a good concept with a flawed implementation. I'd like to see it done right.