
Creating Sequels
Sara Verrilli, of the Singapore-MIT GAMBIT Game Lab, leads this MIT CMS.608 Game Design session on how sequels get made and why they are harder to design than they look. She draws on her own experience working on the Thief games to explain how a sequel can fix problems and add features for an established fanbase, but also how that same connection to the original can box in the design and shut out new players. The lecture covers the tradeoffs between honoring what worked before and risking stagnation, with concrete examples from the Thief franchise's development history. Part of a semester-long undergraduate course co-taught with Philip Tan and Jason Begy, this session pairs with a reading from Brathwaite and Schreiber's Challenges for Game Designers on building sequel concepts from scratch.