recreate that same magic with a little bit of extra something so that you're advancing and progressing the story. Legion Gold is a great example of exactly that progression.
How is the creative process for a sequel different from that of an original title? Are there different considerations concerning the use of game data, player feedback and market research?
Te number one difference is the role of player and partner feedback. With completely new titles that aren’t part of a series, we don’t have to consider how fans of a previous game might react. With sequels we’re taking a lot of time to deeply understand why players enjoyed the original, and what we can do to expand upon that foundation. It takes many, many conversations to answer these questions.
Ten it is about finding that balance, where we add something new to the sequel, but maintain the essence of what made the original popular in the first place. It’s a fine line, and one we’ve now got a lot of experience treading. How does the Legion Gold series capture the atmosphere of Roman conquest via reels and symbols?
Te original title in the series saw players preparing for battle, while being introduced to the Legion as well as animals they would be fighting with or against. Te sequel, Legion Gold Unleashed, moved things on to the battle itself.
Now Legion Gold Victory! is set at a time when the Roman Empire is at the peak of its dominance, and we’ve captured that mood by charging all our features to the max. Perhaps in a future title we’ll have to explore the downfall of the Roman Empire!
How does the development team boil a game down to decide what stays and goes from one game to the next?
I believe it’s about finding features that match the theme. With Sphinx of Dead, for instance, we introduced a number of side- paths that in turn introduce new features and characters. But everything is done in a way that preserves the feel of the series. Like I said, it all comes down to balance.
Gameplay-wise, are features and bonuses the primary means of introducing greater gameplay variety whilst maintaining core mechanics?
We look at this on a case-by-case basis. Te aim is to improve the player experience and the entertainment factor every time. Sometimes that means simply enhancing previous features.
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