I'd like to argue the flip-side of this, though. Even with an award-winning atmosphere and feel to a game (which I'll admit is a positively pivotal part of immersion), gameplay should still be called for improvement. Even little things (like the addition of motorcycles) helped Vice City quite a bit, but even in building a new world from the foundation up may not merit a full sequel.tendo82 said:While [Vice City]'s gameplay mechanics may not have changed much the story and the environment were a huge innovation. Sure it was basically just GTA III with a coat of 80's paint on it, but what a coat of paint! In my mind that game was a huge innovation in the sense that it tied videogames directly to pop cultural history. You're in the car listening to 80's music, wearing the styles of the time, living in an iconic 80's city. GTA 3 was a really generic experience compared to this, it didn't evoke culture at large, at least not to the same extent. That's a worth use of a sequel to me and in some ways, even though something like MGS4 made major gameplay changes, what GTA does is harder because they are tasked with nothing less than recreating an entire world from scratch with each iteration, even if the gameplay is largely the same.
Sequels are good because they can encourage innovation in gameplay without calling for a brand new system. While building a world can be (and in this case, is) a part of that, gameplay would remain stale as a whole if atmospheric changes were the only ones we called for from sequels. It's a good start, but I would argue that it's not always enough.