Video games have a lot of sequels. They have for a long time (Patricia Hernandez, “What’s that? Modern-Day Gaming Has Too Many Sequels? Actually…”, Kotaku, 11 September 2013.). There are plenty of reasons why games lean so heavily on sequels. After all, reusing a successful idea makes for an easier pitch to investors, and for all that audiences complain, there’s plenty of demand for them (google “X games that deserve a sequel” to see what I mean). Furthermore, sometimes sequels are just a good idea (L. Rhodes, “Opinion: Why sequels are sometimes good for gamers—and how they can be better”, Polygon, 25 October 2013.). But considering how natural sequels apparently are in the gaming ecosystem, relatively little writing has been done on what makes sequels work or at least when they’re most appropriate. I’d like to suggest that the key to a good sequel is trying not to erase or even compete with what has come before. A sequel ought to complement its predecessor, not improve upon it.