MORTAL KOMBAT

HOW THE SEQUEL CAN TOP THE ORIGINAL

HOW THE SEQUEL CAN TOP THE ORIGINAL

After doing more work for the upcoming series of WELÇOME©(AYYEEEEEE SERIES 003 COMING SOON), I've been thinking how has this series top the previous entries. It made me think of sequels I deemed better than the original and I found there were two key factors that can make the sequel surpass the original.

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I. ABILITIES

I specifically remember playing MORTAL KOMBAT II for the SEGA GENESIS (nope I'm not that old, I was that young lol) and I almost instantly declared that it was better than the original. Due to the new character Kung Lao and his iconic move of throwing his hat, it was something I never seen before. In addition to knocking your opponent into a pool of acid or into a pit of spikes, MK II showed gruesome brutality at another level.

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II. AWARENESS

This factor brings me to the days of TEKKEN 2. I didn't end up playing the original until after the second one released and I don't think many people in my radius even knew what TEKKEN was. However TEKKEN 2 was a different animal, the universe was expanded by a deeper story, a parallel animated movie, and the effect of word of mouth help cultivate TEKKEN 2 from cult hit to icon status.

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My girl Sade Adu once said "It's Never as Good as the First Time" and in most cases she's correct, but when you can experience a second coming throughly surpassing the original, it is truly a moment to be cherished.

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KEEP IT COMING: The Key to Making Content Last Longer

KEEP IT COMING: The Key to Making Content Last Longer

watch on TIDAL 👉🏾 https://tidal.com/video/76110163

watch on TIDAL 👉🏾 https://tidal.com/video/76110163

It's been almost two weeks since JAY:Z released his 13th studio album, 4:44. Still after it's initial release HOV continues to release videos one week after another that continues to explain the album in the form of video footnotes and music visuals. As I was watching the video, I realized what Jay was doing was like DLC (downloadable content).

 

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DLC is a tactic mainly used by the video game industry to strengthen the shelf life of a game. Instead of putting all the story modes or characters in at the initial release , these companies instead offers new content for separate purchases several weeks after the game has been released. Often the release of the DLC would come just about when a user is finished with the game and the DLC would allow the gamer to play even further.

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The lesson to be taken from here is that the consumer can become a reoccurring purchaser or engager when content is strategically stretched upon a period of time. This also gives the product layers and forces the user to spend more time with the content to understand and digest each level of depth that may lie within the product. An adjustment may not necessarily mean pumping out new content every two seconds the adjustment may simply be making the content last longer than usual.

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