The debate over whether game developers should reuse assets or start from scratch with each new project is a contentious one. Some gamers criticize the reuse of assets, believing that every game should be entirely original, with new animations, models, and technologies. However, this approach can lead to unnecessary time and financial costs, and in some cases, even result in overly complicated or unfinished games.
Veteran game developer John Ebenger argues that reusing established technology and assets can actually lead to better sequels, as it allows the development team to refine and improve upon the original game rather than reinventing the wheel.
Ebenger, who has extensive experience working on major titles like Dragon Age, Mass Effect, Assassin’s Creed Odyssey, and Star Wars: Jedi Fallen Order, recently discussed this topic in response to criticisms of asset recycling in the new Assassin’s Creed game. Critics were particularly upset about the reuse of a jump animation from previous games.
Ebenger defended the practice, emphasizing that building on existing technology and assets allows developers to create sequels that fulfill the potential of their predecessors, which might not have been possible during the initial development due to time and resource constraints.
He expressed that while starting a new project is exciting, the real magic happens in sequels, where the team has a better grasp of the technology, processes, and team dynamics. Ebenger cited Mass Effect 2 as a prime example of a sequel that benefited from this approach, where the lessons learned and technologies developed during the first game enabled the team to create a vastly superior follow-up.
He strongly believes in the value of sequels, where developers can fully realize their creative visions using the solid foundation laid by the original game.
Ebenger’s perspective is shared by other industry veterans, such as Paul Marino, another experienced cinematic designer from Bioware, who supported his stance. While not every sequel may achieve the same level of success—Dragon Age 2 being a more controversial example—Ebenger remains optimistic about the potential of upcoming sequels, like Dragon Age: The Veilguard, to demonstrate the benefits of this iterative approach.
The debate over asset reuse in game development is not just about originality versus efficiency; it also touches on the quality and consistency of sequels. Experienced developers like Ebenger argue that reusing assets can lead to better games, as it allows teams to focus on enhancing the player experience rather than starting from scratch with each new title.
This approach can help developers make the game they truly want to create the first time around, leading to sequels that are more polished and enjoyable for players.