Development
Phil Wilson and Billy Thomson, respectively Producer and Lead Design of Crackdown had previously confirmed that the game was designed from the outset to be a long-running series, stating that sequels for the game are very likely to be produced, especially if Crackdown performed well commercially. However, during the Industry All Stars event in September 2007, Wilson confirmed that Realtime Worlds was not working on a sequel to the game, saying "Microsoft a little late in stepping up to the plate to ask for Crackdown 2, and by then we had already started working on bigger, better things". However, Shane Kim, a corporate vice-president for Microsoft, stated that Microsoft still holds the intellectual property rights for Crackdown and that a Crackdown sequel was still a possibility.
Realtime's Studio Manager Colin MacDonald clarified that if they have the resources after completion of APB, they could approach Microsoft to discuss a sequel. Prior to its announcement, industry rumors stated that the new start-up company, Ruffian Games, a Scottish studio formed from members from the Realtime Worlds team, may be involved in the development of a Crackdown sequel. This was confirmed when the game was announced during the 2009 Electronic Entertainment Expo Conference. The rumors of Ruffian's involvement with the sequel were initially dismissed by McDonald, saying he doubted "Microsoft would harm an otherwise fruitful existing development relationship by gambling on funding Crackdown 2 with a startup on RTW's doorstep, for obvious reasons." Following the announcement, David Jones, founder of Realtime Worlds, stated he was "a bit miffed" with Microsoft's decision, believing that Microsoft may have been looking at an internal development studio instead of the new start-up located in the same geographical area as his company and formed of many of his team's former members. Ruffian's executive producer, Peter Connelly, agreed that the situation that caused Realtime Worlds to move onto APB was unfortunate, but hold no animosity towards the company. Ruffian's Thomson noted that about half of their team formerly worked on Crackdown across all areas of game development, and felt their studio was the best choice to make the game's sequel.
The team chose to keep the sequel located in Pacific City as they considered that setting had a character of its own in the first game and wanted to preserve that for the sequel to keep up its familiarity with players, while still making it "bigger and better". The team also sought to preserve the same free-form gaming experience from Crackdown and opted to avoid any significant dialog-driven cutscenes, while improving on parts of the gameplay from the first game that were seen as weaker aspects. There are no significant mechanical changes to the game, though Ruffian continues to improve on the rendering engine to allow the display of the large vista of Pacific City.
Read more about this topic: Crackdown 2
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