Subnautica 2 Director Explains the 'Rule of Thirds' to Avoid 'Sequelitis'
The session reveals how the team discarded radical prototypes, like a fully simulated ecosystem and a multiplayer 'Void Expeditions' mode, to keep the sequel's identity intact while still allowing for evolution.
Reporting from 1 source: 4Gamer.net.
At gamescom 2026, Subnautica 2 creative director Anthony Gallegos detailed the team's 'Rule of Thirds' development guideline: one-third familiar feel, one-third modern improvements, and one-third new ambition. Early development leaned too heavily into new elements, causing 'Sequelitis,' a wavering development axis driven by conflicting desires to make the game different, bigger, and familiar.
Anthony Gallegos, creative director of Subnautica 2, used his gamescom 2026 keynote to lay out how a sequel to a hit game should be built. His answer is the 'Rule of Thirds,' a guideline splitting the game evenly into familiar elements, improved elements, and new elements.
The team fell into 'Sequelitis' early on when the desire to innovate clashed with the need to keep the series recognizable. The urge to make something different led to prototypes that shook the core of Subnautica, including a fully simulated ecosystem that became too much like a management simulation and a multiplayer 'Void Expeditions' mode that was eventually cut.
Despite the failures, the ecosystem prototype influenced current mechanics where players intervene in the environment to regenerate nature, including fungus and plant purification systems.
Synthesized by Yomimono from the 1 cited source below, including Japanese-language reporting where cited, then editorially reviewed before publishing.