Capcom producer Yoshinori Ono revealed that the company has a strict operational method when it comes to developing sequels for its video games.

Ono made the revelation during an interview with Japanese gaming site Famitsu (via Eventshub).

According to Ono, before getting a sequel, a game must first be able to sell at least two million copies.

Ono Revealed that once a game fails to meet this criterion, then all talks and plans about creating a follow-up will be immediately dropped, Game Spot reported.

"If a game doesn't sell over 2 million copies, then we'd have to put the brakes on any plans for a sequel," the game producer said.

Ono noted that through this method, the company is able to quickly accept the fact that it wasn't able to produce a quality game and that a sequel is not worth pursuing.

"All that means is that we weren't capable enough," he explained. "And all we can do after that is to reflect on the experience, take what we can learn from it, and try to apply those lessons on some other title."

Following the explanation of Capcom's standards, Ono mentioned that fans of the game "Darkstalkers Resurrection" shouldn't expect to see a sequel in the years to come.

Released in March of 2013, "Resurrection" is a 2D fighting game that features elements from the "Darkstalkers" series.

Despite earning generally positive reviews, the game failed to hit the two million sales mark, according to Video Gamer.

Speaking of learning from mistakes, Ono also opened up during the interview regarding the poor reception "Street Fighter X Tekken" received after its release in 2012.

The game, which is crossover between "Street Fighter" and "Tekken" introduced a new feature called Gem System which enables players to boost their characters' stats by collecting various kinds of gems.

Gamers criticized the Gem System because it allowed other players to gain unfair advantages because of its pay-to-win aspect, Gamasutra has learned.

"To reflect on it now, we feel like we should have implemented it in a way that would let players play with the gems differently," Ono said. "At that time, we thought of it as a means to aid beginning players, but in the end, it might have turned out to be a little too close to a pay-to-win mechanic for comfort."

"It was a double-edged sword, and we knew that," he added. "In the end we suffered greatly for our implementation, but at the same time it was a lesson for us."