Cloned game experiences can lead to innovation

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Sunday, June 10, 2012
EDITOR'S NOTEfrom Eduardo Moutinho

Nathaniel makes a really intelligent point here. While some copycat releases aim to earn a quick buck, many developers take inspiration from other titles and improve gameplay mechanics with their own efforts.

Any successful formula will be copied. This isn’t a theory. It’s a fact. It’s not easy coming up with unique ideas, and it takes a lot less work to modify an existing one. “Improving” (a term which I use loosely) upon the latest craze can also be a lot more profitable than trying something new. Buyers want an experience they know they’ll like, and a clone can provide that.

But I’m going to tell you a little secret. That’s not necessarily a bad thing.

Yes, it’s unfortunate when a new IP fails because of clones. And yes, for every fantastic game that happens to resemble another certain title, five more blatant clones will try to cash in on the same idea. For every Ace of Spades or Terraria, you'll see a Fortress Craft. But we need to stop perpetually labeling games as rip-offs. Some of these releases deserve to be called out on their unoriginality, but plenty of other titles should be applauded for taking a great concept and making it their own.

 

Darksiders is one of them. Upon release, critics praised its blend of Zelda-esque dungeons and hack-and-slash gameplay, but it was overlooked by gamers for being too similar to the games it borrowed elements from. It’s a shame because the majority of people who actually played Darksiders enjoyed it. Thankfully, with Darksiders II coming out fairly soon, the series has a chance to redeem itself and finally gain the fan base it deserves.

Saints Row: The Third

This reminds me of another franchise you might have heard about, Saints Row. Now, even I won’t deny that the original Saints Row was a bit too similar to Grand Theft Auto, but look at the series now. It has its own unique style and following. Instead of being the red-headed stepchild of the open-world family, Saints Row is GTA’s demented twin.

You see, it’s not always about being the most unique when it comes to game design. It’s about choosing the direction you want and sticking with it. If developers weren’t allowed to borrow elements from other games, we’d have no Minecraft, Call of Duty, or even World of Warcraft.

I’m not saying that companies should avoid being as unique as possible. I love “games” like Dear Esther just as much as COD, but we need to learn how to distinguish between “influenced by” and “stolen from (insert name here)." If we don’t, we’ll continue to let great games slip by because we can’t get past our petty fanboyism.

Competition is GOOD for the industry. So what if some of the mechanics from your favorite title were stolen? To me, that just means that studios will try even harder to make their games the best. Because of its competition, Rockstar Games’ Grand Theft Auto 5 is shaping up to be 10 times the game GTA 4 was. And who knows? Maybe GTA 5 will drive Volition to up its ante with Saints Row 4 and once again blow our minds with craziness.

The cycle never ends. Gaming companies are constantly trying to outdo each other, and even though this leads to a lot of copying and pasting, it also encourages innovation. We need stop complaining about what we don’t have and appreciate what we do have.

And stop worrying about new experiences. The indie scene will take care of that. It always has.


Join the conversation! What do you think about video game clones, the state of the industry, or creativity in general?

 
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Comments (5)
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June 06, 2012

Well, I tried Draksiders; its combat and Zelda-like gameplay felt Ok, but not really impressive. If they'd commited more to the fighting side of the formula, and offered a lot more than that (I mean real combos and less QTE sequences), I would've been all over it.

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June 10, 2012

Nice article.

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June 10, 2012

I had a good time with Darksiders. I think you're right; I wouldn't have given that game a chance if it wasn't for roommate playing it near me.

I don't mind when games borrow elements from each other, but I hate the shameless knock-offs. I'm looking at you, Zynga.

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June 10, 2012

I really loved Darksiders. Admittedly I never finished it because I couldn't beat the final boss, but up until that point the combination of many superior products made for a whole that might not have been quite equal to the sum of its parts, but they were very good parts to start with, so it turned out pretty okay.

Have to admit I totally lost it when the portals came up though. I was literally rolling on the floor in laughter. I'm glad they had the balls not to disguise it, I can't give a veritable reason why, but that seemed like the more 'honorable' thing to do, and the game was better for it.

100media_imag0065
June 12, 2012

Darksiders is the best Zelda game ever made. I loved that game so much that it shot up to the top of my list of greatest games of all time, and now sits in my Top 5. I just loved everything about it. I loved the exploration, the combat, the gadgets, the boss battles, the art design, the story, the characters, everything. It gave me the Zelda game I always wanted. It was completely unique, even though nothing in the game itself was unique.

The greatest part of Darksiders was the variety. One minute you're in a dungeon slashing down enemies with your sword, the next you're fighting a gaint spider, the next you're on your horse outrunning a giant worm, the next you're flying through the air shooting down baddies, the next you're playing a third person shooter, the next you're solving portal puzzles. Every hour of the game introduced some awesome new mechanic that was extremely polished and fun.

My only hope for the sequel is that it's just as polished and varied as the original.

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