Game clones... what are your thoughts?

cesar_m_romerocesar_m_romero Member Posts: 71
edited November -1 in Working with GS (Mac)
I have been having this debate with myself and I would like to hear what you think.

Evidently it's more satisfying to create a game out of nowhere (there's nothing new under the sun, but you know what I mean) but... is it a bad thing to take another game and "clone" it? I mean, of course not exactly the same but build over someone else's game in an obvious way?

I want to hear you :)

Comments

  • old_kipperold_kipper Member Posts: 1,420
    To try to reproduce the mechanics and understand an existing game is possibly interesting but I find clones uninteresting, and I doubt they are very profitable. There are many things that have not been done, and even if you wish to make something within a genre, putting a creative take on it is not really so hard to do. Besides there are just so many 'me too' apps out there, that why would you want to put yourself up against them, when in all probability your's will get lost in the grey? Better surely to put thought into your project and enjoy the challenge of making and discovering something new?

    Areas I think are really worth exploring are games for kids, new control methods, doing things in software that can't be done in any other media but taking other media as a starting point... and lots more.

    opinion sure, but its the way I am trying to take things.

    kipper
  • SlickZeroSlickZero Houston, TexasMember, Sous Chef Posts: 2,870
    If it's a straight up rip off, then it probably won't do well. I don't think it's a bad thing especially if you make it from scratch, and all the art, scripting, etc..

    They won't do well, because people will probably rather have the original. If you clone it, you need to bring something new to the table that the original didn't offer, otherwise, it's just a cheap clone.

    I just made a inspired version of the old arcade classic Lunar Lander for me and my friends. It's totally based of the original, but I made all the art, (my version of it anyway)and scripted it, and added a bonus round to where you have to take off and achieve orbit with the remaining fuel after each successful landing. It came out pretty good. I put it on the arcade, but something about HTML5 turned it into crap. Sounds are not playing at the right pitch, the gameplay is all choppy, and it just doesn't play as well as the iPhone version.

    Anyway, my friend said I should go ahead and put it on the app store, but I don't think it will do well since you can get the classic Lunar Lander in all of it's original glory on the app store, but I'm going to do it anyway, since my version is different, and has somewhat different gameplay. I don't expect it to do anything, but you never know. So we'll see.

    Every game out now is inspired from another game. It just depends on how far you want to take it. You want to make it just like the original game, or do you want to make it have something more original from you perspective?
  • cesar_m_romerocesar_m_romero Member Posts: 71
    Yeah, I agree. I'm not thinking about making a clone-clone, but rather take the gameplay of another game and build over it... but somehow I feel bad about this. LOL!
  • POMPOM Member Posts: 2,599
    cesar_m_romero said:
    Yeah, I agree. I'm not thinking about making a clone-clone, but rather take the gameplay of another game and build over it... but somehow I feel bad about this. LOL!

    See , i made Spin The Nut - http://gamesalad.com/forums/topic.php?id=27627
    And lately im getting lots of comments that its a Cut The Rope clone.
    And its rather funny , cause there is not even a single rope in my game .
    You say "take the gameplay of another game and build over it" , i took an atmosphere and people say its a "clone-clone" , dont want to imagine what would have happen if i copy a gameplay ..

    Roy.
  • TheGamerTheGamer Member Posts: 94
    I agree with SlickZero, and as long as you add something new to it, and have your unique art style you don't need to feel bad. Even pros "borrow" ideas of each other.
  • EatingMyHatEatingMyHat Member Posts: 1,246
    Is Call Of Duty a clone of Medal Of Honor? Or maybe Battlefield is a clone of COD?
    Is CC a clone of warcraft or is warcraft a clone of Dune 2? Maybe starcraft a clone of all three?

    Ripping off graphics, music, level design or character is bad, but if you create a game within a genre and add your own innovation in the process, you are participating in the evolution of the genre…

    People should stop screaming clone every time something look vaguely familiar, Angry Birds is not an original game as well.
  • cesar_m_romerocesar_m_romero Member Posts: 71
    EatingMyHat: Amen to that. Otherwise every FPS is a clone of the original Wolfenstein.
  • PhoticsPhotics Member Posts: 4,172
    cesar_m_romero said:
    is it a bad thing to take another game and "clone" it?

    I think a good example is Hard Lines. That's basically a clone of two games... Tron (the bikes part) and Snake... a classic game. The combination comes off like a fresh game. But yet... even though it was featured on a free app website for two days, the game is only ranked 31 on the iTunes App Store (Games / Free). I thought the app would do better than that.

    But when you think about it... some of the biggest games around are clones...

    World of Warcraft — Dark Age of Camelot / EverQuest
    CityVille — Sim City (minus disasters, plus social networking)

    What if these games didn't exist? Would it be better or worse for the industry?
  • RedlerTechRedlerTech Member Posts: 1,583
    Cloning is a broad topic.

    It's the difference between an ass & a genius.

    It's the difference between Vegetable Samurai & Cut The Rope.

    Making a game like Vegetable Samurai right after Fruit Ninja is complete ass-like. But taking the gameplay from Fruit Ninja & using the slicer idea for cut the rope, was brilliance!
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