Cloning vs Re-skinning vs being inspired?
MillionairApps
Member Posts: 110
Hello all,
This has been on my mind a lot and often wondered others thoughts about this.
I am against full on cloning a game. It's just wrong. I see so many exact same gameplay with the title changed.
I have half a mind about re-skinned games cause i feel that people copy a successful game, re skin it and sell it as a template so more people end up re skinning it ect.
Getting inspiration, if I love this game design, I get inspired so i make a game similar design. It's different but you can clearly tell its been inspired from another game.
What are your opinions about this, cause I have my own and I base development of these, but then I read many articles that think differently, but they are not developers.
Do you, would you or would never do any of the above?
Thanks
This has been on my mind a lot and often wondered others thoughts about this.
I am against full on cloning a game. It's just wrong. I see so many exact same gameplay with the title changed.
I have half a mind about re-skinned games cause i feel that people copy a successful game, re skin it and sell it as a template so more people end up re skinning it ect.
Getting inspiration, if I love this game design, I get inspired so i make a game similar design. It's different but you can clearly tell its been inspired from another game.
What are your opinions about this, cause I have my own and I base development of these, but then I read many articles that think differently, but they are not developers.
Do you, would you or would never do any of the above?
Thanks
Comments
If while working on it I find something new that might be cool then that's a bonus.
I'm basing this on my current way of thinking and not so much on previous experiences.
Ridiculous fishing vs ninja fishing
Dots: a game about connecting vs Dot connect vs Loops
Flow free vs flow line vs number connect
Four pics one word vs all those clones
Temple run vs subway surf vs agent dash vs ect ect
I still haven't found an answer yet, I change my mind every day on what's the best path for me to take.
I do in fact read your blog, which added to my thoughts. It's a good read.
Well I think if you have a theme that you extend on, such as Christmas ect then that's not re skinning, feel free to disagree. But having, and an example I see a lot is templates, have one about a bug and then one about a ball. Even this, nimblebit did a good job, but zynga did a better more polished game, they took a popular idea and added their own ideas and styles. It's like crush the castle and angry birds, one just added that winning new theme that everyone liked.
However words and pic games don't add anything new and are just plain stealing the initial popular idea.
What about a certain style of the app, the design, but a different gameplay?
In honesty I don't seen anything truly wrong with cloning in the majority of cases. Unless your game is a copy/paste of another then it will always be different in some way. Back to the tiny tower example, even though Zynga got a lot of abuse for their game, it doesn't look the same as tiny tower, the graphical style is very different. As long as you're bringing something new to the table then it's just part of the evolution of game design. You could argue that Call of Duty started life as a Medal of Honor clone, etc, but that doesn't make it any less valid. I guess from the tiny tower example that would be like Zynga releasing a totally unrelated game, but with the unique graphical style that nimblebit use in their games? I guess it's like most things related to cloning; frowned upon but not ultimately wrong. As soon as any creative idea out is out there it's fair game to be copied.
Interesting post topic, there's plenty to think about. Hehe awesome, thanks
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
Well, it all can boiled down to the core point, and put the decision of ones self. And that's what it really comes to down to. However on a more of a broad discussion, there is always a line between cloning and re skinning and being inspired.
For instance, Puck it, a common type game at heart, which means it comes down to that fact that some parts were copied. However judging from the game, its more likely to be inspired from another game or games. Which goes back to @BoomshackBarry discussion about adding new ideas and making it your own.
So how much does a game need to change for it not be considered a clone or a re skinned or even tell it had been inspired by it. I mean no offence to puck it at all.
Is like taking the gameplay of bejewelled and making a new game with it, most people will still see it as a clone of bejewelled. Do you think there is ever a point that the same game play ca be used and stand on its own two legs?
I am throwing ideas and thoughts as I feel most people have a lot of thoughts on this type of subject.
Although I'm a long way away from completing I could re-skin my project from cars, to boats, to spaceships and every one of those games even though they're based on one template would be different from each other in one way or another, not just visually.
Take the best bits from all of the clones and the original (that means playing as many of them as you can), throw away as many of the bad bits and boom you've got a clone that's better than most.
If I was to base the water game off of the same file as the space game, but then also make changes to the gameplay then I wouldn't consider that strictly a re-skin, more of a... well I don't know what you'd call that, sensible reuse of code perhaps?
To really understand the creative framework look to the masters. I suggest two reads.
Aristotle's "Poetics" which is still the fundamental breakdown of the essence and structure of storytelling used and taught in all english and film programs to all story writers and directors.
Leonardo da Vinci's book "Thoughts on Art and Life." The foundation for creative thought.
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
Zuma 2003
PuzzLoop 1993
Darren.
@FryingBaconStudios that's a lot of people quoted, its fine that your view and that its being expressed cause that is the point of a discussion, I think you would see the same thing everywhere though, apple vs windows, apple vs Samsung, woolworths vs Coles but understand.
Now going back to game related, cloning does have its benifits, and when I mean cloning I do mean exact gameplay different style or added feature, as it can create competition. Or even if your going for the money side, its going to give you a lot of coverage, but in return a bad rep.
Re skinning the game in my personal opinion is sort of useless, players already have the game, whats the different of playing the same thing underwater, why not make it an update and expand the game instead of creating many separate games. Then again it depends on how you view things.
Well, @KevinCross that was what I was exploring about who actually gets offended or affected by clones. Developers, and very loyal fans, are the only ones that seem to make a big deal about. I download games cause i like the looks or sound of them. I really doesnt bother me personally if its a rip off of another game. That other game never made it onto my device so therefore it doesn't really exist to me. Even when things are pointed out, I tend to get the two, see the differences and you normally end up playing the better game, not which one game first.
Fair point, I understand, I may not support that idea, but if it works then why not. But, I think, and nothing personal of course, but when one has to make two games to get a larger audience then one should have another look at ones game. I play subway surf, I don't like trains, I just like the gameplay and the challenges. Just cause a game is re skinned to a different theme won't make me won't to download it. But I see your point, ones going to love forest, ones going to love water, but why not put both into one so re skinning is not needed?
Isn't there a risk of hurting your brand image?
http://forums.gamesalad.com/discussion/37740/air-supply-rip-off-and-others/p1
http://forums.gamesalad.com/discussion/29419/the-secret-of-father-simons-live-on-app-store
In the first instance the guy somehow got a hold of my project file and released my game Air Supply as his own, called 'Air Attack'.
This wasn't just copying the gameplay/graphics. I want you to imagine the game that you're working on right now. The entire game. Imagine I took your actual project file and changed just the title and released it as my own.
That's exactly what this guy did. It was that blatant.
THIS kind of behaviour is basically stealing and inexcusable, and I would advise people not to go down this route. I'm lucky in that I have a family of lawyers on my side, and wouldn't think twice about taking legal action if possible.
Usually though you won't need to resort to legal action. All it takes is an email to Apple with as much evidence as possible to back your case and the offending apps will be taken down.
The second infraction basically did everything possible to ride the coat tails of Secret of Grisly Manor's success. Though the game used different graphics, and adventure games usually follow the same format, it did all it could to capitalise on FMG's success. I was personally particularly irked that the description was practically stolen, which I had written personally for the game for FMG.
So, those are extreme examples. Another might be The Semi-Secret guys giving away the code for Canabalt, so people could learn from it, adapt it maybe, make it their own.
Their intention was, perhaps naively, never to give con-artists an easy way to make money by just republishing the game, but it happened. To their credit, they have been very strict about it and contacted Apple and had the offending apps removed (one of the con apps was even titled 'Canabalt PRO').
So yeah, you could say I'm not a fan of people making money off the hard work of others with the least amount of effort on their part…
There are other considerations too. There are particularly well defined genres, that have many many games within them. Let's take infinite runners for example.
Now, infinite runners are, I feel, fun by their very nature. The main features are:
Enemies to jump over.
Stuff to collect.
Pits you can fall down.
Goes on forever.
There are variations within this of course. Some runners have a fixed jump. Some have a variable jump based on how long you keep your finger down. Some have double jumps. Some give you lives. Some kill you with one hit. Some let you shoot. Some don't. Some have different levels with different backgrounds. Some stick to just one background etc etc
So, while two games within the genre may share many of the same game mechanics, I believe it's *how* those games are executed, presented and points of difference to other games, which sets them apart. And this is true of many genre types.
Puzzle games, for example, encompass stuff like Tetris, Bejewelled, Angry Birds and Cut the rope to name a few. Each of those sits within the genre, but is unique thanks to its own particular game mechanic.
Even a different art style can make a big difference. I'm not a fan of 'cartoony' art you get a lot of on the app store because it just screams 'generic' to me. That's a personal thing though, as I'm a big fan of pixel art, and I'm sure there are (CRAZY!) people that don't like that
Again though, using the same game mechanic as someone else isn't a bad thing. It's how it's executed that will make it sink or swim.
Then there's people like Jeff Minter, a hero of mine.
He is influenced, sometimes, very obviously, by other games, yet adds enough to his own games to differentiate them from the inspiration.
Attack of the Mutant Camels plays like the Atari VCS version of Empire Strikes Back.
Minotaur Rescue looks very similar to the classic Asteroids.
Mionotron 2112 looks like Berzerk.
Space Giraffe looks like Tempest.
And yes, there's similarities at a glance. But there's enough difference, personal style and attention to detail in there to make these games unique in and of themselves.
I guess I'd like to fall into the Minter category myself.
I think the main problem really is that people do this for different reasons. A lot of people see their games as 'product to be sold'.
Personally, yes, I sell my games. And yes they're products. But they're also a very big part of me. I put a lot of myself into my games. My personality is hopefully in there. My interests, beliefs even. Sense of humour. Attention to detail.
I used to make games for other people for a wage. Games I wasn't particularly interested in, but I made the most of it. It was a job.
Now I make my own games. Now I make games I want to play.
To me, each game is a seperate statement, so for that reason I don't personally believe in simply re-skinning a game and selling it again with different graphics.
I could, for example, have tried to re-skin my own infinite runner, Air Supply. But that game was designed from the ground up around the style and the music and the genre. To replace the foundation of the game, therefore would be to utterly destroy what it actually was in my mind. I couldn't even contemplate doing it.
To me, personally, cloning your own games just feels like your original game wasn't good enough to stand on its own, or had no real 'vision' behind it - or severely dilutes that vision.
And that's fine. Like I said, some people are just in it for the money and will take every shortcut they can to try and get it. I wish I could say it's just the kids that use GameSalad, but some of the 'grown ups' are far worse.
Personally, I'd like to make money as ethically as possible by providing something of value to someone that I have made.
Do I make much money? No. Not at all. In fact I'd wager that those that do clone, those that do just release templates onto the app store, probably make more money than I ever have.
But I'd like to be remembered for making fun games. To have a solid reputation, so that people will want to play the next Quantum Sheep game.
I may be a total failure, business wise, in this quest to make games. People will no doubt not take me seriously based on how 'successful' I appear to be and their own definitions of 'success'.
But I make games because I love games, not the dollar. I care enough about games that I don't want to add to the downward spiral I personally see them going down as the industry changes.
I may be fighting against the tide. But hey, someone's got to, right?
QS =
D
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
It's a question of ethics really. I guess its definition is variable maybe?
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Here is the raw reality though. Only one percent of Game Makers earn a million or more. Only ten percent of Game Makers earn a living wage. This mostly lines up with income data as a whole. Only one percent of the worlds population makes more than a million dollars. Only ten percent of the worlds population makes $100,000 or more. Making money in any venture isn't easy as the numbers don't lie.
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
my first one endless runner was a template based, in the code is all most new.
we learn things and it is good.
endless runner I
https://itunes.apple.com/app/id415979971
endless runner II = more features (store)
https://itunes.apple.com/app/id643979414
endless runner III = more gameplay (shooting)
http://forums.gamesalad.com/discussion/59462/riffel-s-new-endless-game-wip
www.marcosriffel.com
Although this part: I'm not sure I agree with entirely. In an ideal World the game itself would dictate how successful it is, but in reailty plenty of good games go under the radar and earn little money. Sometimes it's more down to marketing, and maximising your presence in the app store, than the game itself.
And: I don't mean so much that a different theme will make somebody want to download the game more, simply that they might not even see the game if they're searching for a different theme entirely.
Reskinning can totally hurt brand image though I think. A lot of re-skinners have multiple app store accounts/brands to get around this issue.
@quantumsheep that's the single longest post I've ever read The debate I've been having with myself is that I fall in to both camps. I'm a very creative person who takes pride in my work. In that regard I want to only release games that are personal to me, and are an expression of myself. In an ideal World I'd be doing that without a doubt. However I really want to bring in a decent income from my games, so that I can hopefully quit the day job and spend more quality time at home with my wife and kids. In that regard it's best to play it safe and re-skin to maximise the potential profit from each game I build.
Ultimately, is it more noble to follow the artistic route, even though that's more unlikely to benefit my family, or to follow the 'app producer route' which is more business like, less creative and less enjoyable for me, but will offer a much better chance of providing for my family? In that regard going down the artistic route feels more selfish to me; I'd be doing it for my own benefit more than what my family needs me to do.
I realise everybody's situation is different, but it goes to show that taking the re-skinning route isn't necessarily the unethical choice that it appears on the surface, and isn't necessarily down to personality but situation.
@FryingBaconStudios you've hit the nail on the head when you say that artists aren't uninterested in business, and vice versa. Clearly artists can make it in to the ten percent who earn a decent living from the app store, but to maximse your chances of getting in to that group perhaps you have to consider the business before the art.
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
But I don't want this thread to get derailed with my story, let's keep the interesting debate on re-skinning/cloning alive
as long as u make it your own and actually make it unique then u gave it a real shot
Good point out, the gameplay is clearly copied, but it goes above what the original was,
So basically, from what I have read, including the massive post , cloning seems to be a no from people cause they want to make their own ideas and their own mark in the gaming world.
These opinions are not actually my own, they are just to food for thoughts.
If people were against cloning, why make templates of full games exactly like successful games.
There are cut the rope templates, flight control templates, and they all have the exact same art. So in a sense, are they making money from prompting and supporting people to clone games?
@FryingBaconStudios
And here is where I disagree. It's a trend that I notice happens, if your here for the business path, then your the bad guy ect. Your not going to be successful by taking the artist path most likely. You need to take them both. If no one likes endless runners, and you spend your time creating one, no one is going to download, no matter how much time you spent in it.
However if everyone likes slot machine games, then you make your game, based on slots, then you have a more chance of getting more downloads.
When people say, I am making my own ideas up and one day I will strike it rich, I happen to disagree, unless your creating games like world of goo, I think it's just going to be lost in the crowd.
But of course, there is the greedy path, and the artist path, which normally get hired by the greedy people in the end
@BoomshackBarry Glad you disagree, however what I failed to take into consideration was the fact that your trying to go full time, and going the good artist way may not cut that for you. So yeah, two different apps could work, but really that is boarding on the artist and business way.
Anyway, one of the biggest things I noticed when games are cloned and resigned, and even inspired other games, is the negative reviews. Do people consider this, or know how to handle this type of situation, cause everyone and then I read about this and has negative effects on downloads.
I also disagree for the sake of disagreeing with a lot that's been said cause what I notice on the forums is people say, but can't really back it, but @FryingBaconStudios has done a good job backing it up and relating it.