The Casual Game Clone Wars 36
Casual games are ever more financially lucrative in the new world of everyday games. With money to be made, clones of successful games can be launched in a very short period of time, resulting in the original title vying for financial success with its johnny-come-lately play-alike. From the article: "But, while PopCap's James Gwertzman comments in a recent interview of Zuma's success in 2004: 'We were all very excited about it, but it's 2005 and there have been a ton of very obvious Zuma clones', we have to ask - how about Mitchell's 1998 title Puzzloop for arcades, also known as Ballistic for PSX in the States? The game's basic design seems identical to Zuma. There was even some talk of Mitchell, which has released a PC version of Puzzloop, taking PopCap to court over the issue, though neither company has ever made public statements about it."
Hey, did you see how black kettle was? (Score:5, Insightful)
Re: Hey, did you see how black kettle was? (Score:3, Informative)
Bejeweled owes its lineage only to Nintendo's Puzzle League, and it's a tenuous connnection.
Heavy Weapon has some similarities to an 80s PC game which has gone by many names (Parachute and Sabotage being the two I knew of) and which recently appeared on the iPod as a hidden game. However, Heavy Weapon sports significant improvements, and works more as a redevelopment than a ripoff.
Rocke
Re: Hey, did you see how black kettle was? (Score:2)
Bejewled is VERY different from Nintendo's Puzzle League/Tetris Attack, yes there are similarities, but it is a different game, no doubt.
On the other hand, the DS launch game 'Zookeeper' looks like a true rip-off of Bejeweled.
The thing is, if you're first with a design, and market yourself properly, you'll have the brand recognition, then when people have a choice between the two games, they'll choose yours.
Also, when the faker
Re: Hey, did you see how black kettle was? (Score:2)
Re: Hey, did you see how black kettle was? (Score:2)
It's not just Popcap (Score:4, Interesting)
The real problem is that some of these outfits have gotten so big, that if a small-time developer comes out with a new game gets any kind of good response, the big guys swoop in, draw some pretty graphics, and whammo, the little guy has just had his market taken away.
Even with that, I hope that this doesn't turn into a legal battle. The only people that win those things are the lawyers, and lawyers have ruined (or nearly ruined) enough industries already.
Re:It's not just Popcap (Score:2)
Re:It's not just Popcap (Score:2)
Oh and PopCap has a similiar game for Palm/PC called Dynomite, featuring a dino egg & dinosaur motiff.
Re:It's not just Popcap (Score:3, Informative)
Re:It's not just Popcap (Score:2)
Re:It's not just Popcap (Score:2)
That was my first thought, actually (Score:5, Insightful)
Now, if you want to trace it back further, Puzzloop was based somewhat more loosely on a linear version of Bust a Move, which in turn was a hexagonal interpretation of Columns. Columns was Sega's attempt to get in on the success of Tetris.
Of course, the difference between stealing is how much interpretation goes on between the steps, and how honest the developers are about the originality. Puzzle Pirates has a swordfighting system with is clearly based upon Puzzle Fighter. Puzzle Fighter in turn was based upon Waku Waku Animal, which was an attempt to rip off Puyo Pop, which was a somewhat more successful attempt to rip off columns, who was going for tetris. However, if you look at the Swordfighting in Puzzle Pirates and Tetris, there is a huge delta between the two. Likewise, you can trace fighting games from Soul Calibur III -> Soul Calibur -> Tekken -> Mortal Kombat -> Street Fighter II -> Street Fighter I -> Karate Champ, and back up from Karate Champ -> Kung Fu -> Double Dragon -> Ninja Gaiden -> Strider -> Sonic the Hedgehog -> Sonic Adventures.
My point is that fundamental game mechanics flow between games, in the same way that camera movements flow between movies and bad acting flows between TV shows. The mechanics are building blocks from which games emerge, but they are not the games themselves. It isn't the individual mechanics per-say, but the execution that matters.
Re:That was my first thought, actually (Score:3, Insightful)
None of the other games you compare are direct copies of each other. A game being in the same genre as another game does not make it a 'rip off' of the original game.
Re:That was my first thought, actually (Score:1)
Re:That was my first thought, actually (Score:2)
Re:That was my first thought, actually (Score:2)
Well, I like being a stickler for correctness
Re:That was my first thought, actually (Score:1)
Re:That was my first thought, actually (Score:1)
Re:That was my first thought, actually (Score:3, Insightful)
Re:That was my first thought, actually (Score:2)
If they all call the game created long ago at Activision that involves mahjonng tiles "mahjongg", then yes I'm saying an entire race of people is wrong.
But they don't. The tiles were first used in a different game, and as far as I can tell Shanghai was where the game was created. The game was originally a computer game, and the text on the box sure as hell didn't say "Shanghai solitaire."
So there.
Just goes to show you (Score:4, Interesting)
Unless you want to market games on a really unique and proprietary platform, casual gaming and commercial gaming are two things that are difficult to mix. This article shows the most obvious reason why: cloning. The reason for this is that most casual games are so simple that most programmers are able to whip out their own version, possibly making modifications to suit their personal needs.
The bright side of this is that these are ideal free software projects. When I delved into the world of free software, I could not help but notice that the majority of games available were small, casual games. Some of them were quite clever, many were unusually addictive, and the vast majority were clones of something.
If you ask me, casual games ought to be free software because, among other reasons, it A) helps to ensure the longevity of your game and B) helps others to not have to reinvent the wheel. Why rewrite your game as a clone when they can just port it to a new platform or create their own skins? If they think they can make it better, they already have your code to start off with, so they can extend it or examine it while writing their own engine.
I like to think of casual gaming as "generic gaming", and I find it to be healthy that there is a lot of borrowing going on.
Re:Just goes to show you (Score:3, Informative)
Unless you want to market games on a really unique and proprietary platform
Advantages of Lumines (Score:1)
Custom soundtracks (Score:1)
The puzzle itself is good, but the music and video really make it shine. This clone does not have that, so IMO it won't be a fun to play.
It doesn't have the video, but (if you're not using the GBA Movie Player v2) it does have custom soundtracks. Use GSM tools for GBA [pineight.com] to make a gsmsongs.gba file, copy it into Luminesweeper's folder, and then you can edit the skins to use your music. All is described in the readme file.
Tumblebugs (Score:2)
A 3d-clone of tetris.. (Score:2)
To me that game was highly underrated. I love puzzle games, and chances are there's a puzzle game concept that's a template that will be used by several companies. I just wish they, when a clone was made, added some spice to it. Imagine alternate ve
Re:A 3d-clone of tetris.. (Score:2)
I liked Geom Cube (Score:1)
I do not remember seeing BlockOut in the arcades. However I do remember it on the Sega Genesis.
I'm guessing that this is what you're talking about [gamefaqs.com]. I'm more familiar with Technos's version of the 3D tetromino stacking game under the name "Geom Cube" on the PlayStation.
And thought it was strange to have a 3D tetris game on a system with no scaling capabilities.
Of course the Mega Drive aka Genesis had scaling capabilities; they were just done in software. It's possible to map most of the display of
They're all ripping off each other (Score:2)