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Community Discussion: Blog by jazzpanda | Why 'Clones' and 'Rip-offs' are the best things ever.Destructoid
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About
"Jack of all trades, master of none, is better than master of one"

I'm living in Australia, I loving, playing and studying jazz and working in web design.

I have a massive interest in game design and am also designing and programming my first game called "Patient Blade" for Xbox Live community games and learning a lot!
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Matt Razak just posted this article about a God of War director taking interest in Dante's inferno - a blatant 'rip-off' game. Some of the comments irked me and i just really need to put these thoughts into words..

The feeling from some commenters and many gamers can be summed up by this first post from Neo Gio-
"For me it was too much like god of war. If I felt like playing god of war I would just hook up my PS2 and play it. Rip-offs for me are just not good, no matter who they are ripping off."

I'm currently creating a game i hope to be able to start showing soon. Since starting this learning experience and dreaming of games i may be able to make in future.. i've often had the following conflict:
If i create a great game, a game that is a great experience to me - I can never actually fully experience it as the audience can. Because simply by creating it, i know how it works and how it ends.

That doesn't diminish my drive or enjoyment of creating it but it's a different kind of pleasure, that of the musician, not the fan. I would LOVE for someone to take game mechanics or ideas that i love enough to include in my games and use them in their games. Then i might be able to have that very different kind of experience as an audience member but still experiencing my own idea or influence.

In the article, GOW3 director Stig Asmussen said of Dante's Inferno: "This is my favourite genre, and the more people that are making [these games] the better.."

I recall Hideki Kamiya, the creator of the original Devil May Cry also saying in an interview (that i can't find!) that he was basically dismayed after DMC that nobody else really picked up the ball and ran with it. As i understand it, Bayonetta is in part his answer to that.



All music and art is influenced by what came before, everything we do builds on what we see and know, it's the best way to evolve and i think game creators want people to pick up the ball they create and run with it. Even games that don't innovate or are bad are good! It still pushes the concepts and if it doesn't innovate then it still solidifies what works and what doesn't within that concept.

There's a line i think to do with what is 'bad plagiarism'.. You wouldn't make a Dead Space clone about dismembering aliens in space for example..
That said, have the 'space marine game clone wars' really been bad for the industry? Other genres are doing fine (including the indie scene) and many first person shooters have become really refined..
No matter how many rip-offs exist, i think it's hard to argue there is actually less originality than there would be without.

That's why i think rip-offs and clones are great. Because it's great when game designers grab other designer's balls and run away with them.
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Well said. Games become better as a medium because people add to and rework other people's stuff.

Also, fapped mostly for your last paragraph
Without emulation or adoption of others ideas, we would all still be playing Super Mario Bros. on the NES. Fills me with nerdrage when I hear dumb comments like Dante's a clone of God Of War, yeah, sure, it is, but God Of War is a clone of it's predecessors, like their predecessors before them.
The thing with so called "clones" is that most people think of the crappy, bad and mediocre when they hear the word, a game doesn't have to be innovative to be great, but it must certainly have personality and polish enough to stand out. There were a few (myself included initially) that saw Bayonetta and thought "OMG it's DMC with TnA!", but after reading the reviews i came to understand that that was not the case and that Bayonetta could stand on it's own as a kickass game.

Another thing is that when one game excels at a genre it immediately becomes the point of reference and every single inspiration it took it's ideas from suddenly seem to disappear from the collective mind of people, GoW didn't create the hack-n-slash genre or it's mechanics, it simply took them to the next step.
Great write up. But logic and understanding that people have different opinions NEVER factor into a fanboys thoughts. Hence the atrocious comments from that article.
I think the main problem is that compared to the God of War Demo it just looked so average.

Admittedly I have yet to play the game (and I hope to eventually) but isn't the biggest problem that it adds nothing to the GOW formula?
Man I am clearly undecided as to what the biggest problem is in that last post.

Is this game worth getting? if not for 60 bucks then what price would be reasonable?

Pretty big fan of the genre but I haven't got cash to burn with Heavy Rain and the thousands of games coming out in March.
I agree, because without progressive evolution, no art form would get better. And you need to essentially 'copy' what has existed before to create something new and better. Most people hear 'copy' and 'clones' and think of mediocre or horrible rip-offs. But thats not the case. This medium has gotten so far thanks to this and I'm glad it is.


Thats right, I'm basically calling videogames art.
I also agree, especially since I'm an artist. To improve any artists work, there's a process of copying from various sources, before you flesh out a style of your own and what you want to do with it. All creative media and industries are built on these simple kinds of rule.

I still find it quite astonishing, that while Stig had good things to say about Dante's Inferno, the fanboys (yes that's you, Sexual Choc) still got knives out for it, with no basis beyond their lame 'clone' argument. Just shows some people are beyond reason, I guess.

Good post.
I agree with that, completely. But...

"Because it's great when game designers grab other designer's balls"
If Volition didn't decide to "copy" Grand Theft Auto, we wouldn't have the amazingly fun game that is Saints Row 2. I enjoyed that game much more than GTAIV because it appealed to a different part of my gamer brain. Realism and a somewhat serious story is great, but sometimes you just want to cause massive havoc with cheat codes and no consequences.

So, even though they are similar in structure, the games are different enough to appeal to two totally separate audiences.
I hear you Perfidious.

I hardly play my GTAIV anymore, because its too serious and much of the time, that doesn't translate into fun gameplay as much. Saints Row 2 I'll pick up though, because it clearly understand its a game and has to be fun, and not some would be gangster flick.
All of my best ideas are amalgamations of the smaller points of greater titles. I don't think there's any shame in building upon others. The trick is in hiding your efforts in doing so. After all, there is nothing new under the sun. It has all been done before.

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