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Community Discussion: Blog by shaxam1029 | What qualifies a game as a "rip-off"?Destructoid
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About
Hi, I'm Shaxam.

Or maybe I'm Max, or Anan; depends on where and when you're from.

Videogames are pretty neat, my favorites are:(in no particular order)

Skyward Sword
Xenoblade
Final Fantasy VI
Mother 3
Deus Ex: Human Revolution
Thief 2
Doom 2
Twilight Princess

I also like writing about videogames, more specifically about game design.

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Hideki Kamiya, the man responsible for the first Devil May Cry and Viewtiful Joe games, has come under fire recently regarding a statement that he made on Twitter. When asked about what he thought of Sony's upcoming brawler Playstation All-Stars: Battle Royal, Kamiya said that he didn't like it because it was "just a rip-off". Immediately, passionate Sony fans rained down the game designer with reason after reason of why the title wasn't going to be "just a rip off".



This whole issue got me thinking about what makes games "rip-offs". How clear is the line between "inspiration" and plagiarism. I started looking at games differently, making a point to see where they drew their influences from, and how close they were to other titles. And then I realized something. Almost every game has taken something from a game that came before it. This doesn't make them rip-offs. What makes a game a ripoff, to me anyways, is when instead of drawing inspiration from something, and putting your own spin on it, you straight up copy aspects of another game. What makes a game a ripoff to me is when developers put features from other games into their game not because they love those features, but they know that gamers love those features.



Let's look at a game that did it right. A game that was made it's influences clear, but differentiated itself from the games that it was derived from. A game that Hideki Kamiya, himself, worked on. Okami. This 2006 title was a 3D action-adventure game that put players into the shoes, or paws rather, of the Japanese sun goddess, Amaterasu in the form of a white wolf. It followed the traditional 3D Zelda formula for the most part, you go through a tutorial, explore the overworld, help the townsfolk, and solve puzzles in dungeons. Rinse. Wash. Repeat. Even Kamiya admitted that he was a Zelda fan, and that the game influenced his general game design. What made Okami so memorable though were the things that it did with those typical Zelda conventions. Combat was much different than any action-adventure title up to that point. Gamers were given control of a magic brush that could be used to defeat enemies in many different ways. You could slash enemies, summon bombs to blow them to smithereens, stop them in their tracks by summoning a tree, the possibilities were endless! Instead of being given an item after every dungeon like in most games in the genre, players were given a different brush stroke. Each of these strokes felt much more practical and useful than the items players received in most games, and they were satisfying as hell to pull off. Unlike in Zelda players could also upgrade their abilities using the in-game currency. But the thing that really set it apart from other games was it's style.



It's got an incredibly beautiful cel-shaded graphic style that makes even the dullest of moments a joy to watch. It's pretty much unlike anything I've ever seen before, a cross between a Japanese ink painting and wind waker's fantastic art style. The setting is also pretty interesting, as I've never had played many other games that take place in feudal era Japan. The focus on Japanese myths and gods also make thinks pretty interesting. Makes you wonder why more games don't use the same setting or the focus on Eastern gods.

Now Okami is one of the many examples of games that were derivative without being rip-offs, but there are plenty of games that are derivatives and are rip-offs. The first thing that comes to mind for me are games from the ios studio "Gameloft". Now, Gameloft actually makes some pretty awesome games. The ios version of the Oregon Trail and "Spider-Man: Total Mayhem" are both fantastic titles, but Gameloft has a tendency to make some games that are not-so-fantastic. They take titles that are console exclusives and make games that are border-line copyright infringing. Examples include the "Gangstar" games, pretty blatant GTA clones, and the "Hero of Sparta" series, titles with gameplay that's a bit to close for comfort to another action series starring a certain god. Now there's not much necessarily wrong with these games, they're well made. The problem with them is that they're lacking soul. It doesn't feel like the devs did anything special with the aspects that they took from other games. And that's when I think a game qualifies as a "rip-off".



I can't tell whether or not PAS: BR is a "rip-off" or not, but from what I've seen of the game so far, it looks like it has some pretty interesting mechanics and does enough to differentiate itself from smash bros. Even if it is just a Smash Bros. clone, it's sure to be a well made one. I guess I can't really fault devs for making rip-offs, it certainly makes sense from a business standpoint, but it still makes me kind of sad. I just hope developers don't think that's all gamers want.
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The problem is that PSABR does nothing to differentiate its visual aesthetic from that of Smash Bros and also bastardizes the heritage of a bunch of 3D characters by putting them in a 2D brawler.

Everyone - every least character - that appears in Smash Bros. has some 2D lineage and that's why its a 2D brawler. No one in PSABR has a retro 2D heritage to claim. Sony prided their IPs on being 3D, so its kind of insulting that they not only don't adhere to that sense of pride here but there's going to be a ton of characters from the Sony pantheon that won't even get a spot or acknowledgement.

I also just get the feeling its not going to be the passionate love letter to fans that SSB, Persona 4 Arena and Dissida Final Fantasy are. Sometimes fanservice is more than slamming a few popular IPs together, but showing how they can become compatible. All those games have great examples of it.

As for Okami, its easy to say it has Zelda elements, but it has its own strong aesthetic and its own spin on powers while having a power up system that is distinctly Capcom. The brush is more or less to Amaterasu what an ocarina or other instrument is to Link, but its implemented differently. Also there's tons of story and dialogue in Okami that Zelda just doesn't need so badly.

I don't think PSABR makes that strong effort to distinguish itself. Sure, the KO mechanics are different, but it still looks like a poorly designed Brawl mod.
The party-fighter thing is a thing in Japan. The rest of the world outside of Japan has only seen a few games like it. So no, it isn't a rip off. It's what folks call 'fan service'.
Unlike Okami, this wholesale copies Smash Brothers, but I don't care. Identical visuals, same concept, same everything except the characters and point system. The genre is criminally underrepresented, though, so I don't care. They could have changed the aesthetics or copied the Power Stone gameplay - at least one major differentiation!

Yeah, it's definitely a rip off, but it's not stealing assets, so whatever. I'm more excited about this than the series it copies because where Nintendo adds stupid random tripping and floaty mechanics to their games, Sony hired Seth Killian, they're optimizing for fight sticks. Awesome!
Aren't there many examples of "cross over" games? Examples of characters from multiple games combined for the sake of a generic game play concept - Fighters, cart racing, platformers, etc. So how INNOVATIVE of an idea was it supposed to be exactly.

I'd love to see Nintendo's patent on "combined roster brawlers" I'm sure Capcom would be fascinated to see it so they could laugh at it.
@MonkeyKing

No one is saying Sony can't have a crossover brawler - but go look at SSB, Dissidia and Persona 4 Arena then come back to this and tell me PSABR doesn't look like a half-baked rip-off of SSB.

We call it a rip-off because that's exactly what it looks like. Sony certainly could have made a real effort to make something a bit more distinctive.
I'm fine with copy-catting; I just wish they would've chosen a less derpy name!
We'll just have to wait and let the sales numbers speak for themselves. People like Mario and Zelda enough to clamor and see who'd win in a fight. Has anyone ever loved Kratos and Fat Princess enough to want to see them go toe-to-toe?
Great blog duude

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