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Treading the Fuzzy Line Between Game Cloning and Theft

eldavojohn writes "Ars analyzes some knockoffs and near-knockoffs in the gaming world that led to problems with the original developers. Jenova Chen, creator of Flower and flOw, discusses how he feels about the clones made of his games. Chen reveals his true feelings about the takedown of Aquatica (a flOw knockoff): 'What bothers me the most is that because of my own overreaction, I might have created a lot of inconvenience to the creator of Aquatica and interrupted his game-making. He is clearly talented, and certainly a fan of flOw. I hope he can continue creating video games, but with his own design.' The article also notes the apparent similarities between Zynga's Cafe World and Playfish's Restaurant City (the two most popular Facebook games). Is that cloning or theft? Should clones be welcomed or abhorred?"

235 comments

  1. Warcraft by Anonymous Coward · · Score: 2, Interesting

    One of the world's most popular computer game franchises is a clone of Games Workshop's tabletop/pen & paper games. That seems to work OK.

    (captcha = helmets)

    1. Re:Warcraft by somersault · · Score: 3, Insightful

      Saints Row 2 (haven't tried the first) is actually much better and IMO more in line with the GTA philosophy than GTA IV. I was surprised how good it was. Bring on the clones. We don't have to play the crappy ones.

      --
      which is totally what she said
    2. Re:Warcraft by Sockatume · · Score: 2, Funny

      There's scant little "pen and paper" in Warhammer, and the gameplay is bugger-all like Warcraft. The setting is a knock-off but the game sure as hell isn't.

      --
      No kidding!!! What do you say at this point?
    3. Re:Warcraft by Sockatume · · Score: 1

      It's not exactly a clone, though. What made SR so welcome was that it was so un-GTA in so many regards. That's not cloning, that's evolution.

      --
      No kidding!!! What do you say at this point?
    4. Re:Warcraft by Aladrin · · Score: 1

      I dunno about 'in line with philosophy' and all that, but SR2 was a great game. I hated SR1, and GTA games are just 'pretty good' in my book... But SR2 I actually played to the end without cheating. For a guy that has so much to do that he never gets bored any more, that's saying a lot.

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    5. Re:Warcraft by Anonymous Coward · · Score: 4, Informative

      Not Warhammer Online... Games Workshop put out the original Warhammer, a tabletop miniatures strategy game, back in 1983. Warcraft: Orcs and Humans came out in 1994 and completely ripped off the style as well as many of the gameplay concepts. The way the orcs talk, the races in the game, the art style, it's all blatantly copied from Warhammer. And now some people have the gall to call Warhammer Online's art style a "ripoff" of World Of Warcraft.

    6. Re:Warcraft by Anonymous Coward · · Score: 0

      There's scant little "pen and paper" in Warhammer

      You've never played WHFRP, I see.

    7. Re:Warcraft by PopeRatzo · · Score: 4, Insightful

      For a guy that has so much to do that he never gets bored any more, that's saying a lot.

      There's a difference between "never gets bored" and "easily amused".

      --
      You are welcome on my lawn.
    8. Re:Warcraft by TheKidWho · · Score: 1

      Yes, and Warhammer was a rip off of Tolkien who was a rip off of god knows how many people.

    9. Re:Warcraft by obarthelemy · · Score: 1

      I think I'll never pronounce it, either ...

      --
      The Cloud - because you don't care if your apps and data are up in the air.
    10. Re:Warcraft by Nathrael · · Score: 2, Informative

      To be fair though, Blizzard cooperated a lot with Games Workshop iirc. GW even did some concept art for them.

      --
      A good education is a bit like a STD - it makes you unsuitable for a lot of jobs and gives you a desire to spread it.
    11. Re:Warcraft by TheThiefMaster · · Score: 3, Informative

      Actually Warcraft was originally a licensed Warhammer game, but it got cancelled. Then Blizzard decided to change it just enough to avoid infringement and released it anyway.

      Which is why it's so ironic that Warhammer online is accused of being a copy of Warcraft.

    12. Re:Warcraft by commodore64_love · · Score: 4, Interesting

      Cloning is what caused the videogame crash of 1983. The popular console of the time, Atari VCS/2600, was an open platform with ~25 million users so everyone was trying to create quick clones of previously-created Atari and Activision games. For example: Coconuts is an obvious clone of Kaboom with near-identical play mechanic, but nowhere near as good.

      What then happened was a major overload of games, most of which were not worth buying, and consumers got feed up and simply stopped buying. Sales fell-off during 1983, game prices plummeted from $30 to $5, and after Christmas many companies went bankrupt.

      I think we're going to see the same thing happen now. There are too many games flying around on Facebook, iPhone, and other net-connected services, people will burn-out, and sales will plummet.

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    13. Re:Warcraft by thisnamestoolong · · Score: 4, Interesting

      I think that, paradoxically, the tool we have that is inundating us with information (the Internet) is also the greatest weapon against this happening. With the way information is processed, it becomes trivial to sort through all the crap out there and skim the sweet delicious cream from the top of the Intarwebz (ewwww....)

      --
      To the haters: You can't win. If you mod me down, I shall become more powerful than you could possibly imagine
    14. Re:Warcraft by somersault · · Score: 1

      What would you say actually makes it different?

      It duplicates almost every element of the GTA III series - the mission/gang system, the radar, the radio stations, the weapons. A lot of things are better, for example the melee fighting. Some things are worse, ie the vehicle controls aren't as realistic as GTA. It has more of the stuff that made the San Andreas fun, like the taxi/police/ambulance type side missions, tattoos, haircuts, gangs etc. GTA IV completely missed the mark by trying to be too serious, but Saints Row seems to carry on where San Andreas left off.

      --
      which is totally what she said
    15. Re:Warcraft by russotto · · Score: 3, Funny

      Yes, and Warhammer was a rip off of Tolkien who was a rip off of god knows how many people.

      When you copy from a small group of well-known identifiable individuals who are still living (or in existence, for corporations), that's "rip off". When you copy from a large group of relatively obscure individuals who are not only dead, but may be unknown and whose descendants don't even know who they are, that's "research".

    16. Re:Warcraft by JonStewartMill · · Score: 1

      There is?

    17. Re:Warcraft by Anonymous Coward · · Score: 1, Interesting

      That's also why it's so ironic that Warhammer fans whine about the Warcraft frannchise. Warhammer could have the root of one of the most successful and massively profitable gaming companies in history.

      Instead they're stuck trying to get into the business way late by making bad knockoffs of Blizzard games.

      It's also more than a bit disingenuous to claim that much was knocked off in Warcraft. It's an RTS with some pixelated green things running around. There's only but so much (artwork mostly) that could be copied from a tabletop game anyway. If it was a turn-based games using mechanics from Warhammer and a detailed plot from Warhammer, there might be something valid to complain about.

    18. Re:Warcraft by StuartHankins · · Score: 2, Insightful

      it becomes trivial to sort through all the crap out there and skim the sweet delicious cream from the top of the Intarwebz (ewwww....)

      For many things it's not trivial. For instance, have you tried locating apps in the App Store lately? To say that it's tedious doesn't do it justice -- way way way too many choices that aren't relevant. I recently looked for a free painting program and after trying various forms of paint, draw, edit image etc I eventually had to use the term "sketch" to find what I was looking for. It was just dozens of pages of crap, many of which had nothing to do with painting / drawing. For my purposes these were synonyms yet to the search engine they were not. And yes I tried Google also, and again there were so many hits, many outdated, that finding "real" content was a problem. So many dupes that I couldn't easily tell what options I had.

      As another example, commonly-used terms such as OpenOffice's Calc or Write -- try searching for those and see what you get. Or OO Draw. How about tips for MS Paint?

      We need a semantic web because so many of the content is based on keywords which are either inexact or are also commonly used words. We need to be able to grep the web in a more efficient manner.

    19. Re:Warcraft by Anonymous Coward · · Score: 2, Interesting

      Can you provide a citation for that? It sounds plausible, but Wikipedia does not have this info, so either your information is mistaken, or a rather noteworth peice of informqation is missing from Wikipedia. If you can find a citation for this, could you please also add it to wikipedia, or at least post it to the wikipedia talk page.

    20. Re:Warcraft by LandDolphin · · Score: 2, Funny

      Hope they fired whoever made the choice not to go through with Warcraft being a a licensed Warhammer game.

      --
      Spelling and Grammar errors have been added to this post for your enjoyment
    21. Re:Warcraft by Anonymous Coward · · Score: 0

      That's because it is. Warhammer was completely stale and Warcraft innovated in the whole area and made it *gasp* fun to play.

    22. Re:Warcraft by LOLLinux · · Score: 5, Informative

      No, he can't. It's a widespread internet rumor that no one actually can provide real evidence for.

    23. Re:Warcraft by MattSausage · · Score: 1

      I believe Penny Arcade had something to say about this very topic.

    24. Re:Warcraft by iamhassi · · Score: 1

      "iPhone, and other net-connected services, people will burn-out, and sales will plummet."

      burn out from paying 99 cents for iPhone apps? Doubtful, but I must admit with so many 99 cent apps I'm now to the point where I won't even pay 99 cents if the app doesn't have a free version to test first.

      --
      my karma will be here long after I'm gone
    25. Re:Warcraft by Anonymous Coward · · Score: 0

      This is where your online communities/forums can step up to the plate when the more direct search approaches fail. Usually the larger and more active forums have a member base that have already managed to separate the good from the crap, it's just a matter of putting the question out there and having enough patience for the response. Sure, it's not as fast as the typical search engine, but sometimes it yields much better results than what you could get by sifting through all the redundant, spammy, and bogus crapola search results on an actual search engine.

      Now if only there were some kind of community directed search engine, but the trick to making that any good would be keeping the spammers so they don't taint the results.

    26. Re:Warcraft by iamhassi · · Score: 1

      "Bring on the clones. We don't have to play the crappy ones."

      Especially when there is no original for that system: there is no flOw for the iPhone or Touch, so what's a person to do? I'm very disappointed the creator of flOw didn't just ask for the game and start charging for it instead of just taking it down... actually I'm shocked, because all this free publicity probably would have made sales go through the roof. I'd buy it after reading the article.

      --
      my karma will be here long after I'm gone
    27. Re:Warcraft by sjames · · Score: 1

      Part of that was a big marketing failure. Nobody found a way to differentiate themselves from the shovelware. The final deathblow wasn't the me-too publishers, it was was Atari's own shovelware, the E.T. game. They went to the old well one too many times and it ran dry.

    28. Re:Warcraft by Anonymous Coward · · Score: 0

      Yes, and Warhammer was a rip off of Tolkien who was a rip off of god knows how many people.

      No I think that Warhammer was a knock of D&D an Palladium that used the original source matter as an example of what "not to do".

      If you want a nice Tolkin rip off you can look at D&D or Shadowrun which also blatantly stole from William Gibson down to specific terms and City names (Street samurai and Chiba city come to mind as immediate examples). Gibson got no credit and neither did Tolkin. Walter Jon Williams was also harvested for content by Shadowrun, however as he was a test gamer for the system I suspect that this was willingly offered. You do have to question an author however, who helps with the looting of a fellow author's content, it feels a lot like helping with plagiarism.

    29. Re:Warcraft by somersault · · Score: 1

      Well, the first version of flOw was a flash game anyway so I'm sure you can play it on the iPhone, just without the motion controls.

      After watching the video I am kind of shocked though.. I thought by clone they just meant cloning the gameplay, but this game looks like it's trying to be a visually exact clone (though it's nowhere near the same level of polish as the real thing). The guy deserves to go down for something like violating copyright on the character art at least. I'm surprised he didn't just rip all the flOw music while he was at it.. Austin Wintory's music is the best thing about flOw IMO.

      --
      which is totally what she said
    30. Re:Warcraft by Odin_Tiger · · Score: 2

      What then happened was a major overload of games, most of which were not worth buying, and consumers got feed up and simply stopped buying.

      *cough*Wii*cough*

      I got a Wii about two years ago, and haven't bothered to even browse the Wii section of games in stores in probably 1.5 years. It's basically just a convenient emulator as far as I'm concerned - it's simply not worth the bother of browsing through the gobs and gobs of utterly horrible movie-tie-in and mini-game shovelware to find the bare handful of games that are Wii exclusives and worth playing. I can understand trying to hit a broader / more casual market, but I don't think anybody can deny that the vast majority of Wii games are simply shit without crossing their fingers behind their back.

      --
      Unpleasantries.
    31. Re:Warcraft by cHiphead · · Score: 1

      Warhammer 40k was WAYYY more awesome anyway. Space Hulk is still one of my favorite 'unexpectedly awesome' video games ever.

      For the record, I was a huge fan of the original Warcraft (and Warcraft 2) and did in fact associate it with Warhammer from the outset. An awesome version of warhammer without being trapped in turn based combat.

      --

      This is my sig. There are many like it, but this one is mine.
    32. Re:Warcraft by aztracker1 · · Score: 1

      Well... there's AlternativeTo, which I wish more people would support, and extend. I really wish there was a desktop interface to the app store for iPhone, and the marketplace for Android, where you could search through and compare apps easily before downloading to your phone. Actually searching on your phone is too cumbersome unless you know the app you actually want ahead of time.

      --
      Michael J. Ryan - tracker1.info
    33. Re:Warcraft by Toonol · · Score: 1

      The Wii has a massive amount of crap (because it's both the most popular console, and the least expensive to develop for), but if you can narrow the search down to the quality games, it has a selection as good as the other consoles. I think you're doing yourself a dis-service by not checking it out again.

      I totally agree that it's hard to notice a gem like "a little king's story" when it's surrounded by mediocre games that look so similar.

    34. Re:Warcraft by Toonol · · Score: 1

      Right. Cloning gameplay elements should be fine, and my understanding is that (sans patent), it's perfectly legal. Things such as characters, level design, and so forth are (automatically) copyrighted creations, though, and that IS illegal without permission.

      Nobody should be forbid to make a side-scrolling platformer that plays like Super Mario Brothers; but if they include actual Mario characters, that's a problem... at least of copyright, and perhaps trademarks as well.

    35. Re:Warcraft by Anonymous Coward · · Score: 0

      So if I copy off of Sally in physics, but she copies off me in Economics, then really it is ironic that Sally is being accused of copying off of me in Economics? The Warhammer tabletop is significantly different than World of Warcraft and I would argue that the Warcraft RTS series is also very different than the tabletop. If Blizzard tried to license it, it was simply to gain attention via something that was already a brand (which is good business considering the amount of money made on action movie video game trash). This example is quite a distance from the facebook games which are effectively the same game.

    36. Re:Warcraft by Belial6 · · Score: 1, Informative

      Wow, you took revisionist history to a whole new level with that one. First, there was no video game crash. People just started gaming on "home computers". A game console IS a computer, so the only thing that happened was that Commodore took away Atari's market share. Second, it wasn't clones that killed the Atari. It was the fact that the Atari 2600 was vastly inferior to the Commodore 64. They were not even in the same ballpark. Claiming that the 2600 died because of clones makes about as much sense as saying that the Playstation 1 died because of cloning. Or that the NES died because of cloning. The 2600, Playstation 1 and NES all died because superior systems were released, and people migrated to those new systems.

      Yes, a bunch of companies went bankrupt, or shut down their video game divisions after Christmas of '83, but given that many of them were not in business during Christmas of '82, you can hardly call their loss a 'crash'. In fact, many of them were businesses making games that were little more than advertisements. You could say the same thing happens every year when companies take their flash games off of their websites.

      Basically the "Video Game Crash of '83" is a piece of fiction for those that don't know what a computer is.

    37. Re:Warcraft by metrix007 · · Score: 1

      wiki is not the be all and end all of information n the net.

      You should curb your dependency,

      --
      If you ignore ACs because they are anonymous - you're an idiot.
    38. Re:Warcraft by Patch86 · · Score: 1

      Games Workshop, incidentally, took a lot of "inspiration" from D&D, which itself was heavily based on Tolkien's fiction. And Tolkien took a lot of his ideas from folk lore and mythology...

      It's funny how creativity works. One man's "knock off" is another's loving tribute.

    39. Re:Warcraft by mattack2 · · Score: 1

      Well, the first version of flOw was a flash game anyway so I'm sure you can play it on the iPhone, just without the motion controls.

      There is no Flash on the iPhone.. so you obviously can't play that version on the iPhone/iPod touch.

    40. Re:Warcraft by somersault · · Score: 1

      Only obvious to those who are interested enough to know the iPhone has no Flash. It is a bit surprising to me, I suppose if it has a separate youtube app then that's all you really need though.

      --
      which is totally what she said
    41. Re:Warcraft by KDR_11k · · Score: 1

      If the effort to find something worthwhile greatly exceeds 99 cents?

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    42. Re:Warcraft by KDR_11k · · Score: 1

      Wait, many people went from an Atari to nothing instead of from an Atari to the C64, how can the advance in technology explain that?

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    43. Re:Warcraft by KDR_11k · · Score: 1

      Nobody should be forbid to make a side-scrolling platformer that plays like Super Mario Brothers

      I'm sure Armin Gessert thought the same thing.

      OT: I just noticed Gessert died in November. Why didn't the gaming news sites post that? Too busy with the Babe of the Day and Top Halo Kills of the Week features?

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    44. Re:Warcraft by Belial6 · · Score: 1

      The same way you would explain the people that went from a NES to nothing, or a Playstation 1 to nothing.

  2. Sometimes clones surpass the original by cheesybagel · · Score: 3, Insightful

    Starcraft is one example. I would rather play Starcraft than C&C.

    1. Re:Sometimes clones surpass the original by Anonymous Coward · · Score: 1, Insightful

      starcraft is not a c&c clone. when graphics and gameplay are as different from one game to another as they are between these two games, it's just two games from the same genre.

    2. Re:Sometimes clones surpass the original by Anonymous Coward · · Score: 5, Insightful

      ...and Starcraft is a clone of Warhammer 40,000, the sci-fi version of Warhammer Fantasy Battles. Blizzard rips off Games Workshop again. Zerg = Tyranids, Terrans = The Imperium of Man, Protoss = Eldar...

    3. Re:Sometimes clones surpass the original by Jaysyn · · Score: 1

      More like both Starcraft & WH40k we're loosely based on Heinlein's Starship Troopers.

      --
      There is a war going on for your mind.
    4. Re:Sometimes clones surpass the original by cheesybagel · · Score: 2, Insightful

      Not just Starship Troopers, but Dune as well. God Emperor of Man? Astropaths? Space Marine training grounds often look like Salusa Secundus.

    5. Re:Sometimes clones surpass the original by kjart · · Score: 1

      To be fair Tyranids were ripped off from the movie Alien. That being said, I do agree with you on your implied point about Blizzard gettin too much credit sometimes. While they make polished games (which I can certainly appreciate) I've never found that they bring much new to the table. Just look at the upcoming SC2 vs Supreme Commander (on the tech side) or the Dawn of War series (for gameplay).

    6. Re:Sometimes clones surpass the original by Anonymous Coward · · Score: 1, Informative

      Starcraft was NOT a clone of Comand and Conquer. Starcraft was a spin-off of the Warcraft franchise. Warcraft: Orcs and Humans was released BEFORE Comand and Conquer but was a clone of an earlier Westwood Game, Dune 2.

    7. Re:Sometimes clones surpass the original by antdude · · Score: 1

      Bleh. I'd rather play C&C games even if they are buggy and crappy online GUIs. I never got into Blizzard's RTS games' themes (good engine and graphics though).

      --
      Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
    8. Re:Sometimes clones surpass the original by ukyoCE · · Score: 1

      Actually, Starcraft is a clone (incremental improvement really) of Warcraft. Space archetypes are a tiny part of Starcraft and what made it popular and successful.

      Unless you're claiming there was a Warhammer 40k RTS game with similar gameplay mechanics, online play, maps, etc? Or do you really consider "humans bugs and greys" to be enough commonality to call two completely different games "clones"?

    9. Re:Sometimes clones surpass the original by Anonymous Coward · · Score: 0

      Really? I thin WH40k borrowed a lot more from the excellent British comic Nemesis: The Warlock.

        Nemesis was about a vast battle not between Good and Evil per se, but rather between Order and Chaos.
        The Earth had been invaded by aliens in the past; humans retreated underground for several centuries. A charismatic religious ruler, naming himself Torquemada after the historical Inquisitor, appears and sends his Terminators out on a holy crusade to extirminate all aliens, mutants, and unclean beings from the galaxy. (Most of whom are innocent of any wrongdoing, but eggs and omelets, right?) The Emperor cheats death again and again, becoming something of a revenant, a half-alive thing driven by his desire to impose order on the universe.
        Opposing him is Nemesis, a member of a sorcerous alien race with a rather demonic appearance, and a servant of Arioch, the cosmic Lord of All Chaos.

        Any of this sound familiar?

    10. Re:Sometimes clones surpass the original by Chyeld · · Score: 2, Insightful

      Blizzard doesn't make new. Blizzard takes what's out there in raw form and polishes it so much that you have to be careful you go blind from the glare.

      This is their 'special ability', it's what they do.

    11. Re:Sometimes clones surpass the original by KDR_11k · · Score: 1

      It is kinda strange how many similarities Tyranids and Zergs share (similar design in physique and architecture, both following a hivemind), same for Protoss and Eldar (similar designs again, energy blades, psionic abilities, warp gates). I think the human space marines in SC are too different from the ones in WH40k to qualify as clones in any way, exaggerated proportions are just to look better with the way the game is viewed. The term space marines is just a result of the "space is an ocean" trope combined with the US Marines.

      IMO the defining feature of the WH40k universe is really the Warp (a dimension where thoughts become reality, populated with all life's worst nightmares and capable of corrupting any mind that allows doubt, hence the strong themes of religion in the setting as that is the only defense against that corruption and also has the perk of being able to summon those gods you believe in), I don't think SC has anything similar.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  3. Culture vs Consumerism by QuantumG · · Score: 4, Insightful

    at its finest. "This is plagiarism!!" No it's not, you tool, it's conversation. Your attitude is exactly what is wrong with the world copyright has built. You don't own that idea, it belongs to the ages.

    --
    How we know is more important than what we know.
    1. Re:Culture vs Consumerism by shish · · Score: 1

      You don't own that idea, it belongs to the ages.

      So what motivation is there for anyone to come up with any new ideas?

      --
      I mod down anyone who says "I will be modded down for this", regardless of the rest of their comment
    2. Re:Culture vs Consumerism by tepples · · Score: 2, Interesting

      Copyright applies to expression, not ideas. The motivation to make new ideas is that you can make money off the execution of the idea. That's why Linux and Wine aren't copies of UNIX and Windows respectively, even though they implement the same idea (the POSIX API and the Win32 API).

    3. Re:Culture vs Consumerism by TheKidWho · · Score: 3, Insightful

      Only temporary monopolies called Trademarks and Copyrights.

      The fact that they are being extended for well beyond their original intended life span is what's wrong with the system. I blame Disney.

    4. Re:Culture vs Consumerism by Anonymous Coward · · Score: 0

      EXACTLY!! Why would anyone spend their life creating new ideas if the moment they finished it the work 'belonged to the ages' and they starved?

    5. Re:Culture vs Consumerism by obarthelemy · · Score: 1

      My feeling is the opposite: if you don't have to spend ages looking for prior art, and millions in preventive lawyers fee, you're freer to focus on actually coming up with and developing your ideas.

      Of course, some will also be freer to spend their time looking for others' ideas to steal too... There's a balance to find, and I think right now, we've over-balanced.

      --
      The Cloud - because you don't care if your apps and data are up in the air.
    6. Re:Culture vs Consumerism by Weezul · · Score: 1

      Aquatica is very clearly a flOw knock off, so Aquatica is plagiarism if and only if the author did not explain that flOw inspired him.

      All these terms have very different meanings with very different real purposes, but all cover an aspect of "depriving the creator".

      Plagiarism the closest to theft by far because plagiarism deprives the creator of the credit due for their creation. Plagiarism has no legal status for various sound reasons, like being only indirectly tied to compensation and not being abused by large corporations, but society tries to punish it indirectly nevertheless.

      Copyright exists solely to prevent those who control distribution channels from distributing works without compensating the creators. Copyright is vastly further from theft than plagiarism since the creator has far less intrinsic right to distribution than to credit. Copyright has legal status because (a) the criteria is fairly well defined and (b) publishers will never reward authors otherwise. Btw, copyright is basically functioning correctly when shutting down commercial distribution channels like Napster and TPB who have no intention of compensating creators, but copyright is being grossly misused when attacking individual file sharers.

      Patents exist solely to protect the investments of venture capitalists while creating new industries. Patents are by far the furthest IP device from "theft" since they protect venture capitalists not creators. Patents are more just a contract between society and the capitalist that says "If you fund this, then we'll grant you a monopoly for a few years." Clearly patents have also drifted extremely far from their original purpose, now functioning more as a "currency" between businesses.

      --
      The Christian religion has been and still is the principal enemy of moral progress in the world. -- Bertrand Russell
    7. Re:Culture vs Consumerism by Sockatume · · Score: 1

      Once upon a time, it would've been credit for having come up with a great idea, but desperate one-upmanship in the "I hate IP" game has clearly devalued that notion. Even if you have an idea, it's not your idea - it's everybody's. According to our friend up there.

      --
      No kidding!!! What do you say at this point?
    8. Re:Culture vs Consumerism by vadim_t · · Score: 1

      I don't think it's so much one-upmanship as a backlash against the entire idea.

      As a developer myself I think the concept has proven to be such an incredible pain in the ass that we'd be better without it.

    9. Re:Culture vs Consumerism by Sockatume · · Score: 1

      I'm all for reducing the scope of IP protection in law, but when you start reducing one's right to stand up and take credit - simple, moral credit - for one's own ideas, then that's bullshit. I'm a scientist, the only payback I get for my work is credit for having had the idea. I don't get a patent or copyright or a trademark to defend.

      --
      No kidding!!! What do you say at this point?
    10. Re:Culture vs Consumerism by mdwh2 · · Score: 1

      If that's your attitude, then don't - the rest of the world will happily tick along, with people having ideas and getting along fine, without worrying about them getting sued because you claim you had the idea first.

      It's sad that some people and companies behave like 12 year olds - "Wah! You can't do that, that's my idea!" said the schoolkid.

    11. Re:Culture vs Consumerism by badpazzword · · Score: 2, Insightful

      Are you trying to claim there was no reason whatsoever to innovate or create art before patents and copyright were introduced?

      --
      When ideas fail, words become very handy.
    12. Re:Culture vs Consumerism by JohnBailey · · Score: 1

      So what motivation is there for anyone to come up with any new ideas? Where do you get the idea that there are new ideas?

      --
      It is difficult to get a man to understand something when his job depends on not understanding it.
    13. Re:Culture vs Consumerism by LocalH · · Score: 1

      Game rules are not copyrightable - only specific implementations and wording of game rules. I cannot, for example, make a wholesale clone of Monopoly, call it that, and copy their ruleset verbatim. What I can do, however, is make a game with the same rules, invent my own properties and write my own version of the rules. I'm not sure if one would have to use a different board layout as well (the pattern of properties, Chance/CC, jail, etc).

      Here's another scenario that has played out: FremantleMedia are the current owners of the Press Your Luck game show franchise. Until recently, there were several clones that used reproductions of the exact graphics used on the show (set, logo, slides, etc). Those were taken down at Fremantle's request due to the development of the recently released commercial game. However, Pipsquack is a clone of PYL that uses original graphics and slightly different rules, and it's still alive and healthy.

      You can legally clone games, you just can't infringe on copyright or trademark while doing so.

      --
      FC Closer
    14. Re:Culture vs Consumerism by Faylone · · Score: 1

      Unlike patents and copyrights, trademarks are only lost if they're not defended.

    15. Re:Culture vs Consumerism by 10101001+10101001 · · Score: 1

      The fact that [copyright/trademarks] are being extended for well beyond their original intended life span is what's wrong with the system. I blame Disney.

      Personally, I blame Mark Twain*.

      *In short, Mark Twain in having a successful authorship since a relatively young age, didn't like how his earlier works were going public domain and publishers stopped paying him royalties. The fact that publishers now have even more power over copyrighted works, generally, just shows what happens when a great motivational speaker is horrible with economics**.

      **Mark Twain had to do motivational speaking/lecturing because he wanted to live extravagantly outside of his means. More to the point, publishers are near immortal (if nothing else, when one publisher does fail another one will buy out the rights of any copyrighted works they control worth controlling), and given the prospected of potentially paying an author for many years more due to a copyright extension, publishers will bargain down yearly royalty rates under the excuse that royalties become a sort of de facto pension.

      --
      Eurohacker European paranoia, gun rights, and h
    16. Re:Culture vs Consumerism by Dun+Malg · · Score: 1

      What the fuck are you talking about? No one is suggesting we deprive people of the "right to stand up and take credit" for their ideas. Stand up, take credit, nobody is stopping you. What's objectionable is the notion that no one else can say "hey this is a good idea" and use it without your permission--- even if they arrived at the same idea independently.

      --
      If a job's not worth doing, it's not worth doing right.
    17. Re:Culture vs Consumerism by Toonol · · Score: 1

      Seeing as you are a copycat of video games yourself, you should get the fuck out of this conversation.

      Despite him being completely correct?

    18. Re:Culture vs Consumerism by Toonol · · Score: 1

      It seems like patents and copyright were introduced around the time industrialization kicked in, and the ABILITY to massively and inexpensively copy art appeared. The two probably go hand in hand.

    19. Re:Culture vs Consumerism by AK+Marc · · Score: 1

      You can be first, but you can never be the owner. Ideas can't be owned. At most, currently, there is a program to restrict some applications of some ideas for a limited time to encourage sharing ideas, but the idea itself is not protected and must be released to the public in order to get any protections.

      Places outside the US have Authors Rights (separate from copyright). It essentially says that an author is the author. Period. No one else can claim to have authored the same thing. The "idea" isn't protected, but the claim of firstness is. Again, a distinction that seems lost on many.

    20. Re:Culture vs Consumerism by TheKidWho · · Score: 1

      "Waaah I want a piece of your cookie too, give it to me before I steal it!!!" said the bully.

  4. Should clones be welcomed or abhorred? by ubrgeek · · Score: 1

    I, for one, welcome our clone overlords.

    --
    Bark less. Wag more.
    1. Re:Should clones be welcomed or abhorred? by clone53421 · · Score: 1

      Thank you.

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
  5. There's no line by vadim_t · · Score: 4, Insightful

    First, there's no theft. There could possibly be copyright infringement if somebody is using somebody else's graphics.

    Second, there doesn't seem to be any copyright infringement, since as far as I can tell nothing is being copied. Copyright only applies to copies of the original material. Making your own graphics that look a lot like something else is not copyright infringement.

    There could possibly be trademark infringement, but that's most definitely not theft.

    And what's the big deal, anyway? For every successful game, there have always been a few clones.

    1. Re:There's no line by Anonymous Coward · · Score: 5, Informative

      Here's your source material:

      U.S. Copyright Office - Games

      Copyright does not protect the idea for a game, its name or title, or the method or methods for playing it. Nor does copyright protect any idea, system, method, device, or trademark material involved in developing, merchandising, or playing a game. Once a game has been made public, nothing in the copyright law prevents others from developing another game based on similar principles. Copyright protects only the particular manner of an author’s expression in literary, artistic, or musical form.

      Material prepared in connection with a game may be subject to copyright if it contains a sufcient amount of literary or pictorial expression. For example, the text matter describing the rules of the game or the pictorial matter appearing on the gameboard or container may be registrable.

      The back side of this form letter describes the options for registering copyrightable portions of games. If your game includes any written element, such as instructions or directions, we recommend that you apply to register it as a literary work. Doing so will allow you to register all copyrightable parts of the game, including any pictorial elements. When the copyrightable elements of the game consist predominantly of pictorial matter, you should apply to register it as a work of the visual arts.

      The deposit requirements will vary, depending on whether the work has been published at the time of registration. If the game is published, the proper deposit is one complete copy of the work. If, however, the game is published in a box larger than 12" * 24" * 6" (or a total of 1,728 cubic inches) then identifying material must be submitted in lieu of the entire game. (See “identifying material” below). If the game is published and contains fewer than three threedimensional elements, then identifying material for those parts must be submitted in lieu of those parts. If the game is unpublished, either one copy of the game or identifying material should be deposited.

      Identifying material deposited to represent the game or its three-dimensional parts usually consists of photographs, photostats, slides, drawings, or other two-dimensional representations of the work. The identifying material should include as many pieces as necessary to show the entire copyrightable content of the work, including the copyright notice if it appears on the work. All pieces of identifying material other than transparencies must be no less than 3" * 3" in size, and not more than 9" * 12", but preferably 8" * 10". At least one piece of identifying material must, on its front, back, or mount, indicate the title of the work and an exact measurement of one or more dimensions of the work.

    2. Re:There's no line by Narpak · · Score: 1

      And what's the big deal, anyway? For every successful game, there have always been a few clones

      So to within the world of literature. After many ground breaking works; like say Tolkien, there were multitudes of new works from aspiring authors that wanted to write that type of literature; with a range of quality from piss poor to works that could be called unique in their own way. This to can be found, as mentioned, among computer games, just look at Wolfenstein3D/Doom and all the clones that popped up over the years. While most are now entirely forgotten some became hits in their own right; and FPS games are still being made today.

      Of course if we are talking about someone taking a game and just remaking it on another platform, with almost no alterations, we might be talking plagiarism. But concept "cloning" is, in my mind, entirely legitimate.

    3. Re:There's no line by vadim_t · · Score: 1

      So to within the world of literature. After many ground breaking works; like say Tolkien, there were multitudes of new works from aspiring authors that wanted to write that type of literature; with a range of quality from piss poor to works that could be called unique in their own way.

      Indeed. Pretty much all modern fantasy owes something to Tolkien. Tolkien redefined elves, for instance. There have been also bigger works based on it, for instance, Nik Perumov wrote a sequel to LOTR.

      But it shouldn't be forgotten that Tolkien heavily borrowed from mythology.

    4. Re:There's no line by mdwh2 · · Score: 1

      Indeed, and it's good to see this response here on Slashdot. The forum Gamedev.net is a great forum for games development, but it's depressing to see that there's a lot of people there who jerk their knee at any hobby project that remotely resembles a clone. ("It's probably illegal, you'll have to get a lawyer!") Despite the fact that commercial games do it all the time.

      I'm surprised no one's mentioned Civilization - it had the commercial clones such as Call To Power, and then of course there's games like FreeCiv that no one has a problem with. And Civilization itself borrowed ideas from earlier games such as Empire...

      (There's was also that recent uproar over Civony, now Evony, about its bad advertising practices - the criticisms were valid, but it was a shame to see some people also deciding to add to the criticism that it was a "rip off" of Civilization. If someone brings us an online Civilization, preferably without the bad advertising, then good luck to them I say.)

    5. Re:There's no line by Jarik+C-Bol · · Score: 1

      and for every blockbuster movie, there is some lame 7th rate cut budget no-name film studio release of the same film. (the tom cruise war of the worlds had like 3 no name studio knockoffs release the same year. not that the Cruise one was anything to write home about)

      the point is, people try to ride the coattails of other peoples successes.

      --
      I've decided to Diversify my Holdings. I've divided my cash between my left and right pockets, instead of all in one.
    6. Re:There's no line by XxtraLarGe · · Score: 1

      I'm surprised no one's mentioned Civilization - it had the commercial clones such as Call To Power, and then of course there's games like FreeCiv that no one has a problem with. And Civilization itself borrowed ideas from earlier games such as Empire...

      "Civilization: Call to Power" was licensed by Activitsion, though their sequel "Call to Power 2" was not.

      --
      Taking guns away from the 99% gives the 1% 100% of the power.
    7. Re:There's no line by Anonymous Coward · · Score: 0

      This is why there are so many "-opoly" variants out there.

    8. Re:There's no line by vell0cet · · Score: 1

      Although sometimes it bugs me when clones are too close to the original, overall I don't really care as long as the original creator gets credit.

      For instance, when people talk about Starcraft but don't know that Dune II started the RTS genre or talk about Descent Freespace and don't mention Wing Commander, that bugs me. When these crappy bejeweled clones come out, at least they know that they're bejeweled clones.

  6. Wonic the Hedgehog by Anonymous Coward · · Score: 0

    Totally not cloned.

    Collect 7 magic crystals and save Princess Tobotnik.

  7. No kidding by Sockatume · · Score: 5, Interesting

    If you, an intelligent Slashdot reader, can no longer distinguish between a genuine creative influence and copying something wholesale, then the notion of authorship is fucked, and it's all commodity.

    --
    No kidding!!! What do you say at this point?
    1. Re:No kidding by vadim_t · · Score: 1

      I can distinguish it, but don't really care.

      A good game is a good game regardless of who wrote it, or who came up with the original idea. The logo on the box is unimportant.

    2. Re:No kidding by Sockatume · · Score: 1

      Precisely: commodity. It could be Walmart's own-brand for all you care.

      --
      No kidding!!! What do you say at this point?
    3. Re:No kidding by Anonymous Coward · · Score: 1, Interesting

      Exactly. I can tell the difference, I just don't think it makes any difference.

    4. Re:No kidding by tepples · · Score: 1

      Did Linux copy UNIX wholesale? They implement the same API. That's no different from games like Tetris and Quadrapassel implementing the same rules.

    5. Re:No kidding by Sockatume · · Score: 1

      That's an awful comparison. An API exists to be implemented by multiple outside projects to achieve a particular function on a particular system. The rules of Tetris weren't an "entertainment API" released by the creators of the human brain to allow multiple games developers to impliment entertainment.

      --
      No kidding!!! What do you say at this point?
    6. Re:No kidding by Anonymous Coward · · Score: 0

      Unless one does copy, verbatim, the contents of the work, I consider it to be genuinely creative. Until the claim that Aquatica's code is original is contested, it is a creative work. I'm sure this was the original spirit behind copyright, however perverted it has become now by artists and businessmen.

      Ideally, you couldn't copyright the concept of flOw per se, but a game with those specific types of creatures, specific code values... I can write a book about a crazed captain pursuing a white whale which symbolizes the struggle of man with fate... but I can't start it with "call me ishmael".

    7. Re:No kidding by tepples · · Score: 1

      The rules of Tetris weren't an "entertainment API" released by the creators of the human brain to allow multiple games developers to impliment entertainment.

      Then what about 1-2-3, Excel, Gnumeric, and OpenOffice.org Calc all copying the rules of VisiCalc? How is that any different from cloning Tetris?

    8. Re:No kidding by Anonymous Coward · · Score: 0

      Actually, the idea of game mechanics as an entertainment API has some meat worth chewing on it.

      Much as the power of modern computing platforms has exploded and become easier to tap through the introduction and layering of various APIs, so the breadth of gameplay experiences players are ready to embrace today has flourished from the incorporation of various mechanics.

      A gamer can pick up Super Mario Galaxy and instantly know the basics of how to play - because it implements and extends the familiar "3D Platformer" API, introduced and refined by games like Super Mario 64 multiple hardware generations previously. In a sense, you've already got the necessary "runtimes" installed, through your prior gaming experience.

      Narbacular Drop and Portal were in that sense demo applications showcasing a new "gameplay API" which has since been implemented by other games and mods.

    9. Re:No kidding by Tynin · · Score: 1

      The way you use the word commodity, it sounds like a bad thing. Can you clarify your statement further, as I'm not sure I follow why its being a commodity is an issue. I personally don't care who makes a game so long it is enjoyable. However I will not give repeat business to a company that has burnt me in the past. But otherwise, if it is a clone or not, so long as it is fun, I don't care who wrote it, be it the original author or some derivative work.

  8. Iteration leads to innovation by Kentaree · · Score: 4, Insightful

    Why did someone write Linux when Unix was already out there? Why was Mario created when there were already other platform games out there? It's going to get harder and harder to come out with original ideas, e.g. look at any game released in the last 10 years, you can count truly innovative ones on both hands. But yet there's still games that come out, using a tried and tested formula, that are better than the rest. If there was no cloning, we'd have very few new games coming out ever.

    1. Re:Iteration leads to innovation by Anonymous Coward · · Score: 0

      You forgot the Fallout 3 knock-offs: Fall Earth and Borderlands. If those aren't borderline copyright infringement, I don't know what is! Especially fallen earth considering Bathesda Softworks was in talks to have an Fallout MMO developed.

    2. Re:Iteration leads to innovation by Jim+Hall · · Score: 1

      I'd like to add that Uncharted 2 is likely to be Game of the Year. But it's pretty darn similar (daresay, a clone?) to Tomb Raider, going all the way back to the original PlayStation. The only major differences are: the main character is a guy, and the graphics are better.

      Jewel Quest was basically a version of Bejeweled, but with some RPG elements that turn it into a whole new experience.

      Let's not forget that the first Half-Life for the PC was hailed as Game of the Year at the time. But isn't it really just a clone of Doom and Wolfenstein3D? I don't recall iD bitching about Duke Nukem, Blood, and all the other Doom knock-offs. After all, it's just running around, shooting things.

      Going back a little further, anyone else remember Commander Keen for DOS? Maybe you didn't know that the game was originally written to be a DOS port of Super Mario Brothers, hence all the side-scrolling, jumping action. So is Commander Keen a ripoff of SMB?

      As a gamer, it personally ticks me off to see a game that's a direct copy of another game, trying to cash in on a suddenly popular game. But I also recognize that this is part of the process to create better games.

    3. Re:Iteration leads to innovation by Jim+Hall · · Score: 1

      Bad form to reply to my own comment, but ...

      All that said, the example of "Aquatica" being a clone of "flOw" is dead on. So Chen has a definitely point, there.

      If you're a fan of a game and want to make a similar game, make it a similar game, but not an exact copy. Add something unique to your game. For example, Pixeljunk Monsters is your basic tower-defense game, but adds some quirky gameplay elements that makes it their own thing.

  9. The great pet war of 2010 by Flixie · · Score: 2, Interesting

    I think 2010 will be the year of the Great Pet War. Zynga just launched Petville, a Pet Society (Playfish) clone, and although it's arguably better looking, much of its content it's also embarrassingly familiar. http://petsocietyanonymous.com/2009/12/06/petville-vs-pet-society/

    1. Re:The great pet war of 2010 by zaffir · · Score: 1

      Check out Farmtown, released several months before Zynga's Farmville. Farmville is almost a direct copy.

      --
      "Upon attaching the waterblock to my penis, I began to notice that I know nothing about computers." -- JRockway
    2. Re:The great pet war of 2010 by schlub · · Score: 1

      Check out Harvest Moon.

    3. Re:The great pet war of 2010 by MiniMike · · Score: 1

      I think 2010 will be the year of the Great Pet War...

      Will Michael Vick be involved in any way?

  10. Glass houses and all by Anonymous Coward · · Score: 0

    Is it me or does this look exactly like the first part of Spore.

    1. Re:Glass houses and all by Anonymous Coward · · Score: 0

      Or does the first part of Spore look like it?

    2. Re:Glass houses and all by 10Neon · · Score: 1

      Spore had barely been announced when flOw was released.

      --
      The Guide is definitive. Reality is frequently inaccurate.
    3. Re:Glass houses and all by grumbel · · Score: 1

      The guy that wrote flOw was part of the Spore team.

  11. Visual Style by Aladrin · · Score: 1

    When you copy a game right down to it's unique visual style, it's pretty obvious what side of the line you are on. If the developer of Aquatica had created his own graphical style from scratch, but kept the same gameplay rules, it would have been a lot murkier. And I think he would even have been left alone.

    Devil Kings and 99 Nights were very clearly clones of Dynasty Warriors, but they brought their own visual styles, characters and plots to the table. The engine behind them is pretty much the same. No reasonable people called it theft.

    --
    "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    1. Re:Visual Style by daid303 · · Score: 2, Interesting

      So it's just style that counts?

      Aquatica is a clone of Flow for a different platform. So someone took a game they liked, changed platform, and released it so the world could enjoy it in a different way.

      Clones don't happen because of lack of imagination, but because someone sees more in it then the original developer.

    2. Re:Visual Style by vell0cet · · Score: 1

      Even fl0w's gameplay mechanic is from a number of other games.

      The idea of eating something, getting bigger and then being able to eat things that used to be able to eat you is a very common mechanic. Unfortunately, I can't remember who did it first and that's one of only two things I don't particularly like about cloning. 1) the original creator is not remembered for the innovation they created and b) marketing and buzz can take a clone of something that was great (but was relatively unknown) and "out status" the original creator's idea.

    3. Re:Visual Style by Anonymous Coward · · Score: 0

      What a load of shit.

  12. Clones should be abhorred by Shinobi · · Score: 2, Insightful

    The reason is that no clone brings any innovation or evolution. Another problem is developers who confuse cloning and inspiration, thinking both equate the other. There are some who view any game inspired by theirs as a clone, but far more common are developers who straight off clone/plagiarize something and then claim it's inspired by as well as innovation blah blah, and it's not just game developers who are guilty of that. In fact, just look at development in various open source areas, and you'll see that they are more busy plagiarizing functionality and then spouting off some PR about innovation rather than actually engage in innovation. GIMP is one, the Linux project has a fair amount of it too. The various BSD's have also done this, but to a lesser extent.

    The FSF may claim that it somehow fosters innovation, but that's disingenious at best. Innovation is, when you get down to the root of it, to say "Who cares if others think I'm wasting my time, I'll do this completely new thing". Plagiarization fosters laziness and incompetence.

    1. Re:Clones should be abhorred by Sockatume · · Score: 2, Insightful

      I think the truth lies somewhere in between. A mechanical, soul-less knock-off, like the flow example in the article, accomplishes nothing from a creative perspective. Yet even the most conservative "Doom Clone" brought some sort of rich addition to the design mix, even if it was just new levels. In the act of duplication, creative forces can be at work, producing a less-than-exact copy which carries with it some trace of the creative processes of the duplicator. There's a broad spectrum there.

      --
      No kidding!!! What do you say at this point?
    2. Re:Clones should be abhorred by vadim_t · · Score: 4, Insightful

      Sorry, I don't give a damn about originality. I care about what matches my needs. Obviously a straight 1 to 1 feature clone isn't terribly interesting, but once you're there, you're probably going to want to differentiate your clone somehow, so you'll have to add improvements somewhere. That's where it gets interesting.

      It fosters innovation by the virtue of competition. For instance, you make a text editor and have the idea of adding syntax highlighting. Somebody else goes and makes their own editor, also with syntax highlighting. Now you need to do something new to be a better choice, so you add code folding. Then do too, and add a spell checker. And so on. There's your fostering of innovation.

      If you had the only editor in existence you wouldn't have a lot of motivation to make it better, you could just keep selling 10 year old code. But that wouldn't be very innovative.

      If you're so worried about somebody else copying your idea, get off your ass and improve your.

    3. Re:Clones should be abhorred by Shinobi · · Score: 1

      A new map, while creative in its own right, does not change the fact that the game in itself is a clone.

    4. Re:Clones should be abhorred by shish · · Score: 3, Insightful

      GIMP is one

      Last I checked the GIMP developers were trying to be innovative, but all the users were screaming "No! Everything must work exactly the same way it does in photoshop!" :-P

      --
      I mod down anyone who says "I will be modded down for this", regardless of the rest of their comment
    5. Re:Clones should be abhorred by Sockatume · · Score: 1

      I'm not saying that it does: I'm arguing that its derivitive nature does not automatically eliminate the possibility of creativity.

      --
      No kidding!!! What do you say at this point?
    6. Re:Clones should be abhorred by obarthelemy · · Score: 1

      I don't know who ever built the first car, but I'm glad as all hell you weren't around at the time, or we'd still be using this slow, not weather-proof and noisy piece of crap. It probably had real leather seats, though.

      I'm glad others copied his idea, and built on it.

      PS: Take THAT PizzaAnalogyGuy. Cars >> Pizza !

      --
      The Cloud - because you don't care if your apps and data are up in the air.
    7. Re:Clones should be abhorred by Nathrael · · Score: 1

      They didn't listen to the userbase when they pushed through their abhorrent new UI though. Hm.

      --
      A good education is a bit like a STD - it makes you unsuitable for a lot of jobs and gives you a desire to spread it.
    8. Re:Clones should be abhorred by Anonymous Coward · · Score: 0

      In the case of flOw/Aquaria, they were on completely different platforms. If you're not going to release your game on a particular platform, and someone else remakes it instead (without copying any graphical/audio assets, of course) then you're just being unhelpful by crying theft/plagiarism. That said, there could have at least been a little more variation in the graphics.

      I recall playing Bolo on the mac many years ago, and the author did everything in his power to make sure a similar game never came to be on the PC - there was even a fully-completed version written which he managed to cease-and-desist into oblivion. I loved Bolo, but I haven't played it in twenty years, and I think the author is a twat.

    9. Re:Clones should be abhorred by Jesus_666 · · Score: 1

      Clones are not neccessarily pointless, even if we assume that no new features are added. One instance of good clones is when the clone brings a game to platforms it wasn't originally released for.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    10. Re:Clones should be abhorred by drinkypoo · · Score: 1

      The reason is that no clone brings any innovation or evolution.

      That's totally false. Canonical example: Tetanus On Drugs.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    11. Re:Clones should be abhorred by Bill_the_Engineer · · Score: 1

      Sometime "clones" spawn innovation, because the writers need a starting point to realize some of the concepts introduced by the original.

      I think the word clone is being misused, and I think that it's being used to strengthen a case for software patents which offer the protections that the detractors of clone desire.

      If we didn't have "one-off" products (which is what we call some of our works that we create for others to copy) we couldn't seed the market place with an idea that would later be a basis for innovation.

      If we didn't have what you called "cloning" which was rampant in the 80's, we would be still using Wangs for word processing, Visicalc for spreadsheets, Mosaic for browsing the web, and Lycos or Altavista for searching the internet.

      --
      These comments are my own and do not necessarily reflect the views or opinions of my employer or colleagues...
    12. Re:Clones should be abhorred by ciderVisor · · Score: 1

      If we didn't have what you called "cloning" which was rampant in the 80's, we would be still using Wangs for word processing.

      I'm pleased to announce that I use my wang for something completely different these days.

      --
      Squirrel!
    13. Re:Clones should be abhorred by Shinobi · · Score: 1

      If you read my post carefully, you'll see that I made a clear distinction between inspiration and cloning, and how the two were misused as synonymous.

    14. Re:Clones should be abhorred by Shinobi · · Score: 1

      If you were to read my post carefully, you'll see that I made a clear distinction between cloning and inspiration, and how they are both misused.

      As for your assumption that innovation and evolution only happens in competition, it is a false one. Innovation and evolution happens because of necessity, no matter if there's competition or not.

    15. Re:Clones should be abhorred by Shinobi · · Score: 1

      They were inspired by, they didn't clone it.

    16. Re:Clones should be abhorred by vadim_t · · Score: 1

      If you were to read my post carefully, you'll see that I made a clear distinction between cloning and inspiration, and how they are both misused.

      The author of the clone had a perfectly good reason though: the inexistence of the game on his chosen platform.

      As for your assumption that innovation and evolution only happens in competition, it is a false one. Innovation and evolution happens because of necessity, no matter if there's competition or not.

      Sure. But one big reason for needing to improve what you made is the existence of competition.

      Few people will spend the time on improving their creations just for the sake of it. See for instance how IE was developed to compete, then stagnated when competition became insignificant, then started getting better again when the competition caught up.

  13. It's copyright infringement, not theft! by Anita+Coney · · Score: 5, Insightful

    First, it's copyright infringement, not theft. And no one can "steal" your idea because ideas cannot be owned.

    Second, it's infringement if he infringed on your code, art work, or music. If not, it's not infringement.

     

    --
    If someone says he and his monkey have nothing to hide, they almost certainly do.
    1. Re:It's copyright infringement, not theft! by roguetrick · · Score: 0

      The discussion isn't based upon the legal definition.

      --
      -The world would be a better place if everyone had a hoverboard
    2. Re:It's copyright infringement, not theft! by Anita+Coney · · Score: 3, Funny

      So it's entirely based on someone's feelings? Oh poor baby, someone liked your "idea" which you do not own. I feel so sorry for you.

      What is this fricken the Oprah?!

      --
      If someone says he and his monkey have nothing to hide, they almost certainly do.
    3. Re:It's copyright infringement, not theft! by Anita+Coney · · Score: 2, Informative

      Do you even know what plagiarism means? If the code was plagiarized, copied without citation, it was infringement. If not, there is no plagiarism.

      --
      If someone says he and his monkey have nothing to hide, they almost certainly do.
    4. Re:It's copyright infringement, not theft! by Anonymous Coward · · Score: 0

      what about if you have an idea whilst drunk, write it down and forget about it. somebody comes and takes that piece of paper. have they stolen your idea?

    5. Re:It's copyright infringement, not theft! by Sockatume · · Score: 1, Informative

      No, it's based on ethics. Misrepresenting another's work as your own is a breach of creative ethics.

      --
      No kidding!!! What do you say at this point?
    6. Re:It's copyright infringement, not theft! by cpt+kangarooski · · Score: 4, Insightful

      No, plagiarism and infringement are two very different things. For example, if you copied someone's ideas for a paper and took credit for them yourself, that would be plagiarism but not infringement; if you copied the paper itself but gave credit, that would not be plagiarism but would be infringement.

      Plagiarism is about who gets credit for things, not copying, while infringement is the other way around.

      --
      -- This and all my posts are in the public domain. I am a lawyer. I am not your lawyer, and this is not legal advice.
    7. Re:It's copyright infringement, not theft! by Anonymous Coward · · Score: 0

      Sure he copied the concept, but he recreated it from scratch with his own hands on a different platform. If I make a copy of something but use a different medium, it becomes a creation of mine too.

    8. Re:It's copyright infringement, not theft! by Sockatume · · Score: 1

      He didn't just copy the concept, he copied the artwork, audio, and everything else he could get his hands on. It's hardly a different medium, either: it's not rendered in interpretive dance. It's an improperly attributed port of the title, basically, down at the low end of the "creative influence" spectrum.

      --
      No kidding!!! What do you say at this point?
    9. Re:It's copyright infringement, not theft! by Anita+Coney · · Score: 1

      "Misrepresenting another's work as your own is a breach of creative ethics"

      That's complete BS! There is no trademark violation here. The guy made a came similar to another game. Which is the exact same thing John Carmack did with Commander Keen. Eventually Carmack created the FPS and there have been countless imitators ever since. That's what happens in creative fields.

      And exactly where do these "ethics" come from if they do not come from the law or from your subjective feelings?

      --
      If someone says he and his monkey have nothing to hide, they almost certainly do.
    10. Re:It's copyright infringement, not theft! by Sockatume · · Score: 1

      Actually, if there had been trademark infringement (you don't "violate" a trademark as you would a trademark attorney) it would be less of an ethical issue, as a player would automatically assume that it was from the same developer as the original "flow". Misattribution would have been diminished.

      As for your other question:

      http://en.wikipedia.org/wiki/Ethics

      --
      No kidding!!! What do you say at this point?
    11. Re:It's copyright infringement, not theft! by I+cant+believe+its+n · · Score: 1

      Modders gone wild.

      --
      She made the willows dance
    12. Re:It's copyright infringement, not theft! by mcvos · · Score: 1

      Plagiarism is easy to avoid by mentioning the original in the credits.

    13. Re:It's copyright infringement, not theft! by thisnamestoolong · · Score: 1

      It is only plagiarism if the actual code is copied and used without citation. If new code is written from the ground up to create a similar effect to another game, it is not plagiarism. It is not even always sleazy (although it quite often is).

      --
      To the haters: You can't win. If you mod me down, I shall become more powerful than you could possibly imagine
    14. Re:It's copyright infringement, not theft! by thisnamestoolong · · Score: 1

      It is all well and good to talk about creative ethics from a philosophical standpoint, but I feel that the appropriate discussion is around the legality, it is only thing that really matters when you get down to it. There are countless numbers of ways to be absurdly unethical and still stay within the bounds of the law. This is a good thing -- it is called freedom. You have the freedom to choose to be a huge dick if you want to. Everyone else has the freedom to not deal with you if you piss them off. If we are going to talk philosophy here, I will say that I would be appalled to find out that such behavior is illegal. It is a breach of our freedom and shits all over the idea of a free marketplace. The best game designers will always make the best games, period. There are enough people that can tell the difference that we don't need to create an artificial scarcity -- game designers that can do no better than rip off the creativity of other game designers are probably going to make shit games that nobody really wants to play anyway. If the knock-off ends up being better, then that is a form of creativity and brilliance in and of itself -- we NEED to have people around to shine, polish, and perfect our best ideas. Without this sort of innovation, we would all still be driving around in Ford Model T's.

      --
      To the haters: You can't win. If you mod me down, I shall become more powerful than you could possibly imagine
    15. Re:It's copyright infringement, not theft! by Anonymous Coward · · Score: 0

      Yes we know what ethics are - the poster was asking if your ethics didn't come from law, and presumably weren't subjective - otherwise you would understand why they apply only for you and others that agree with you - then where do they come from?

      From your answer, we can assume that your ethics do in-fact stem from your own subjective view of the world and as such, without a detailed explanation of how you came to hold these conclusions, along with the ethical standards they're presumably based on (ownership, authorship etc.) your answer becomes the philosophical equivalent of sticking your fingers in your ears, squeezing your eyes tight shut and shouting "la la la" as loudly as you can (a move often followed with "I'm taking my ball and going home").

    16. Re:It's copyright infringement, not theft! by clone53421 · · Score: 1

      No. They have stolen the only existing tangible representation of the idea. The idea itself, though, is intangible.

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
    17. Re:It's copyright infringement, not theft! by Bill_the_Engineer · · Score: 1

      I think I agree with you.

      1. Making a similar product is completely legal unless it violates those pesky software patents (which should be abhorred).

      2. If you copy code or images from the original to make the derivative then that is copyright infringement and not what you would call theft.

      #2 above was decided by a ruling Dowley v. US back in 1985.

      The problem I have with "copyright infringement is not theft" argument is that it insinuates that copyright infringement is not a criminal offense. In reality it is. From wikipedia:

      "The United States No Electronic Theft Act (NET Act), a federal law passed in 1997, provides for criminal prosecution of individuals who engage in copyright infringement, even when there is no monetary profit or commercial benefit from the infringement. Maximum penalties can be five years in prison and up to $250,000 in fines. The NET Act also raised statutory damages by 50%.."

      While copyright infringement is NOT theft, it can still get you into serious trouble...

      --
      These comments are my own and do not necessarily reflect the views or opinions of my employer or colleagues...
    18. Re:It's copyright infringement, not theft! by shentino · · Score: 1

      Yes they did, but as a practical matter, no they didn't because you can't prove it in court...which is the only way they'd ever be stopped anyway.

      They'll go on and patent and copyright the shit out of what they snitched from you and then shred and burn the paper so that nobody can stop them.

      Not even you, being drunk off your ass the previous night, will likely be wise to the fact that you just got ripped off big time.

    19. Re:It's copyright infringement, not theft! by julesh · · Score: 1

      The problem I have with "copyright infringement is not theft" argument is that it insinuates that copyright infringement is not a criminal offense.

      I don't think that's what most of us intend to say with it. Specifically, when I use the phrase, what I mean is something along the lines of "copyright infringement is not the same morally as theft; theft is morally worse".

    20. Re:It's copyright infringement, not theft! by Bill_the_Engineer · · Score: 1

      Agree.

      However, I do see a danger that it gives a false impression of the legal ramification.

      --
      These comments are my own and do not necessarily reflect the views or opinions of my employer or colleagues...
    21. Re:It's copyright infringement, not theft! by roguetrick · · Score: 1

      No, its a discussion on whether what happened is correct. Nobody stole anything from me and I consider the clones to be the creation of a new genre.

      I mean seriously, do you actually base your values on what the laws say? If not, then why in the hell would you have a problem discussing things outside of the law? If you don't think its something worth discussing then why the hell did you read all the way down the thread and post?

      --
      -The world would be a better place if everyone had a hoverboard
  14. most popular facebook games by Anonymous Coward · · Score: 0
    "The article also notes the apparent similarities between Zynga's Cafe World and Playfish's Restaurant City (the two most popular Facebook games)."

    Wow, did Farmville become 3rd place in only 4 days?

  15. "Theft" is a poor word here. by Tei · · Score: 1

    Is imposible to make videogames on "The void", so all games have ideas from all other games. From the menu system, the way to reward or inform the player, to how to store the textures/extra files, how to distribute, how to sells, develop and some share code, but most share ideas, all share ideas. And the first one, was a "tennis" like clone.

    Also, even the worst games ( PACMAN clones ) try to add something to the table.

    We don't say that Warcraft 3 is a clone of dune 2, or thief, we say Warcraft 3 is a RTS.

    --

    -Woof woof woof!

    1. Re:"Theft" is a poor word here. by Anonymous Coward · · Score: 0

      (it) Is imposible to make videogames on "The void"

      Oh, yeah? What about Daikatana?

  16. Spore by iccaros · · Score: 1

    wow, both examples look a lot like the first part of Spore.... neither look like new ideals..

    1. Re:Spore by Anonymous Coward · · Score: 1, Informative

      flOw came out before Spore, derpster.

  17. No, it's plagiarism not copyright infringement by Weezul · · Score: 1

    Yes, but plagiarism is a third word, which means taking ideas without giving credit. Of course, plagiarism has no legal status, since plagiarism cannot be judged in court. We nevertheless seek to take plagiarism extremely seriously and punish the most clear cases. Punishments for plagiarism are intentionally fairly mind but highly embarrassing.

    Aquatica is very clearly a flOw knock off, so Aquatica is plagiarism if and only if the author did not explain that flOw inspired him. If the author cited flOw, then Chen should be happy for the free advertising, and get on with life. If the author did not cite flOw, then Chen should complain to the authors employer or university about the incident of plagiarism, which should slow the authors for promotion or possibly institute academic dishonesty proceedings.

    --
    The Christian religion has been and still is the principal enemy of moral progress in the world. -- Bertrand Russell
    1. Re:No, it's plagiarism not copyright infringement by Hatta · · Score: 1

      Game design is not academia.

      --
      Give me Classic Slashdot or give me death!
    2. Re:No, it's plagiarism not copyright infringement by daveime · · Score: 1

      As far as I was taught, plagiarism means "copying verbatim" the *entire work* without giving a citation to the original author ... he didn't copy verbatim, there *are* differences ... albeit you have to look bloody hard to find them.

      It's the difference between doing CTRL-C, CTRL-V and rewriting something very similar, but in your own words. The first is plagiarism, the second is not.

      Otherwise you might as well accuse Tolkein of "plagiarising" Norse mythology.
       

    3. Re:No, it's plagiarism not copyright infringement by julesh · · Score: 1

      Game design is not academia.

      Given the number of universities offering game design courses these days, the distinction is blurring.

    4. Re:No, it's plagiarism not copyright infringement by Hatta · · Score: 1

      Well if you make a game clone as part of your thesis, and fail to cite your sources, that's grounds for academic misconduct. When you're cloning a game for sale, no one cares where you got your ideas as long as it's legal.

      --
      Give me Classic Slashdot or give me death!
    5. Re:No, it's plagiarism not copyright infringement by AK+Marc · · Score: 1

      You were taught wrong. Plagiarism is using someone else's work without proper attributions. That is all. It isn't illegal. It needn't be verbatim. However, it usually isn't considered in creative works. Consider this, if someone creates a version of, say, The Scream, and they don't mention Munch, it wouldn't be considered plagiarism. Arguably, Home Alone used it for inspiration for the "scream" that made it in all the previews. Yet no one saw, or expected, an attribution to Munch at the end of the film.

      I guess I could say, I've never seen the idea of plagiarism applied for anything that wasn't written down in words. Since it isn't a legal term, and is used almost exclusively in academia, it isn't something that is that important to the legal system and thus has no "official" definition. What should be of interest is if recognized IP was infringed upon. Any copyrights broken? It doesn't appear so. He made a copy without re-using any protected material. Was trademark violated? Nope, he made a new name, and though the product looks the same, the packaging doesn't (and it's the packaging that matters to trademark, as trademark is protection so you don't get a Sorny and think it's a Sony because the logos and packaging is the same, but whatever is in the box would be covered by patents/copyright).

      So, he may be an evil plagiarist, but I can't see what law he broke or how anyone would have the right to take anything down.

    6. Re:No, it's plagiarism not copyright infringement by Weezul · · Score: 1

      True, plagiarism isn't used in the corporate world. *But* I bet if you called up a games company that ripped your idea off and only wanted an attribution, then they'd acquiesce, just for PR reasons.

      I think a better example is Ebaums world, which modifies other people's funny videos, giving the impression that they were created by Ebaums world. I've seen people get all huffy and accuse Ebaums world of plagiarism.. and now most informed people avoid ever linking Ebaums world.

      --
      The Christian religion has been and still is the principal enemy of moral progress in the world. -- Bertrand Russell
  18. Clones are adored. by FlyingBishop · · Score: 1

    Halo was a clone of every shooter that came before it. The basic mechanics haven't changed much since I first took up hmm... Hexen may have been my first shooter experience. Everything has been incremental technological improvements.

    If the clone doesn't offer real value, people will play the original.

  19. Clones should be welcomed by rcastro0 · · Score: 5, Insightful

    "Is that cloning or theft? Should clones be welcomed or abhorred?"

    Easy. Clones should be welcomed.

    1) They put innovation pressure on the original, benefiting everybody.
    2) They put price pressure on the original, benefiting everybody.
    3) They may create a better platform, a better product than the original, benefiting everybody.

    Everybody wins. Except when you look at the motivation to create original products in the first place. Will the clones lower the reward and make it less beneficial to be original?

    Hardly.

    1) A truly original and inovative product will take some time to clone -- there will be a lead, in which user base/fan base/multiplayer communities should create critical mass.
    2) Playing it right, the original *will* have goodwill. In other words, all things being fairly equal, people will likely stay with the original.
    3) Originality is a scale, not a binary concept. Games are more or less original. Per (2) above, clones will need to compete in originality just like their inspiration did. When each clone out of many tries to be a little more original than the next, they may arrive at a quite original game, per Darwin. This could happen even though they started off at a lower plateau of originality than the concept originator. Think StarCraft.
    4) In this sense, everyone is (or must be) original to be relevant. Originality is not at risk.

    I hope that didn't sound too confusing :-)

    --
    Quem a paca cara compra, paca cara pagará.
    1. Re:Clones should be welcomed by lena_10326 · · Score: 1

      1) A truly original and inovative product will take some time to clone -- there will be a lead, in which user base/fan base/multiplayer communities should create critical mass.

      That's not true at all. It can take a long time to develop the concept and game design before you even start implementation. For a 1 man shop doing it on his own the implementation time could be many, many times longer compared to an established corporation with an existing dev shop working to copy your concept and design. In this case, the corporation can accomplish many man hours of work in a compressed time window, produce the work, and then jump ahead of you buy pumping more dollars into deployment channels and advertising.

      --
      Camping on quad since 1996.
    2. Re:Clones should be welcomed by Sockatume · · Score: 1

      Mitchell's Puzzloop strikes me as a counterexample - it simply can't compete with the derivitive Zuma's mindshare, which certainly doesn't benefit Mitchell, and leaves Popcap with little incentive to improve their title further. I'm sure we can all agree that a straight copy which outcompetes the original by luck or marketing alone is tragic for the originator.

      --
      No kidding!!! What do you say at this point?
    3. Re:Clones should be welcomed by I+cant+believe+its+n · · Score: 1

      I agree with your post, but I would like to add:

      The question if the original creator really benefits, will depend on how much of the product is an idea and how much of it is actual implementation. Sometimes it can take years to solve a technical problem, the idea, but once the solution exists it can be understood and implemented in a much shorter time. When people are given the solution to a problem, they rarely understand how difficult it was to solve. Given the same problem and a proof stating that there is _a_ solution, most people would not know even where to begin.

      --
      She made the willows dance
    4. Re:Clones should be welcomed by Anonymous Coward · · Score: 1, Interesting

      They put innovation pressure on the original, benefiting everybody.

      A funny idea of benefiting everybody.
      I as a 1 man team create a popular but simple game. A big corp like Blizzard decides to clone it.
      Well it doesn't matter how much innovation pressure is on me the large team that Bliz uses to clone my app will put out a much more polished product. My time will have been wasted to fill their coffers. If I'm unlucky several years down the road they may sue me out of existence for stealing their idea as I will not be able to afford the lawyers that they can.
      I learn a lesson that Bliz can take my lunch any time they feel like it. I stop innovating as there is no gain for me and become a non-game-related consultant so I can afford to eat. They never innovated, so now the innovation is gone. Who benefits again? Ah yes, the big company with the big lawyers.

      Now if I was a 1 man team and another 1 man team decided to copy my game then it is going to be an interesting battle and gamers may benefit.

      They put price pressure on the original, benefiting everybody.

      As in the previous example. I'm simply driven out of the market and will not return. Who benefits from the creative people being driven out?

      They may create a better platform, a better product than the original, benefiting everybody.

      As in the original example, I'm betting they will. However creativity again leaves the field.

      This could happen even though they started off at a lower plateau of originality than the concept originator. Think StarCraft.

      Blizzard was not a weakling when they released their Command and Conquer clone that was reskined with a Warhammer 40K universe. I have no idea whether Blizzard or GW were the more powerful company at the time.

      I see these sort of comments and wonder if you have ever been ripped off or have just benefited from cloning. I know one of the reasons I dropped the P&P SciFi RPG I had been working on for years was that one of my races had been ripped off down to the character art (OK they gave the race Orc tusks and made it put it on 'roids. Come one guys, aren't we a little tired of the GW look?). They even kept my name for the race to add insult to injury. They made it to market first so if I released I would have been the "bad guy" (on the up side their game tanked due to bad implementation. Seriously guys, a 1 page racial description with art included on that page doesn't make a tangible race people will want to play. You may be able to steal good ideas but if all you can do is steal, your end product may not work out as well as you'd hoped). This should also be a learning experience to game devs about drinking hard with other game devs (who you do not know), at scifi conventions.

      Cloning is often the art of greed and power, crushing creativity and it doesn't benefit everybody.

      Posting Anon for common sense reasons.

    5. Re:Clones should be welcomed by Anonymous Coward · · Score: 0

      What if you're great at having original ideas, but your implementation is not quite up to the standard of the cloners. (Say you're 50% slower at implementation than those who specialize in implementation.) Basically the cloners will do circles around you, making a more quickly implemented, uncreatively better version of your idea. You won't make the big rewards, and you'll then have a disincentive to continue along the vein of creating ideas. So you stop doing that in order to feed your family.

      So everyone loses, because a creative individual left the field. Competition isn't always good to maximize at the expense of everything else. (But please, don't take me to mean that unending protection is needed; I'm just sure that absolutely no protection is not in "everyone's" interest.)

    6. Re:Clones should be welcomed by grumbel · · Score: 1

      Puzzloop itself is just a variation of Puzzle Bubble, which was inspired by Columns and friends, which where inspired by Tetris, which was inspired by Pentomino. Cloning and iterating on previous ideas are very common in gaming. And while some clones contribute more original ideas then others, its really just how the industry works. Simpler games of course have the problem that they are much easier to clone, then complex one, but that really shouldn't be used as an argument against cloning, as its questionable if a simple idea should even be copyrightable. With Puzzloop for example you don't even need to play the game to understand how it works, just looking for a second at a screenshot of it tells you pretty much everything you need to know to write a clone of it.

    7. Re:Clones should be welcomed by Iori+Branford · · Score: 0

      Products, not ideas, are useful to most people. Thus, most people pay for products. If you are in a business for money, it is your responsibility to produce something commercially competitive; if you are in it for fame, it falls on you to do so first.

      Only when your competition breaks into actually existing assets (documents, code, content) would there be a case against them.

  20. Then you must loathe Blizzard .... by Anonymous Coward · · Score: 0

    Because all they did was copy the world of Games Workshop (i.e. Warhammer) and the gameplay of C&C to create Warcraft. Cloning at its finest.

  21. Sonic Gonzales by tepples · · Score: 1

    Sonic's concept of "cartoon character with an attitude, of an animal species known in mythology for being fast" has been cloned left and right: look at Bubsy and the rest of the me-too games. In fact, Sonic himself appears to be in part a clone of Warner's Speedy Gonzales, so much that someone made a mod of a Speedy Gonzales game for Super NES to replace Speedy with Sonic.

    1. Re:Sonic Gonzales by HopperUK · · Score: 1

      Around here, hedgehogs are mostly known for being flat.

  22. SMB1 may have been the first by tepples · · Score: 0, Troll

    Why was Mario created when there were already other platform games out there?

    In the early 1980s, there weren't other scrolling platform games. As far as I can tell, SMB1 was the first game to use scrolling instead of a Donkey Kong-style single screen or Pitfall!-style page flipping.

    1. Re:SMB1 may have been the first by Kentaree · · Score: 1

      Fair enough, maybe a better comparison would've been Mario vs Sonic. Sonic reused the premise of Mario's platforming, but by introducing the factor of speed made it play fundamentally different.

    2. Re:SMB1 may have been the first by russotto · · Score: 2, Insightful

      In the early 1980s, there weren't other scrolling platform games. As far as I can tell, SMB1 was the first game to use scrolling instead of a Donkey Kong-style single screen or Pitfall!-style page flipping.

      There were plenty of scrolling non-platform games, e.g. Zaxxon and Defender. I'm pretty sure there were vertically scrolling Donkey Kong clones as well.

    3. Re:SMB1 may have been the first by AA+Wulf · · Score: 1

      Why was Mario created when there were already other platform games out there?

      In the early 1980s, there weren't other scrolling platform games. As far as I can tell, SMB1 was the first game to use scrolling instead of a Donkey Kong-style single screen or Pitfall!-style page flipping.

      Sorry mate, you've forgotten Namco's Pac Land But SMB was pretty darn close.

      --
      http://bohemian-geek.blogspot.com
    4. Re:SMB1 may have been the first by Dun+Malg · · Score: 1

      As far as I can tell, SMB1 was the first game to use scrolling instead of a Donkey Kong-style single screen or Pitfall!-style page flipping.

      Side-scrolling isn't particularly novel. It's an evolution of the Pitfall model that only became possible with the advancement of hardware capabilities. The coin-op game Defender was actually the first, predating SMB by some five years. The only reason you didn't see side scrollers before SMB was that the NES was the first home console powerful enough to do side scrolling.

      Additionally, the GP poster's point is still valid, because Super Mario Brothers wasn't the first Mario game, Mario Brothers was--- and it was a non-scrolling, one screen at a time platform game.

      --
      If a job's not worth doing, it's not worth doing right.
  23. "Another's work" by tepples · · Score: 1

    Define "another's work". When I read it, I see the legal definition: "a work whose copyright is owned by someone else". If you mean something else, please be specific.

    1. Re:"Another's work" by Sockatume · · Score: 1

      work (wûrk)
      n.
      5.
      a. Something that has been produced or accomplished through the effort, activity, or agency of a person or thing

      other (r)
      n.
      2.
      a. A different person or thing

      Ergo, something that has been produced or accomplished through the effort, activity, or agency of an individual other than individual claiming credit for its production or accomplishment.

      --
      No kidding!!! What do you say at this point?
    2. Re:"Another's work" by Anonymous Coward · · Score: 0

      Where do you draw the line between getting credit for someone else's idea and taking inspiration from someone else's idea?

      A good example would be Disney's 'Snow White and the Seven Dwarfs' - which is a re-hash of a centuries old story with a few bits added into it. Obviously I am not suggesting Disney did anything illegal here, as it was a public domain work they ripped off, but at the same time is it really fair (once again not questioning legality, but the ethics the OP mentioned) for them to claim copyright on this when they really did just rip-off somebody else idea and original work?

      This line is incredibly important, as there is an argument that no idea is original, that all ideas are not only inspired but composed of things we've seen and heard around us. If all a clone has to do to appear legitimate, is to add one or two new features (not necessarily new or unique, just not in this original work) then how do we define what a significant (eligible) feature is?

      Its when trying to answer questions like this that you realise just how unintuitive and unnatural copyright law can be - it may have been a practical idea in times gone past, but now its problems are starting out-weigh its benefits, which means it's time to shelf it.

  24. Good faith by tepples · · Score: 1

    Of course, plagiarism has no legal status, since plagiarism cannot be judged in court.

    Really? As I understand it, in a copyright case involving a fair use defense, giving due credit to sources can count toward the defendant's good faith.

    Aquatica is very clearly a flOw knock off, so Aquatica is plagiarism if and only if the author did not explain that flOw inspired him.

    One of the promotional pages for Blockbox, a game with the same rules as Tetris, stated: "Tetris? No, I like this better." Therefore Blockbox isn't plagiarism. Am I following your logic right?

  25. Staggered regional releases by tepples · · Score: 1

    A truly original and inovative product will take some time to clone

    But it won't really matter if the original publisher plans a staggered release. For example, Lumines was out in the United States in March 2005, giving one developer several months to get a GPL'd clone going before the European release six months later. And Tetris still isn't on the PSP, but the homebrew clones are.

    1. Re:Staggered regional releases by Hatta · · Score: 1

      So, don't stagger your releases. Refusing to release a finished product in a given geographical region is just a big "fuck you" to the people in that region. Cloning that product is an appropriate "fuck you" back.

      --
      Give me Classic Slashdot or give me death!
  26. oh well, it's my brain not yours by OrangeTide · · Score: 1

    In many ways you owe most of your creative efforts to the society that formed you. Ideas are usually not absolutely original. And have an original basis or inspiration. Clones are usually poor clones. if you don't like competition, find a new line of work.

    Also there is plenty of great software out there that are just clones:
    * Microsoft Excel is just a clone of Lotus123 which is a clone of VisiCalc.
    * Linux is a clone of Unix.

    I'm tired and can't think of other examples. I'm not convinced that a person deserves protection but if they can't execute on a successful business and only has ideas and "designs". I realize that people work hard to design cool things, and they *feel* cheated when someone just hops in and makes a clone that is almost as good as theirs. But the important thing to remember is that it is a feeling. Where you actually cheated? I don't think so. Is it fair? Maybe. Is life fair? No way.

    Also, it is hard for me to accept that a person owns an idea after they showed it to world. By then the idea is in my brain, and frankly nobody owns anything that is in my brain but me.

    --
    “Common sense is not so common.” — Voltaire
    1. Re:oh well, it's my brain not yours by CaseCrash · · Score: 1

      Also, it is hard for me to accept that a person owns an idea after they showed it to world. By then the idea is in my brain, and frankly nobody owns anything that is in my brain but me.

      Careful, don't give the *IAAs any reason to think about forcibly removing ideas from our brains, they'll get congress to do it.

      --
      No, that link you posted to a web comic we've all seen a hundred times is not "obligatory."
  27. It's not theft by Beerduck · · Score: 1

    As long as you write your own code and make your own graphics you should be allowed to create whatever you want. In this case, "Imitation is the sincerest form of flattery" fits perfectly. Copying someone elses work also increases competition which is good for everyone, especially the gamers.

  28. Heh.. by Anonymous Coward · · Score: 0

    The entire Open source movement is based on creating clones of previously successful proprietary software..

    Seems to work for them :)

    +5, Flamebait.

  29. Plagiarism and copyright breach are orthogonal by Sockatume · · Score: 0

    That's copyright infringement, not plagiarism. They are two seperate issues: one moral, one legal.

    --
    No kidding!!! What do you say at this point?
  30. Most popular? by Bakkster · · Score: 1

    Zynga's Cafe World and Playfish's Restaurant City (the two most popular Facebook games).

    This article would beg to differ that they are the two most popular. However, the top two (FarmVille and Cafe World) do have clones (Farm Town and Restaurant City) at 8th and 9th places.

    But can you blame them? FarmVille had 65.6 million active users in one month, I think a lot of devs would be just fine with only 1% of that, and a clone might be a simple way to get it.

    --
    Write your representatives! Repeal the 2nd Law of Thermodynamics!
    1. Re:Most popular? by sh00z · · Score: 1

      This article would beg to differ that they are the two most popular.

      The summary misquotes TFA. In the article it says that Zynga's Cafe World and Playfish's Restaurant City are "the two most popular restaurant sims on Facebook." Everybody with a Facebook account probably knows that Farmville is #1 just from the quantity of friend status messages they receive.

    2. Re:Most popular? by Jesus_666 · · Score: 1

      Isn't FarmVille actually the clone? We had an article about that game recently and from what I could gather Farm Town preceded it.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    3. Re:Most popular? by clone53421 · · Score: 1

      TFA actually said “Zynga’s Cafe World and Playfish’s Restaurant City, the two most popular restaurant sims on Facebook.”

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
  31. great giana sisters ! by yossarianuk · · Score: 1

    I remember great giana sisters being more playable (and far faster) than the original mario bros - I was glad that came out as Nintendo would never have made an Amiga version of Mario. In this case the clone was banned

    http://en.wikipedia.org/wiki/The_Great_Giana_Sisters
    br>

    1. Re:great giana sisters ! by Jesus_666 · · Score: 1

      That didn't stop the resurrected Comodore from offering a Giana Sisters-themed computer case (that was kick-ass) and a company called Spellbound (including the creator of the original game) from releasing a sequel to the game for the Nintendo DS.

      By the way, that sequel is pretty good. I really like the music.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    2. Re:great giana sisters ! by grumbel · · Score: 1

      In this case the clone was banned

      Fun part is that the sequel, "Giana Sisters DS" now happens to be a normal licensed DS game. And Giana Sisters wasn't the only clone, Rainbow Arts business model was based on doing clones, Turrican was a Metroid clone and Katakis was an R-Type clone, which happened to be so good, that they where hired to do the official R-Type port.

  32. Citation needed by tepples · · Score: 1

    But as I understand it, there comes a point where things are OK to use with no citation due to age and/or de minimis use. For example, if I write a story about a flood disaster, I don't have to cite the stories of Noah and Gilgamesh. And I don't think Carlo Collodi explicitly cited the story of Jonah when putting the chapter about Geppetto getting swallowed by a Terrible Dogfish into The Adventures of Pinocchio. Otherwise, any moderately complex novel would have more footnotes per page than a featured article on Wikipedia.

    1. Re:Citation needed by russotto · · Score: 1

      Otherwise, any moderately complex novel would have more footnotes per page than a featured article on Wikipedia.

      Novels don't need any footnotes at all. They can borrow ideas and themes from other works both recent and ancient totally without acknowledgment and it's perfectly acceptable. Plagiarism just doesn't apply.

    2. Re:Citation needed by tepples · · Score: 1

      Novels don't need any footnotes at all.

      But the article states that (at least someone thinks) games do. What made them different in this respect?

    3. Re:Citation needed by russotto · · Score: 1

      But the article states that (at least someone thinks) games do. What made them different in this respect?

      Nothing, really. Games aren't academic works (unless all you play is NIM and Prisoner's Dilemma, anyway) and shouldn't be held to academic standards of attribution.

  33. Laser Squad and X-Com by Anonymous Coward · · Score: 0

    I'm fairly certain that anyone who played and enjoyed both will vouch for the obvious influence the former had on the latter. I loved them both and if X-Com hadn't taken much of its ideas from Squad, then I wouldn't have gotten to enjoy such a great game. Settings and graphics were changed, but the core - squad based tactical combat, focused on individual units in a small team using turns, opportunity attacks and movement points - remained the same.

    Stealing someone's setting completely, the setting and storyline, the code, the graphics, the music: those are all bad ideas. However, taking a broad concept such as turn-based, squad tactical combat and refining it with a great setting and story, that just benefits all gamers.

    1. Re:Laser Squad and X-Com by FusionDragon2099 · · Score: 1

      It's not really "cloning" in Laser Squad's/X-Com's case, since both were developed by the same person (Julian Gollop).

    2. Re:Laser Squad and X-Com by shutdown+-p+now · · Score: 1

      Stealing someone's setting completely, the setting and storyline, the code, the graphics, the music: those are all bad ideas. However, taking a broad concept such as turn-based, squad tactical combat and refining it with a great setting and story, that just benefits all gamers.

      Laser Squad was designed by Julian Gollop.

      X-COM: UFO Defense (aka UFO: Enemy Unknown) was designed by ... Julian Gollop.

      You can't plagiarize or steal from yourself.

  34. Shouldn't this be called: by Rattenhirn · · Score: 1

    "Treading the Fuzzy Line Between Game Homage and Copyright Infringement"?

  35. Aren't they all clones? by Anonymous Coward · · Score: 0

    All games are clones of ro-sham-bo so they should all shut their pie holes.
    http://en.wikipedia.org/wiki/Rock-paper-scissors

  36. Ketara (makers of Aquatica) have apologized by Francis · · Score: 2, Informative

    I haven't seen this mentioned yet - Ketara, the makers of Aquatica, have credited Jason Chen, creator of flOw, with the concept. On their website, they explain that they intended no disrespect, and have apologized for it. They viewed Aquatica as a fan remake.

    Because of the controversy it caused, they have removed Aquatica from the app store - it is no longer available.

    http://www.ketara.ca/aqua.html

    --

    --
    #include <malloc.h>
    free(your.mind);
  37. Curry-Howard by tepples · · Score: 1

    Given the same problem and a proof stating that there is _a_ solution, most people would not know even where to begin.

    Only because most people don't know about Curry-Howard. A sufficiently rigorous mathematical proof that something exists is isomorphic to a computer program to construct that something. If you're taking the "proof" to be a black box, it's also the case that most people just don't know any programming languages.

    1. Re:Curry-Howard by I+cant+believe+its+n · · Score: 1

      Yes, I believe that your statements are true, but what is your point?

      --
      She made the willows dance
    2. Re:Curry-Howard by tepples · · Score: 1

      My point is that the proof of a solution's existence can be transformed into a solution.

  38. all games in the last 20 years are clones by juenger1701 · · Score: 1

    platformer = Mario
    adventure = Zelda
    RPG = Final Fantasy (1) [yes i know the stat system in FF goes back to old pen and paper games but i'm limiting my self to digital here]
    FPS = wolf 3D
    TBS = Civilization
    RTS = Command and Conquer
    puzzle = tetris (implied or implicit time limit and no control over what piece you get next)

    make a game that takes no elements from these or any other previous then you can complain about game clones

    Hint (illustrative only not saying the following don't include their own ideas):

    metroid = zelda adventure mechanic + mario platforming
    american RPGs = zelda adventure mechanic + FPS view + FF style EXP based level system

    1. Re:all games in the last 20 years are clones by GerardAtJob · · Score: 1

      100% agreed, but replace Command and Conquer by Dune2 ;)
      (mod parent up :) )

      --
      I can't call that English ;-)
    2. Re:all games in the last 20 years are clones by Whorhay · · Score: 1

      Even some of those games weren't completely original.

      The King's Quest games started before the release of Zelda and are more of a true adventure game. Zelda is a good combination of Adventure and Platformer.

      As someone else said Dune 2 was what C&C was based on, and I'm pretty sure I've read before that Dune 2 wasn't actually the first in the RTS either.

      I remember playing a number of turn based strategy games before Civilization was released. Empire Deluxe was the first version I played but it was originally created in 1977.

      There were graphical RPG's around in 1975. Rogue was out in 1980, Final Fantasy didn't come along until 1987.

      But yeah, there isn't very much really original stuff, at least not in the form of whole genre's. The inovation is almost always along the lines of improving an existing implementation, combining features to produce something new, and very rarely coming up with some wholly new minor feature.

    3. Re:all games in the last 20 years are clones by grumbel · · Score: 1

      Zelda is a good combination of Adventure and Platformer.

      Zelda has a lot more in common with the 1979 Atari title Adventure then it has with either point&click adventures or platformers. The important innovation of Zelda was how it used items to allow access new areas in an otherwise open world and that items had multiple uses as both weapons and as "keys" to new areas.

  39. What ever happened to... by Divinemonkey · · Score: 1

    Imitation is the sincerest form of flattery. There are no new ideas. Only clever repackaging of old ones.

  40. plagiarism isn't illegal by jipn4 · · Score: 1

    It could be a wonderful thing for both parties if presented properly. He recreated the entire game by himself thinking it wouldn't be plagiarism. However, just like a college essay, if you write down all the sentences yourself but the use of the words within these sentences are from other people's work, we consider it plagiarism.

    Who cares whether it's "plagiarism"? Plagiarism isn't illegal, and in many contexts, it isn't even wrong. Plagiarism is an academic concept, not a legal or business concept. Ever major computer company has "plagiarized" in their products, i.e., taken ideas from others without acknowledging the source, and that's OK. In fact, this game case is probably not even plagiarism, since plagiarism means using material without acknowledging the source, and they may well have done so. On the other hand, a lot of legally infringing activity is not plagiarism at all, so not plagiarizing does not protect you from legal claims.

    In business, what matters is copyrights, patents, trademarks, and contracts. The game could be taken down because Apple controls their app store and can do whatever they want. If Aquatica were sold outside the app store, the flOw developer would have had to go to court and claim copyright, patent, or trademark infringement.

    Is that cloning or theft?

    It's theft when there is a law against it. Did the game infringe copyrights, patents, trademarks, or did it break contracts? If so, it's "theft". If not, it's not "theft" in the usual legal sense, although it may still be plagiarism.

    Given the similarity, I suspect that the Aquatica developer did commit copyright infringement, but that's really for a judge and jury to decide.

  41. MANY MANY MANY by Anonymous Coward · · Score: 0

    of these Facebook games are just rip-offs of old BBS games like Trade Wars.

    Its pretty damn hard to be innovative now days.

  42. Intent by AA+Wulf · · Score: 1

    Most everyone keeps bringing up legalities like theft, copyright, trademark, plagiarism, etc.but not really evaluating the ethical issues for why these laws exist. I think what is important to look at here is intent. Is the intent to make an homage to a pre-existing work or to simply steal all the hard work and pass it off as your own? Is the intent to improve on the work already done or to simply copy it? D&D ripped off a lot of Tolkein, but it created a new universe and placed it in a new environment (the RPG). Paladium Fantasy rips off a lot of D&D, but puts it in Paladium's own universe with their own RPG system. Warcraft rips off D&D as well, but again, new universe, new environment (video games). I don't consider these "clones." The intent of these games were to take pre-existing content and improve upon it and creatively make it their own.

    It's an entirely different story when we're looking back at the old days of Atari / NES. How many Gradius clones were there, for instance? Did these games really improve upon the content of Gradius, or simply take the same gameplay the same concepts and simply change how a few things functioned to make a "different" game? Castlevania clones, SMB clones, Defender clones, they all abounded in the land of 8-bit, because it was easy to do it. We don't see as many clones these days unless we're looking at the mod community, and the majority of those modders are attempting to make an homage to their favorite games within another of their favorite games, with no intent of ever making money off it.

    I think modding should be encouraged, as it leads to new and better games. I think using inspired content to branch out into new universes and new genres should also be encouraged. It is the actual lazy turn-a-buck copypasta clone games which should be despised --

    -- but without them, we wouldn't have many games on our cell phones...

    --
    http://bohemian-geek.blogspot.com
  43. That is why you failed by Anonymous Coward · · Score: 0

    And that is what is hurting GIMP and most other OSS projects from actually become more than just a clone.

      "If I had asked my customers what they wanted," Henry Ford said, "they would have said a faster horse."

  44. Funny thing by sjames · · Score: 1

    The industries most adamant about copyright are also the ones that crank out the most knock-offs and me-toos. Of course, the game industry is not yet as bad as the movie industry. In the movie industry, they have the process of creating knock-offs and me-toos so refined that the copy frequently gets released BEFORE the original. Of course, often enough, even the "original" is actually yet another movie about X.

    The RIAA is at the same time more subtle and more blatant. They don't clone songs, they clone "artists" to the point that they're practically interchangable.

    1. Re:Funny thing by Khashishi · · Score: 1

      Indeed, and who is more adamant about copyrights than the open source community?
      I don't have much respect for a clone whose goal is to function exactly like another product (eg Gnu Octave), or copies mechanics exactly (Frozen Bubble).

      But if a clone adds features that didn't exist in the original, then it can be something awesome (like vim).

    2. Re:Funny thing by sjames · · Score: 1

      I have more respect for Free Software because even if it is feature for feature a clone, it has one major difference: no license management to deal with. Just install whenever and wherever needed and be happy.

      That goes double when licensing is actually enforced in the software. In those cases, typically there are more support issues because of the software falsely claiming there's a license problem than from anything else.

  45. Difficult topic. by tp_xyzzy · · Score: 1

    We should think about the reason why developers clone someone elses product. It can cut down amount of work by half, if you just look how someone else combined the elements required for a game, and then implement exactly those modules that were present in the original. It reduces creativity to do so, and thus cuts down the state space that needs to be managed to get it fully working. Most professional developers can immediately see from existing software product what software modules were required to implement it. This makes it attractive for those that want to create something bigger than what they have resources to do.

    Games take huge amount of effort to build. With 2 years of work, you cannot expect to get a very popular game. Clones of games are mostly useful for implementing the same game for more than one platform by the original developer, or his publisher. In fact I've seen publishers buy original games from their developers, and then build clones of it for different platforms to build a better product to sell on the market. The fact is that a game will not be successful if it is not available via multiple channels which provide network effects.

    If you build an exact clone of someone elses product, you should have a permission from original author. Otherwise you'll end up in trouble. Just because original author has not decided to utilize some platform or market area, does not mean that you can fill that market with your custom clone. My understanding is that these issues are mostly important for commercial publishers of products. But in the end, the developers will get burned if they decide to build a clone, since no publisher is able to sell a clone against wishes of original authors.

    Exclusive copyright contracts between publishers and authors makes the situation a little strange. The original author is unable to improve the product and resell it via different channel or platform -- only the publisher can build a clone or improved versions of it. So many platforms will never see a version of the product and developers are prevented from making their work available in multiple market areas. Publishers need a permission from original author, but they often insist on exclusive contracts. In a big world like ours and universal copyability of software, restricting products to just one market area where that single publisher is present seems a little waste. If you're a developer and have used several years of your time to build a software product, and then all the work is wasted because of exclusive contract between publisher and developer, it does not seem very efficient use of resources.

    But probably there was a good reason why this system works like this. I just don't know what that reason is. But I trust the government to fix the system once they see there is a problem. Not just follow the advice of those that shout loudest, but also think the system as a whole. Every player is contributing something important to the process of producing digital works. They all have a role in it, and we developers don't need to understand it fully to be part of it.

  46. Game Clonings Benefits by Anonymous Coward · · Score: 0

    I've been playing a small Capture the Flag game on and off for many years now called ARC (Attack Retrieve Capture). Throughout the years its changed many hands going from TEN to WON to Sierra and eventually Sierra decided that it would never be profitable to run the game and decided to shut it down. They refused to turn the game over to the fan base to allow them to continue using the game. Luckily for the ARC community someone had spent the time to create a very good clone of the game called Spark. If it hadn't been for game cloning a small but dedicated community of players would have been destroyed.

    Try it out yourself: www.spark-hq.net

  47. Aren't all FPSs out there just Doom clones? by Anonymous Coward · · Score: 0

    At what point do clones represent a genre? Reference Material: http://www.gamasutra.com/php-bin/news_index.php?story=25003