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Clones and copycats.. Flappy Bird, 2048, Timerman etc.

Started by August 15, 2014 03:11 PM
18 comments, last by BdR 10 years, 2 months ago
Ever since that Flappy Bird hype earlier this year the copying and cloning of simple but successful games on Android and iPhone has gotten a little bit out of control I think. wacko.png
At one time the iPhone app store was flooded with at least 60 Flappy Bird-clones per day, but the cloning hasn't just been limited to just Flappy Bird. Ever since there have been smaller but similar hypes around several simple games, each spawning hundreds of clones and copycats.
And yes, I understand there always have been clones, like the many Doodle Jump clones and Temple Run rip-offs.. But the pace and especially the volume at which these clones are cranked out at the moment.. huh.png It's at least remarkable. There even are posts on sites like Elance where people are simply asking for someone to write them a Timberman clone for a certain amount of money. I personally think it's a bad think, and there are some similarities with the videogame crash of 1983 (high volume, low quality).
Any thoughts on this?

When I was a 21 year old Marine out in Iraq, I had spent every waking moment writing a PHP/MySQL app to manage all of the reconstruction projects being done in western Iraq. It took 3 months to complete, with up to 18 hour days, 7 days/week. I succeeded. The end product was 20,000 lines of code (it could have been fewer lines, but who cares?)

I got sent to the US Embassy in Baghdad to demo the software. I learned that a large contracting firm had been paid millions of dollars to build something similar and they'd been working on it for over a year. They were nowhere near completion. Meanwhile, mine was done, deployed, and integrated into the workflows of various units involved in reconstruction. These contractors looked like fools in comparison. I wrote the code, but it didn't belong to me since I was employed by the government. I generously gave it away, figuring that if it helps end the war faster then I should set aside any petty squabbles on ownership and rights. The contracting company wanted to imitate what I had designed and built. Great, fine, go ahead, have at it. I then came to a startling realization:
Design and build your software so well that nobody will want to go through the painstaking effort necessary to copy you. Give no room for improvement.

Also, there's a lot more to the success of a project than just creating a copy of some software (such as the deployment, integration, and adoption phases). Imitate my software all you want, but good luck getting existing users to switch to yours.

If you're making an original game, keep all of this in mind. If you think people are going to copy your game, you have two huge advantages over them:
1) You're first to market
2) You can set the bar on quality

Here's a very salient example that comes to mind:
"Candy Swipe" vs. "Candy Crush Saga".
Candy swipe was an original work built by a single developer. The game concept and design was great, but the production, sounds, graphics, marketing, and monetization was sub-par.
Someone at King saw and liked his game. Then they copied it and added a buttload of polish. Then they tacked on a skinner box-esque monetization scheme and integrated it with the game design. They called it "Candy Crush Saga", which went on to make ridiculous amounts of cash.

Do we condemn & criticize King for stealing a game from a solo developer, running with it, and making a fortune? No. If King hadn't done that, nobody would have ever heard of or played "Candy Swipe". It would have remained in obscurity, never to be heard of or played. Sure, the solo dev would have sold maybe a few hundred copies over the lifetime of the game, but that doesn't count or matter. In my eyes, that's a failure. ....If only that developer would have spent more time refining the design, polishing, and perfecting the game... King would have never copied him because there was no further room for improvement and because he was first to market. At that point, the only remaining obstacles for the solo dev to overcome would be marketing and going viral. He'd be the legend we all remember, but instead he botched it.

So, learn from all of this. A technically sophisticated but incomplete game is okay. A completed game is better, even if its orders of magnitude more simple. A completed game which has been highly polished and refined to the point of no further improvement is superior to everything else.

Nothing < Something < Technically challenging & incomplete < Complete < Complete, polished, refined

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A math teacher at my kid's school remarked how every time she lets them use their phones, everyone is playing 2048. Not Threes, which is the game 2048 copied. And why not? Because kids don't spend money on stuff they can get for free. When I first learned about 2048, and paid for and played lots of "Threes" on my phone, I was upset.

I've thought about it a lot, and I think it comes down to a lesson: If you've spent a year or more designing a awesome new game, but someone will be able to create a crappy clone of you game in a weekend, then you better give yours away.

Your only other option is to create the game such that you can't clone it in a weekend, or there is some kind of reason to play your game instead of a clone. I don't have a solution to this, but I think if the "Threes" guys had just released a free version no one would have cloned it.

I think, therefore I am. I think? - "George Carlin"
My Website: Indie Game Programming

My Twitter: https://twitter.com/indieprogram

My Book: http://amzn.com/1305076532

People will always make clones ... the issue seems to be the availability of many "tools" available that they can pump out large quantities of simple games with little effort.

"Back in the day" it would take a very long time to create a relatively simple game due to programming limitations - Now you can pump a simple game out in less than a day.

I cannot remember the books I've read any more than the meals I have eaten; even so, they have made me.

~ Ralph Waldo Emerson

I'm not talking about game clones that are better than the original, or clones that try to be a little different. Im talking about the gazillions of clones that range from low quality amateur stuff to almost verbatim copies.

There seems to be a trend now where certain app developers are just copying whatever is in the top 25 downloaded apps. Preferably with a title that contains words from the top apps. There actually are several(!) "Flappy 2048" apps, that kind of says it all really.. wacko.png

And no, the developers aren't trying to improve the original here; I think it's essentially link-baiting with app titles

52f5826d86cac9109d99865654793eea-gif-of-


There actually are several(!) "Flappy 2048" apps, that kind of says it all really.. wacko.png

Cloning to death a game that was obviously meant to satirize these simple/popular games that get cloned to death...

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Ever since that Flappy Bird hype earlier this year the copying and cloning of simple but successful games on Android and iPhone has gotten a little bit out of control I think. wacko.png
At one time the iPhone app store was flooded with at least 60 Flappy Bird-clones per day, but the cloning hasn't just been limited to just Flappy Bird. Ever since there have been smaller but similar hypes around several simple games, each spawning hundreds of clones and copycats.
And yes, I understand there always have been clones, like the many Doodle Jump clones and Temple Run rip-offs.. But the pace and especially the volume at which these clones are cranked out at the moment.. huh.png It's at least remarkable. There even are posts on sites like Elance where people are simply asking for someone to write them a Timberman clone for a certain amount of money. I personally think it's a bad think, and there are some similarities with the videogame crash of 1983 (high volume, low quality).
Any thoughts on this?

BdR,

I feel the same. So I developed "2048 Cocktail game" myself to reinvent 2048 "number" game.

because I found that some people are not used to play "numbers". They just feel bad for them.

* Try this : http://bit.ly/1lcbGOh

And give me your thoughts.

Regards,

The reason there are so many clones is because it is still possible to make a lot of money (for a one man team) from a clone. Flappy bird made a ton of money and then there was a bunch of clones. Venture beat did a write up of the top 10 Grossing Flappy Bird clones and Every one of them had made over a million dollars. The top one was just over 11 million.

It is also a little unfair to call all of them clones as some are just browing a mechanic and adding a whole host of other features. Which is what pretty much every AAA studio is doing nowadays but on a grander scale. Some of games that claim to have been cloned were not the original game in the first place. I really can't see that Candy Crush of Candy swipe can claim to be the original. The same goes for follow the line, angry birds, doodle jump, 100 Ballz, don't touch the spikes or timberman.

I recently went for a job inteview at a very successful UK MMO company based in London and they have actualy decided to mothball their MMO and concentrate on emulating Zynga and King their current line up of soon to be released titles includes their own spins on Clash of clans, Pet Resue Saga, Temple Run and Tiny Tower all using IP from their MMO. This I think is much worse than the clones. The clones are unashamedly copying existing games because they don't have the skill or creativity to make their own games but after a while they will get more adventurous whilst the AAA companies have so much talent that they are just wasting by trying to emulate other buisness models.

I say, who can blame them. Far from being a great equaliser, the Internet seems to have resulted in a situation where a lucky few get _vast_ amounts of coverage, whilst a vast number of others get ignored. Rarely are the more popular examples actually something new, and in some cases as pointed out, they are clones of earlier games anyway. Maybe it was because they did do something better, maybe it was better marketing, maybe it was luck, or a combination, who knows.

But when using existing ideas and/or using similar names gets you some extra coverage/hits/downloads - while coming up with something totally original doesn't - well, who can blame the numerous clones that result.

I'm not sure what the answer is. It doesn't help that places like Google Play don't seem great imo at finding new content, but instead promote the positive-feedback loop where more popular things get more coverage, hence get more popular...

http://erebusrpg.sourceforge.net/ - Erebus, Open Source RPG for Windows/Linux/Android
http://conquests.sourceforge.net/ - Conquests, Open Source Civ-like Game for Windows/Linux

I agree with mdwh. Is it the copying of the games that has gotten out of control, or the situation wherein more complex, more difficult to clone games aren't worth the effort to develop for the mobile gaming market? Flappy Bird doesn't exist in a world where the market rewards quality, it exists in a world where users don't find their own content, they only consume content that is doled out by gatekeepers who award their attention at random (or worse, after a bribe).

I struggle to say I've ever played a *good* game on a smartphone. Threes isn't *that* great of a game, and the developers whining about how long it took them to design it doesn't change that fact. I feel bad for them, it sucks to work on something for so long and not get the reaction you expected. But at the same time, they made a lot more money off of it than I ever did off of my own projects. Sometimes, you just have your assumptions invalidated by the harsh truths of "reality". You can either wallow in self pity or try to learn and do better on your next project.

2048--itself a clone of 1024, the first Threes clone--is similarly also not *that* great, but I could play it for free and in my browser. It was appropriate for the level of good it was. The most fun I've had in mobile/web gaming in easily the last 5 years was Candy Box 2, and that was more a combination of availability, price (free), and novelty. The gameplay itself was bad.

Why aren't there more turn-based RPGs or tactics games like Advance Wars? They seem like a good combination of small engagement and depth of content. But the few I've seen that had any potential went down the disingenuous "free to play" model, wherein the only way to play the game in a reasonable amount of time would be to fork over literally hundreds of dollars for in-app purchases.

Maybe people are just now conditioned to expect mobile games to suck, either gameplay- or monetization-wise.

[Formerly "capn_midnight". See some of my projects. Find me on twitter tumblr G+ Github.]

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