[HN Gopher] Clone culture and its continuous impact on indie dev...
       ___________________________________________________________________
        
       Clone culture and its continuous impact on indie developers
        
       Author : amichail
       Score  : 47 points
       Date   : 2022-02-19 14:13 UTC (8 hours ago)
        
 (HTM) web link (www.gamesindustry.biz)
 (TXT) w3m dump (www.gamesindustry.biz)
        
       | quadcore wrote:
       | Most people in the game industry dont get this: games are,
       | economically, startups (innovative high-growth product), they are
       | not content - like movies. So you have a few killer games and
       | armies of clones which often make their author poor or barely
       | even.
       | 
       | In other words, if you are a game developper, you need to figure
       | out why your product will be a high growth product. You should
       | not treat it as an art exercise (if you wanna succeed
       | economically).
       | 
       | For example, the art style of world of warcraft is not like it is
       | because that was the art style of the art director (well it is
       | but) they did it like this because they knew this was the kind of
       | art that is needed for a high growth product. Everything in world
       | of warcraft (its just an example) has been done to reach high
       | growth, they werent doing an art exercise that happen to be
       | successful. Its a mindset most game developers wont ever get.
       | 
       | Of course you can do art exercises and be lucky. Just be
       | conscious youre playing at the lotery though.
        
         | burntoutfire wrote:
         | Aren't (commercial) movies the same though? The decisions are
         | made by producers, and their main task is to figure out how to
         | make the movie appealing to the largest possible audience, so
         | that investors will get maximum RoI.
        
           | quadcore wrote:
           | I know this is difficult to get but people watch a movie and
           | then watch another one. They dont do that with games (not in
           | an economically significant way). People spend hundreds if
           | not thousands of hours on one game. They spend their life on
           | 2-3 games. Its a product, not content.
        
             | cma wrote:
             | Do you think Jenova Chen was just lucky with Journey's
             | success?
        
               | quadcore wrote:
               | Disclaimer Ive seen a little bit the game, I dont know
               | the extent of its success.
               | 
               | 1) most likely, just look at his success rate in terms of
               | how many of his games did succeed.
               | 
               | 2) now the definition of success. if he took 5 years to
               | develop the game, he has to net a very (very) minimum of
               | 20 millions to start becoming successful. Remember, you
               | can't just pay one salary developing software, you have
               | to cover: salaries (top engineers and top artists) + (the
               | most important) investment for the next games + bad years
               | + grow you company (that's the point of a company) +
               | hardware + R&D to stay at the top of your game +
               | retirement money because you cant do this after 38. 20
               | millions net is a very optimistic number, I wouldn't be
               | happy with that, I would be happy with netting 50.
               | 
               | Did he net 50 millions? If yes, then yes he was
               | _starting_ to become successful. If he did this 3 games
               | in a row, now he wasnt lucky.
               | 
               | Now dont get me wrong, this game is a wondeful piece of
               | art, but it's likely not a succesful company.
        
             | enkid wrote:
             | This is not true for me. I think I buy more games than I
             | watch movies at this point. Movies of the games are under
             | ten dollars because I pick them up on sale, then I spend a
             | couple hours on them and feel fine with it, because it
             | wasn't very expensive. Based on the front page of Steam, I
             | don't think I'm the only one. I have a couple I keep going
             | back to, but probably on average, I spend about ten hours
             | on each game I purchase, and I would guess I'm not the I
             | only one.
        
             | pawelmurias wrote:
             | What is your source for that? Games are different, f2p
             | mobile games are an equivalent of slot machines working on
             | pure addiction, for some indie games you pay for a short
             | unique experience, there high budget single player games
             | where they have a campaign you play and that's it.
        
             | [deleted]
        
         | Ygg2 wrote:
         | Did they or were they just copying Warcraft 3 art style with
         | higher poly count? Or were they continuing the old pre-Warcraft
         | 3 prototype and expanding it into something else?
         | 
         | The thing about cartooney art style vs a realistic one is that
         | it ages better, but they had no way of knowing it would reach
         | globe-shattering popularity. The only thing they can know is
         | that it's a bit less resource intensive (to make and to
         | display). Keep in mind something 2D would be even less resource
         | intensive.
        
           | slfnflctd wrote:
           | > something 2D would be even less resource intensive
           | 
           | But then you lose the players that value immersion, who I
           | suspect are also more likely to drive word-of-mouth
           | promotion.
           | 
           | I would not have played WoW nearly as much as I did, or
           | encouraged others to do so, without the option to go first
           | person and turn off (almost) all UI elements-- being able to
           | fully dive into the art design and feel like I was _there_
           | was more than half the appeal to me. Other MMOs that went 2D
           | /isometric never kept me engaged as long.
        
             | Ygg2 wrote:
             | > But then you lose the players that value immersion
             | 
             | Depends on player, but to me all MMORPGs feel less like an
             | environment and more off an Amusement parks.
             | 
             | Because events in them are designer driven and not player
             | driven. Could players cause Cataclysm or liberate a city
             | for a day or a month? No. Because designers want to appease
             | a mass of players, they make events repeatable, which
             | cheapens the significance of event (you get an achievement,
             | and you get an achievement).
             | 
             | Compare this to something 2D but more systemic like SS13,
             | where unintentional actions of a single individual e.g. a
             | clown puting a bag of holding in another bag of holding can
             | completely change the round. I.e. spawn a life-threatening
             | singularity that might destroy the station.
             | 
             | Or hell a sabotage by a spy might have side effects. Lets
             | say a spy trying to cause a blackout to eliminate his
             | target unintentionally unleashes a horde of monkeys,
             | infected by the furry virus, from captivity. Monkeys in
             | turn unleash a dangerous space kudzu which results in
             | station being plagued by both a literal furry plague, a
             | bunch of violent apes and a sentient and malevolent plant.
        
           | ouid wrote:
           | I'm pretty sure, based on nothing at all but playing the game
           | for a decade or so, that all character animation in world of
           | warcraft is either motion capture, or extremely painstaking
           | animation. Poly counts and cartoonish texturing had very
           | little to do with why the game looked good and aged well. It
           | was the animation that made the difference.
        
             | neild wrote:
             | World of Warcraft at launch had relatively low polygon
             | count models and worked flawlessly on low-spec graphics
             | hardware, but the animation was spectacular and miles
             | beyond what any of its competition was doing. The feet of a
             | moving model actually touched the ground as if it were a
             | solid object; literally every other MMO I played from that
             | era had models where the run or walk animation was
             | completely decoupled from movement speed, with feet sliding
             | around disconnected from the ground.
             | 
             | In addition, WoW had coherent and consistent art direction
             | with characters, enemies, and environments all feeling like
             | part of a thematic whole.
             | 
             | Blizzard had clearly spent ridiculous amounts of time and
             | money on the visuals of the game, the animation in
             | particular. They just did it while targeting low-spec
             | hardware to avoid limiting their audience.
             | 
             | There's a very big difference between cheap for the game
             | developer to make, and supporting cheap hardware.
        
         | bitwize wrote:
         | Oh, movies are startups too. Often you see a production company
         | established to make a single movie. And they spawn clones --
         | _Star Wars_ gave rise to perhaps hundreds of space movies --
         | many of them really bad.
        
           | Dracophoenix wrote:
           | It depends on the era. Lucasfilm was definitely a startup
           | during its halcyon days(not just in film, but in FX (special
           | and CGI), editing, and sound design). But most of the
           | prolific movies of the era before Lucasfilm were products of
           | the studio system (or what remained of it) whose operating
           | principles mirrored that of IBM.
        
       | jonplackett wrote:
       | It's not just games it's everything.
       | 
       | I made (i think) the first automatic face swap app back in 2012
       | when face detection first appeared in iOS.
       | 
       | It did pretty well, got into the top 10 around the world. #1 for
       | a bit. Made me some money.
       | 
       | But there were tonnes of copies. One guy even flew over to meet
       | me first from SF and said he wanted to buy the app. Offered me
       | half a million dollars. Then when I said yes cut it to half that
       | after he spoke to 'the board'. Then said half that again - at
       | which point I told him to go F himself - he'd also added into the
       | contract I had to take the app offline and send him the source
       | code for them to review before finalising, which would have
       | ruined the purely viral growth.
       | 
       | Within 2 weeks he had launched a virtually identical app - and I
       | mean identical. Just a different name and icon. The entire UI was
       | copied down to the smallest detail. So obviously he'd been
       | working on it before I said no.
       | 
       | I think this was his plan all along. To copy my app and use the
       | potential buy out as distraction / disruption.
       | 
       | He then sent me a really angry email with the choice line "if
       | someone offer/ you a seat on a rocket ship, don't ask which
       | seat".
        
         | orhmeh09 wrote:
         | I'm sorry he wasted your time, but I found this really funny.
         | Thanks for sharing. What was the fate for either app?
        
       | m0llusk wrote:
       | With a pay to release model only previews are initially available
       | and only when enough money is pledged for release is the full
       | product made available. This is not a trivial model to adopt, but
       | it holds promise for doing business without being at the mercy of
       | copies.
       | 
       | There are also many ways of adding value and capturing customer
       | attentions. Community support and forums where people can find
       | and share tutorials and extensions and come together for
       | conversation and shared game play can add a great deal and keep
       | customers coming to producers for more. This is especially true
       | if there are ways of voting or making purchases that direct the
       | course of ongoing development. Currently management of customer
       | relations and engagement is not integrated with the development
       | and vending of most games. Sure there is some marketing and
       | promotions, but full community support and development is more
       | than that.
       | 
       | It may seem that being able to lock down so called intellectual
       | property extends value for creators and thus the larger
       | community, but there is also an argument to be made that all this
       | focus on ownership and protection of ideas dulls and slows down
       | every aspect of development.
        
       | pyb wrote:
       | This is also the case in the startup world. As we saw recently,
       | any tool that begins to take off gets cloned incredibly quickly
       | (Airtable, Roam...). Given the apparent shortage, it goes to show
       | that ideas actually matter.
        
         | ushakov wrote:
         | devils advocate here
         | 
         | to be honest, expensive, proprietary tools like Airtable,
         | Notion, Retool _deserve_ to be copied
         | 
         | why would you pour significant resources into something that
         | one day can and probably will disappear, cancelled or priced
         | out?
        
           | JonAtkinson wrote:
           | Because in the current environment it's easy to leverage VC
           | money to stay just-ahead in the user-acquisition race, while
           | the early employees extract very nice salaries and build
           | their networks -- which they can use to find their next role
           | when the gravy train ends.
           | 
           | It really doesn't matter a bit if the product survives in the
           | marketplace or not. It just needs to 'succeed' in the short
           | term.
        
             | ushakov wrote:
             | all these companies are going to die as soon as they run
             | out of VC-money or can't sustain the growth to get new
             | money
             | 
             | VC-startups are glorified MLMs for early employees and
             | investors
        
               | ewired wrote:
               | Those are all okay because they don't use an openly
               | replicated linked list with byzantine fault tolerance.
               | The ones using an openly replicated linked list with
               | byzantine fault tolerance are the only ones that should
               | be subject to scrutiny and public fits of outrage. If
               | they are using PostgreSQL on AWS, there is no issue.
        
           | ehnto wrote:
           | I think when criticizing paid software, and paid SaaS, it's a
           | mistake to think their alternative is logically open-source
           | software. It's actually ad-driven software, because a
           | profitable paid service has to provide much more to you than
           | just the code like open-source does, and that costs money.
           | 
           | I relish tools that just let me pay for them and cut out the
           | middle-man. The idea that all software should be free has
           | contributed to the hyper commercialized, invasive, ad-funded
           | internet we have now.
        
       | nkrisc wrote:
       | Barring actual fraud and wholesale theft of art assets, if your
       | idea is copied so easily and consumers apparently can't team the
       | difference between your game and a clone, do you really have a
       | viable product or were you just the first person to think of an
       | easily commoditized idea?
       | 
       | Games that endure usually have something unique about then that
       | resonates with consumers, despite the existence of clones. That
       | might be the characters, the story, that intangible touch of the
       | original artist some game clone sweatshop can't replicate.
       | 
       | You can get a burger anywhere, but I bet every city has at least
       | one burger place that just makes it better, the atmosphere is
       | better, the beer menu better, and there's always a line out the
       | door.
       | 
       | Are games really any different?
       | 
       | The example at the beginning of the article looks like it's
       | different art in the same style. But if it's a game and not an
       | actual scam, so what?
       | 
       | This part confused me though:
       | 
       | Clones impact small developers in more than one way, but the most
       | direct consequence for Witch Beam was a rise in confused players
       | which in turn can grow into bad PR for the studio and its staff
       | being overwhelmed by demands.
       | 
       | "People were going to our website and being confused, thinking
       | that this is part of the sign-up process to play the game through
       | this app that they got, and signing up to our mailing list
       | thinking that they're signing up to play the game," Brier
       | explains. "We were just flooded with mailing list sign-ups, which
       | then brought us up a tier on Mailchimp, for these low-quality
       | subscribers. And they're low quality because they don't want to
       | be subscribers, and they might even mark us as spam if they get
       | our emails.
       | 
       | Where were these confused players coming from? Sounds like the
       | site was designed poorly from a UX perspective.
        
         | telchior wrote:
         | I think this burger restaurant metaphor is... really not great.
         | 
         | Imagine instead that you've spent two years in a kitchen,
         | working nonstop on a completely new type of food. You've
         | discovered how to make something unprecedented, but it took
         | endless rounds of tweaking ingredients and taste-testing. You
         | open a restaurant to sell your food, and it succeeds massively.
         | 
         | ... unfortunately for you, the main ingredients are just flour,
         | eggs, sugar and milk, and for whatever reason, it's pretty easy
         | to reverse-engineer your recipe. Within half a year, a dozen
         | copycat restaurants are all making the same thing, except maybe
         | they sprinkle some powdered sugar or salsa on top.
         | 
         | Now, I don't know what you'd do in the restaurant industry to
         | litigate against that. There's probably some viable path,
         | though, because it's obvious that you created something
         | entirely new, and it can't exist without a specific recipe and
         | method.
         | 
         | In the video game industry, though, it's pretty difficult.
         | Patents don't work very well. The legal system hasn't been kind
         | to people trying to claim ownership of gameplay types, even if
         | it's blatantly obvious that the described gameplay wouldn't
         | exist without that person. Platforms also really don't give a
         | shit (see the recent thread about Apple allowing through dozens
         | of Wordle clones, but that's only the latest in a very long
         | history of App Store clones).
         | 
         | I think it's just a narrow and pretty uncharitable view of game
         | dev that would lead to the thought that it's like opening a
         | restaurant, much less one making some food type that has
         | existed for a century. Creating a new gameplay mechanic is not
         | at all like tossing a new type of pickle on a sandwich.
        
           | booleandilemma wrote:
           | What you describe kinda sorta happened in 2013 NYC with the
           | introduction of the cronut.
           | 
           | A baker created a new type of croissant and it exploded in
           | popularity - overnight success.
           | 
           | It wasn't long before Dunkin Donuts was selling their own
           | cronuts (they had to use a different name for them though,
           | the baker had trademarked the original name).
           | 
           | https://en.wikipedia.org/wiki/Cronut
        
         | pengaru wrote:
         | Burgers are hot food inherently consumed near their origin.
         | 
         | Games are software, there's not really much equivalence here.
         | 
         | In lieu of software patents, software has no means of
         | preventing clones outside of using high production value
         | (expensive to develop) as a moat.
         | 
         | I don't think it's particularly great for indie creators, to
         | implicitly tell them "make your games more expensive to clone
         | (more expensive for you to develop) if you want to actually
         | keep a roof over your head." A fun creative game worth playing
         | isn't necessarily costly to develop, but this situation is
         | strongly discouraging such games from being made.
         | 
         | But that's the world we live in now, games are basically yet
         | another starving artist industry.
         | 
         | Back on the subject of hot foods, VICE just did a story on a
         | NYC pizzeria clone serving a community increasingly composed of
         | folks who once lived near the original pizzeria. It resulted in
         | mob "meetings" and an unexplained murder of the original
         | pizzeria's owner...
        
           | orangecat wrote:
           | _I don 't think it's particularly great for indie creators_
           | 
           | Maybe not, but the alternative is worse. I don't want federal
           | judges declaring that Torchlight is illegal because it's too
           | close to Diablo.
           | 
           |  _games are basically yet another starving artist industry_
           | 
           | Yes, this is the market correctly telling potential game
           | developers that there's an oversupply and they should
           | consider doing something else.
        
         | TrianguloY wrote:
         | > Games that endure usually have something unique about then
         | that resonates with consumers, despite the existence of clones.
         | 
         | But clones have that exact same unique feature, that's why it's
         | called a clone.
         | 
         | If you played/hear the original, you'll recognize the clone
         | right away. But if you find the clone first, you'll think
         | that's the one with that unique feature. Maybe later you
         | discover the original, but the damage is already done.
        
         | bitwize wrote:
         | > Barring actual fraud and wholesale theft of art assets, if
         | your idea is copied so easily and consumers apparently can't
         | team the difference between your game and a clone, do you
         | really have a viable product or were you just the first person
         | to think of an easily commoditized idea?
         | 
         | Under U.S. copyright law, game clones infringe copyright. See
         | _Atari v. Philips_ : Philips developed a game, _K.C. Munchkin!_
         | for the Magnavox Odyssey2, that looked and played like _Pac-
         | Man_ (which Atari had exclusive home console rights to). The
         | sprites were completely different, the maze layout was
         | different, and there were a few different mechanics.
         | Nevertheless the judge determined that _K.C. Munchkin!_ was
         | similar _enough_ to _Pac-Man_ as to be infringing.
         | 
         | Another example: _Tetris_ , one of the most heavily defended
         | game IPs of all time. The Tetris Company claims copyright on
         | the _concept_ of a falling-tetromino game with the
         | characreristics of _Tetris_ , and has won court cases (e.g.
         | _Tetris Holdings v. Xio_ ) defending that copyright. Writing a
         | Tetris clone is asking for contact from TTC's lawyers.
         | 
         | > The example at the beginning of the article looks like it's
         | different art in the same style. But if it's a game and not an
         | actual scam, so what?
         | 
         | It's "substantially similar" under U.S. copyright law, which
         | may make it infringing.
        
           | the_af wrote:
           | > _Another example: Tetris, one of the most heavily defended
           | game IPs of all time. The Tetris Company claims copyright on
           | the concept of a falling-tetromino game with the
           | characreristics of Tetris, and has won court cases (e.g.
           | Tetris Holdings v. Xio) defending that copyright._
           | 
           | IANAL and really confused about this, but... how can you
           | claim _copyright_ over a  "concept"? That sounds more like a
           | patent to me. You can trademark names, e.g. tetris, and
           | patent a mechanism for falling pieces, but how can you
           | "copyright" a game concept? In my mind, copyright refers to
           | actually copying large portions of the "content", which in
           | tetris case would be... the assets? Are you sure the lawsuit
           | wasn't about patents?
        
             | Nevermark wrote:
             | A patent protects a means of doing something. It doesn't
             | protect the final form.
             | 
             | In this case "concept" has a specific meaning. Not just an
             | "idea", which obviously is not copyrightable. But the
             | general structure of a creative work from the consumers
             | experience.
             | 
             | For instance, rewriting a novel with new names, new
             | locations, swapping out details not necessary for the plot
             | with equivalent supporting details, etc.
             | 
             | IANAL, so I have no idea what the legalities of
             | copyrighting a "concept" are. But that is what is meant by
             | the concept of a creative work. It is the core of the
             | creative work, and creative works are what copyright was
             | intended to protect/incentivize.
        
               | the_af wrote:
               | From what I can understand of Wikipedia's summary of the
               | Tetris Holdings vs Xio case, the copyright was about
               | "look and feel". The judge reiterated that gameplay
               | cannot be copyrighted, which was also my understanding,
               | but _content_ (art, style, etc) can. There was also
               | something called  "trade dress" which seems to relate to
               | the confusion in customer's minds about which game is
               | which.
               | 
               | (English is my second language and legalese is my I-dont-
               | understand-it-at-all language, so things like "trade
               | dress" sound meaningless to me. But it's definitely not
               | copyright of gameplay elements!)
               | 
               | > _For instance, rewriting a novel with new names, new
               | locations, swapping out details not necessary for the
               | plot with equivalent supporting details, etc._
               | 
               | If you copy and distribute a novel/script, or parts of
               | it, then surely that is copyright infringement. But if
               | you "steal" the idea and change enough details that it's
               | not the same thing anymore (i.e. you cannot point at
               | chunks of the clone and claim "this is lifted almost
               | verbatim from the original"), my bet is that it's either
               | entirely legal (nothing you can do about it) or a form of
               | fraud unrelated to copyright. Isn't copyright about
               | copying/distributing the original work, or parts of it?
               | If you make a clone that is similar but different, then
               | surely that's not copyright infringement?
        
         | CJefferson wrote:
         | Developing a fun game takes huge amounts of time -- many ideas
         | are thrown away, you have to worry about balance, length. Most
         | games are an "easily commoditized idea".
         | 
         | Coming up with an idea, then balancing a cool new 2D puzzle
         | game might take months, or by a once-in-a-lifetime flash of
         | brilliance. Cloning it will take a decent game dev team a month
         | or two.
        
         | ReactiveJelly wrote:
         | I agree, games are the same.
         | 
         | The problem is that solo indie doesn't work well in any medium.
         | 
         | Everything worth doing benefits from having team members. I
         | think novelists are the closest to still doing things solo, but
         | they still have publishers, editors, beta readers,
         | proofreaders, sensitivity readers, people who check their
         | research if they care about historical accuracy, etc.
         | 
         | I think there was a slow-motion bubble from maybe the 1980s
         | until the 2010s where solo indie game dev worked because:
         | 
         | - Video games were hard to make
         | 
         | - Computers were hard to use
         | 
         | - The tools sucked
         | 
         | - Almost nobody knew how to program
         | 
         | So if you were a smart person who could program half-decently,
         | you had the makings of a game. Now the world is better, and the
         | solo style is left behind.
         | 
         | I don't know much about music, but I speculate musicians would
         | say the same. You might be able to play a bunch of instruments,
         | do your own mixing, publish yourself on Bandcamp and whatever,
         | but dollar for dollar most of the industry is singers who don't
         | write their own songs, backup dancers with no names, and
         | session musicians who are in the studio when the recording is
         | done.
         | 
         | Calling it "clone culture" misses the point: Games are easy to
         | make now. Indie dev is probably never going to be as hip as
         | when Braid came out. And even Jon Blow didn't do it solo, he
         | bought the music and I think contracted an artist for Braid.
         | Specialization works, scale works.
        
           | wincy wrote:
           | As a counterpoint, there is Stardew Valley.
           | 
           | Stardew Valley came entirely out of left field, ConcernedApe
           | released a pixel graphics farming sim of all things, made $35
           | million dollars because he'd literally done it all himself,
           | even the game engine, and the niche (farming games) he was
           | competing with, including games like Harvest Moon which has
           | teams of developers pumping out absolute crap compared to
           | what he made. Then again he wasn't necessarily doing it to
           | make money in the first place, it uses "timeless" pixel art,
           | and he spent 6 or so years making the game with no actual
           | time limit to when he could release it (as he had a day job
           | and wasn't going to run out of money).
           | 
           | And the game just has a _soul_ that makes it feel great to
           | play and be in. I just got around to playing it this year and
           | absolutely love it.
        
             | baud147258 wrote:
             | also I don't think Stardew Valley had any competition on PC
             | when it was released (barring emulation of the Harvest Moon
             | games), which would have helped making it a very good
             | success
        
             | city41 wrote:
             | Are there any other examples of successful games made by
             | one person? I was going to say Fez, but two people created
             | it. Successful single dev games are exceptionally rare
        
               | dgant wrote:
               | Papers, Please and Return of the Obra Dinn, both by Lucas
               | Pope.
        
               | chmod775 wrote:
               | Depends on how tightly you are applying that definition.
               | Nothing exists in a vacuum. Games will pretty much always
               | use something created by someone else.
               | 
               | For example: If I pay an artist to do most of the art for
               | my game, did I still make it by myself? What if I pay for
               | music? What about the engine?
               | 
               | Here's some highly successful games that one might argue
               | were created by one person (to varying degrees):
               | 
               | - Minecraft
               | 
               | - Dwarf Fortress
               | 
               | - Kenshi
               | 
               | - Banished
               | 
               | On top of those there's probably an endless list of
               | successful browser and flash games.
        
               | umvi wrote:
               | Undertale, Cave Story
        
               | adenozine wrote:
               | Minecraft, in the early days.
               | 
               | I think single-dev games start, similarly to startups,
               | and gradually pick up small teams as they go. Minecraft
               | fits that bill to a tee, I'm sure there are younger, more
               | informed people here who could point to other examples.
               | 
               | The totality of direction that one solo person has over a
               | project isn't actually all that important, in reality.
               | Having one or two or three team members to rely on,
               | delegate to, bounce ideas off, is way more effective
               | towards getting things done, and especially on a
               | schedule.
        
               | ido wrote:
               | Yeah there are a bunch of 1 person (or more useful, less
               | than 5 people) teams who find a good amount of success
               | still.
               | 
               | I personally prefer "band-sized" teams (mid single-digit)
               | over solo, I find it a lot easier to stay motivated and
               | easier to achieve high productivity due to more chances
               | for specializations while still being small enough to
               | maintain an "indie feel".
               | 
               | I believe supercell (hardly an indie) maintain game teams
               | at around 8 during dev and increase up to 17 when live,
               | which is also sorta similar to the size you see in indie
               | teams(f2p/GaaS need a lot more manpower for liveops).
               | They just have a lot of such teams.
        
               | telchior wrote:
               | Depends on your definition of success. Personally, I
               | think if the developer is making hundreds of thousands to
               | millions of dollars, that's a yes; but I've met people
               | who think if the game isn't a household name, it's not
               | really successful.
               | 
               | Anyway, most people have this mental model of the video
               | game industry where there's a measurable, comprehensible
               | number of games, but the actual volume of released games
               | is insane.
               | 
               | Anecdotally, one of the most impressive devs I've ever
               | talked with had a full time day job and did solo dev on
               | mobile games on the side. He released 3-4 games within 2
               | years, 2016-2018 and they all earned around $200k+. But
               | again, you never would have heard of any of these games,
               | just like you don't hear about whatever current
               | hypercasual game has 20 million players (unless you're an
               | addict or monitor App Annie / Steamcharts / whatever else
               | on a daily basis).
        
               | Nihilartikel wrote:
               | There is also the HUGE TouHou bullet hell franchise, more
               | or less completely made by ZUN if I recall.
               | 
               | The fan culture around it is even bigger though.
        
       | baud147258 wrote:
       | well, the lesson here seems to be to avoid targeting mobile
       | platforms. And even then if your game is so simple it can be
       | cloned even before release, maybe it's just there's an oversupply
       | of game/gamedevs and the market will correct itself (or not and
       | artists will continue to produce art, even at a loss)
        
       | TrianguloY wrote:
       | I've suffered from this cloning culture (for those who find
       | strange the 'culture' part, it's because in some countries
       | cloning something successful is an achievement that apparently is
       | rewarded).
       | 
       | Personally I don't mind clones, ideas shouldn't be owned by
       | anyone, you want to make a better packing game? Ok, go on. But
       | use your own assets, situations, music, etc. Cloning something to
       | try to trick users into thinking yours is the real one is just
       | despicable. And if you don't give credit or even monetize what
       | isn't yours...please consider your life choices.
        
         | bartwe wrote:
         | Why would the music and style be treated as more special than
         | the concept of the game ?
        
           | krapp wrote:
           | Assets and production are what differentiate one game from
           | another. "Concept" more often than not is just a genre
           | marker.
        
           | TrianguloY wrote:
           | They shouldn't, but the complexity required to be considered
           | different is usually less. For example you probably wouldn't
           | say that Crash bandicot is a clone of Mario Bros, even though
           | both are 2d platformers. But for music or images even if they
           | are only half the same they feel like clones.
           | 
           | Also depends on how 'concept' is defined. Two games where you
           | "unpack things" can be vastly different, but two games where
           | "you unpack things from a packing box and place them on small
           | diorama-like rooms without any objective" is hard to
           | differentiate.
           | 
           | All assets have degrees of genres (platform/shooter/...,
           | rap/classic/..., pixelart/medieval/...). But the amount of
           | things you need to change in order to create an "original
           | work" is not the same for all of them.
        
             | falcor84 wrote:
             | >For example you probably wouldn't say that Crash
             | bandicot[sic] is a clone of Mario Bros, even though both
             | are 2d platformers.
             | 
             | Ehm, I don't know whether this supports or hurts your
             | argument, but Crash Bandicoot is 3d (or at least 2.5d) and
             | has an entirely different type of gameplay than either the
             | 2d or the 3d Mario games.
        
               | TrianguloY wrote:
               | You're right, I was thinking of the 2d sections, but even
               | those are, as you say, 2.5D.
               | 
               | Maybe Megaman is a better example?
        
               | falcor84 wrote:
               | Yeah, I suppose that works. It is 2d, but has such vastly
               | different game mechanics that no one would argue it's a
               | clone.
        
       | airpoint wrote:
       | Good counterweight article to the one posted here the other day
       | where somebody was whining about how "Apple hates developers"
       | because their Wordle clone was rejected from the App Store smh
       | 
       | https://news.ycombinator.com/item?id=30372594
        
       | shkkmo wrote:
       | While I understand the pain of developers who get their projects
       | cloned, I think bit is a bad idea to make the platforms the
       | arbitrators of intellectual property, especially when it isn't
       | clear what the legal decision would be. While there are complete
       | ripoffs that should clearly be removed, there are also iterative
       | clones that steal some ideas and improve on others. This
       | iterative cloning process has lead to some of the best games ever
       | made and we should be careful about limiting them.
       | 
       | If the indie developer's only reasonable recourse is to petition
       | platforms, we need to reform the laws about to allow indie
       | developer's a realistic and economically feasible route to
       | address clones within the court system.
        
       | eezurr wrote:
       | A part of me wishes for a video game crash to happen again:
       | https://en.wikipedia.org/wiki/Video_game_crash_of_1983
       | 
       | But it wont, because most video games are no longer tied to
       | physical products. It takes very little effort to purchase and
       | delete video games now, and they take up 0 physical space. And,
       | there isn't a new technology to replace the current mediums. They
       | are also much cheaper compared to then.
       | 
       | It was an interesting time in video game history though because
       | the video game market in 1983 became saturated with low quality
       | games and clones because Atari did not enforce any control over
       | 3rd party studios/publishers. People lost trust in product
       | quality and stopped purchasing games. There was a 97% drop in
       | revenue. !!! (not a typo)
       | 
       | Then Nintendo swooped in several years later and enforced quality
       | control.
       | 
       | Recently I heard the Nintendo Switch is opening the doors to 3rd
       | party developers. I think Unity already has a module for creating
       | games for the switch, so the flood is coming, if it hasn't
       | already.
       | 
       | My point is I'm sad to see everything go way of the internet.
       | Procurement is dying and yet is necessary for quality. There's no
       | enforcement in the Android store (and partially the the App
       | Store) per the article. Steam opened its doors to everyone years
       | ago and there are hundreds (or thousands?)* of new games added
       | every day to steam. I believe they changed their algorithm to
       | match games based on sales, not similarity (which makes sense,
       | except my particular favorite genres don't have a lot of
       | competition, so I really have to dig deep to find similar games).
       | 
       | Haha.. maybe I'm just getting old. I just dont want to have to
       | put effort into finding quality products. It's such a waste of
       | time to go pioneering.
       | 
       | Edit: *Correction, it's 100-200 a week, not per day.
        
         | RicoElectrico wrote:
         | I always get a schadenfreude from creative destruction, but
         | with the exception of Covid causing WFH to go mainstream there
         | hasn't been any as of late. There's no bona-fide disruptive
         | innovation today, only a race to the next big thing fueled by
         | essentially free capital. A race in which it's more important
         | to chase the rabbit rather than to catch it. Self driving cars,
         | anyone? Metaverse?
        
         | telchior wrote:
         | There's undoubtedly a flood of trash. But lower barriers to
         | building games isn't making the game industry worse.
         | 
         | Somewhat strained metaphor here, but think of energy. Cheap
         | power generation helped the Industrial Revolution along and
         | caused a ton of awful, smoke belching factories to pop up, and
         | a lot of people hated that. But cheap electricity is also the
         | bedrock of every innovation since (including the type HN
         | likes).
         | 
         | Easier accessibility to whatever resource always generates
         | crap, but that crap always contains a percentage of treasure.
         | And there's a lot of really, really good stuff hidden away on
         | Steam that wouldn't exist without the easier tools we have
         | today.
        
       | wly_cdgr wrote:
       | If you're afraid of clones, your game isn't good enough, simple
       | as that
        
         | Nevermark wrote:
         | It isn't as simple as that.
         | 
         | New ideas that are valuable to the market are by definition
         | worth rewarding so that more of them get created.
         | 
         | Some valuable ideas, however, have difficulty translating
         | release into reward simply because despite their originality
         | and value to society, they are easily copied.
         | 
         | This creates a problem for everyone. Something we all benefit
         | from encouraging, and that pays for itself (in terms of value
         | that it creates), is being disincentivized.
         | 
         | To overcome this hurdle, and achieve a higher economic maxima
         | for both creators and consumers, we have limited (in scope and
         | time) protections for different kinds of valuable but easily
         | copied ideas: patents, trademarks, trade secret, and copyright.
         | 
         | Any situation where valuable creations are being
         | disincentivized, is worth consideration of whether that
         | situation could be changed to everyone's benefit.
        
           | jker wrote:
           | Thank you for this. It's helpful to have a rational,
           | reasonable treatment of intellectual property protection that
           | avoids both extremes of "all information wants to be free"
           | and "piracy is theft."
        
       | wly_cdgr wrote:
       | This is just noted sleazeball Rami Ismail and his insider
       | indiedev buddies trying to protect their profits
        
       | egypturnash wrote:
       | Fragmented platforms ain't helping. I decided to finally check
       | out this game (I had a good time with Witch Beam's first one but
       | this just does not interest me much) and discovered it doesn't
       | seem to be on the iPad I'm typing this on despite it looking like
       | a total natural for that. It's on Steam, the Switch, and the
       | Xbox. It is at least available on the Mac via Steam but I would
       | have not been at all surprised if it was Windows only, which
       | would have meant I own _nothing_ that could play it, despite it
       | probably being built in a framework (their previous game was in
       | Unity) that easily exports to the iOS tablets in my hand and the
       | PS4 in my living room.
       | 
       | This is likely due to them signing exclusivity deals that got
       | them money to finish making the game on, but it creates a
       | distinct hole that clones fill, the same way there were a
       | thousand Pac-Man clones on the home computers and games of the
       | eighties.
       | 
       | I don't want to blame the victim here but this kind of feels like
       | I am. It's a huge goddamn mess that's as much the fault of the
       | companies running huge centralized app stores with moderation
       | guidelines that are, in this case, way too loose. Or are exactly
       | as loose as they can legally get away with; see the part where
       | Google Play's reaction to a game that was clearly a traceover of
       | _Unpacking_ was basically "we will do nothing, go get your own
       | lawyers and fight it out in court".
       | 
       | I would say maybe "lawyers" and "someone to hassle with takedown
       | notices while Witch Beam gets on with their next game" is a thing
       | their publisher should be doing, but they seem to be self-
       | publishing. Which is a whole giant pile of stress that I've been
       | through with comics, turns out publishers do a lot of boring
       | bullshit for you that's maybe worth their cut so you can get on
       | with making the thing you're good at making. Vlambeer hooked up
       | with Devolver after _Ridiculous Fishing_ , hopefully Witch Beam
       | will find a similar indie-focused publisher to help with this
       | stuff soon.
        
       ___________________________________________________________________
       (page generated 2022-02-19 23:01 UTC)