[casual_games] Clones in casual
Ricky Haggett
ricky at morpheme.co.uk
Thu Feb 15 02:40:11 EST 2007
> As for creating something that cannot be easily cloned - I haven't yet
> seen
> an example. The only thing that I've seen suggested that would limit
> cloning
> is inherently higher production costs.
Most clones so far have been of games which don't rely on a large amount of
varying art assets, and where the levels can be generated programmatically
with a simple algorithm.
There are a number of properties of a game that would make it considerably
more difficult to clone, and while I agree that higher production costs are
a factor, I don't think there's a direct relationship between the dev cost
for a game and its cloneability. Creative developers should consider what it
is they can do - relatively inexpensively - to give themselves a competitive
advantage over uncreative developers seeking to piggyback their work.
Here are some of those properties off the top of my head:
- reliance on hand-designed levels, so the player feels like they are
solving a problem that another person has designed for them.
- reliance on a large amount of high-quality artwork.
- inclusion of a well-written, well-presented story.
- inclusion of strong characters (and perhaps even their development).
- an online community providing social play.
I don't think that all of these properties necessarily imply spiralling
production costs.
Ricky
----- Original Message -----
From: "Tom Hubina" <tomh at mofactor.com>
To: "'IGDA Casual Games SIG Mailing List'" <casual_games at igda.org>
Sent: Wednesday, February 14, 2007 11:46 PM
Subject: Re: [casual_games] Clones in casual (was RE: Gameplay patents)
> Daniel,
>
> I do think that the portals ensure that each title they put up is of
> reasonable quality - sorry if I wasn't clear about that.
>
> As for creating something that cannot be easily cloned - I haven't yet
> seen
> an example. The only thing that I've seen suggested that would limit
> cloning
> is inherently higher production costs. While certain folks can do that,
> it's
> far from an industry wide solution and one that I don't think is
> sustainable. Puzzle Pirates can be cloned - but the costs and perceived
> revenues prevent it. If Puzzle Pirates had made 15m instead 3m as of May
> 2006, I suspect we'd see one or two clones by now ;)
>
> (I just read the link and I couldn't agree with you more in your
> assessment
> - and I will attempt to do a better job of distinguishing downloadable vs
> casual games. It's easy to fall into the trap.)
>
> Tom
>
>> -----Original Message-----
>> From: casual_games-bounces at igda.org
>> [mailto:casual_games-bounces at igda.org] On Behalf Of Daniel James
>> Sent: Wednesday, February 14, 2007 2:04 PM
>> To: IGDA Casual Games SIG Mailing List
>> Subject: Re: [casual_games] Clones in casual (was RE:
>> Gameplay patents)
>>
>> On Wed, 14 Feb 2007, Tom Hubina wrote:
>>
>> > The key point here is that developers make less money when
>> more games
>> > are being created and ... assuming ad prices hold ... portals make
>> > more money by releasing more games. The net result is that they're
>> > happy as pie to take everything we throw at them since it's
>> better for
>> > them. They don't care that it's worse for us.
>>
>> I don't think that this is true. Portals make more money by
>> delivering a satisfying experience to their users -- one that
>> gets them to play games, view ads, transact and *come back for more*.
>>
>> Now, given how some of the major players have been 'tithed'
>> their traffic by virtue of corporate parent portals, and the
>> somewhat remarkable lack of investment made in
>> differentiation and innovation, you might be forgiven for
>> thinking that portal managers are the kind of fools who will
>> just throw up any old crap. They're not. The portals all
>> manage their flow of new games carefully and I believe that
>> some of them are quite good at optimising (to which of the
>> above metrics is an interesting question).
>>
>> If the portals are pushing a particular PuzzLoop derivation
>> it's because that derivation is better at giving them what
>> they're looking for from their audience. They won't
>> arbitrarily throw up lots of crappy clones for giggles -- of
>> course lots of crappy clones may be what the audience
>> wants... and the way to change that is by making something
>> better and perhaps less amenable to simple cloning.
>>
>> Now, getting 'something better' distributed is another
>> question, and seems to require a different kind of fool...
>>
>> - Daniel, grinding his axe, just a little. More;
>>
>> http://thefloggingwillcontinue.com/?p=4
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>
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