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Meet the Clones

Threes is the latest game to fall victim to the increasingly rampant cloning of smaller video games, especially on mobile. We spoke to the people who made these clones, and tried to find out why.

Video games do not exist in a vacuum. Part of the medium’s magic comes from developers taking cues from one another, leveraging each other’s breakthroughs to develop their own. The reliance on borrowing is both a blessing and a curse, and these days, the ethics in-between are very, very blurry.

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You might have played Threes, the card stacking number game, except you know it as 2048. There’s a chance you know it as 1024. There’s a chance you know it as the countless other clones of Threes. 2048 and 1024 are their own riffs on the concept of Threes, though neither could exist without Threes.

Clone is a curious word, especially in the context of video games. What constitutes a clone, and what's the difference between stealing and inspiration? The question becomes tougher as the games become smaller, and the democratization of development tools makes it easier and easier to make games.

If you search for 1024 in the App Store, here’s what comes up:

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You'll find a similar situation on the Google Play store. Searches on both stores for 2048 are just as prolific:

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In short, the popularity of Threes proved attractive. Clones don’t arrive unless there’s something worthy of cloning. Threes, like Flappy Bird, is worth cloning. There's money in this banana stand.

Our journey into the world of Threes clones begins at ground zero. 1024, which first appeared on the App Store on February 27, was created by 28-year-old designer Yeung Jason in Beijing, China. Threes first appeared on the App Store on January 22.

A look at 1024 and Threes side-by-side.
A look at 1024 and Threes side-by-side.

Jason told me he’s a big fan of thatgamecompany’s Journey, and Threes co-creator Asher Vollmer once worked at that studio. That’s how he found Threes, and became entranced by it. 1024, he told me, was created for his fiancée, and he only later decided to publish it to the App Store and Google Play.

He does not consider 1024 a clone.

“No,” he said over email. “Never. As I said, I made it for fun and for my fiancée.

Jason explained that the reason 1024 not only borrows the design of Threes but the game's visuals, as well, is because he wanted to make the game “fast.” His work on 1024 led him to create Monster Grow!, a conceptually similar game for “kids and girls” with a new look and without any of the math. The numbers turned some players off.

“Good artists copy, great artists steal,” he said. “Clone=Copy. Inspiration=Steal. Any design cannot be completely free of plagiarism. But the difference between clone and inspiration is how much thought was put into it. It does not matter what it looks like.”

As of this week, Jason said he’s made around $1,000 off 1024.

The release of 1024 is where the worm began to turn. Two clones of 1024, each called 2048, sprung up. One was created by a French designer by the pseudonym of Samig. This version of 1024 lacks any charm, and the coder was aggressively hostile about his game’s origins in a FAQ on the website:

Q: You're just a shitty ripoff

A: That's not a question. But yes, I did copy the concept from other guys. However they had it on Android and iOS only and my mobile isn't compatible. You know what is compatible with almost anything ? A web page. That's compatible with PCs, tablets, smartphones, consoles... hell even some fridges. I don't put make the visitors pay anything to play the game, that would be morally bankrupt.

The version of 2048 most are familiar with, however, is from 19-year-old Italian designer Gabriele Cirulli. Though it doesn’t have the colorful characters and voices from Threes, the animation channels the playfulness that helps make Threes such a delight to mess around with.

Cirulli’s version of 2048 did not launch with a credit to Threes for a good reason: he hadn’t played it. The hat tip to Threes came later, once Cirulli’s 2048 became a viral sensation. Though his version of 2048 has taken some of the attention away from Threes, he’s not trying to hide the reason 2048 exists in the first place.

“Essentially, it is a clone of Threes, although an indirect one,” he said over email. “I was inspired by 1024, which is an actual clone of the game. Due to that, it probably wouldn’t exist without Threes. Personally, I only use the word clone when something is the exact same, both visually and in terms of gameplay, to the allegedly cloned game. Personally, I believe spin-off, or 'inspired by' is a more appropriate term for the other cases.”

When Cirulli launched 2048, he actually sent an email to Jason, the Chinese designer of 1024.

“I built this as a fun weekend project, with no intention to profit off it,” wrote Cirulli in an email exchange that I confirmed with both designers. “I credited your original game in the footer as the source of my inspiration. […] I wanted to be proactive in email about his hoping that this wouldn’t give rise to any problems. I’m not planning to profit over this game concept either now or in the future.”

The email is proof of Cirulli's naivety about what he was actually cloning. This is the slippery slope, and reflects how the Internet both connects us and disconnects us at the same time. Threes is both present and not present.

A clone of a clone of a clone. This is a comparison of 1024, Cirulli's 2048, and Threes.
A clone of a clone of a clone. This is a comparison of 1024, Cirulli's 2048, and Threes.

Cirulli does not have ads on his website, but he does have an option for fans to submit donations. Though he hasn’t disclosed how much he’s made from people’s charity, he told me he's “happy” with them so far.

The young designer is aware that 2048 has impacted Threes, and doesn’t appear he takes that notion lightly.

“I can understand the frustration of the creators of Threes, though, and I believe it’s motivated,” he said. “ […] The amount of effort they put into Threes is very appreciable, and I’m sorry that I accidentally damaged it in part with 2048."

The difference between 2048 on the web and 2048 on iOS and Android? Ads.
The difference between 2048 on the web and 2048 on iOS and Android? Ads.

If Cirulli couldn’t have anticipated how far 2048 would spread, he likely didn’t anticipate what would happen as a result of making 2048’s code open source on GitHub, either. Making the game open source meant anyone could take the code and make their own variations on 2048. Some of them, like Doge2048, are hilarious, and very much in the spirit of the Internet’s collaborative nature.

Right now, 2048 is at the top of the “free” spot in the App Store. It hasn’t budged for well over a week, and it only seems to be accelerating in popularity. Cirulli did not make this version, which not only does not mention Threes or Cirulli’s original work. And this version has a very key difference: ads.

Who made this version of the game? Based on my reporting, it’s French designer Antoine Morcos.

This mobile version of 2048 was published by a company called Ketchapp, whose website has zero information about the people behind it. An email to the address listed went unanswered. I know about Morcos because I looked up the domain for ketchappstudio.com, and found him talking about other Ketchapp games:

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His Twitter and Facebook feeds do not make mention of 2048, though the company is credited with publishing the game on the App Store. On Google Play, it's listed under Presselite, another mobile company Morcos is associated with. Morcos did not return any of my repeated attempts to discuss his business.

“I think it’s up to the people who are doing it to judge whether they’re doing the right thing,” said Cirulli.

Here are the other games Ketchapp has been responsible for in the last few months. Notice a trend?

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Flappy Fish - Bird Flyer, Bird in the Dark - Flappy Flyer, Hoverbird Rider, Skater Monkey - No Flappy No Bird, Kitty Jetpack, and Grabby Bird - Flappy Bird Flyer are all shameless grabs at Flappy Bird's massive success. None of them appear to have really taken off, which cannot be said about the chart-topping 2048.

Ketchapp's business model, at least in games, seems to largely be about finding existing designs and looking for a way to ride the wave. One could argue 1024 and 2048 were creative riffs on Threes. One cannot make the same claim for Ketchapp's published version of 2048, which does not acknowledge Threes.

In 2048, Morcos found a goldmine. People love free, 2048 is a beloved riff on Threes, Threes isn’t free, and mobile-ready code was available for free online. The money was gift-wrapped for someone like Morcos.

There's nothing illegal about what Morcos pulled off, but that doesn't mean it sits well with everyone.

“That’s the incarnation of unethical behavior,” said Threes co-creator Greg Wolhwend. “That’s the culmination of it all right there in this long chain of clone of clone of clone of clone of clone blah blah blah. That’s the end thing. I do think if it wasn’t him, it would have been someone else. I’m betting that he rests on that at night when he goes to sleep. ‘It had to be somebody, it might as well be me.’’

Wohlwend has made his peace with most of this, including the web version of 2048. But not the app.

Wohlwend was also involved with Ridiculous Fishing, a game that went through its own cloning saga.
Wohlwend was also involved with Ridiculous Fishing, a game that went through its own cloning saga.

The designer doesn’t try to hide his obsession with reading what people think about the game. Google Alerts send him updates to articles written about Threes, and he will often spend hours browsing Twitter looking for idle conversations about his game. That means he’s constantly looking at 2048, too.

“I still sort of check the App Store top charts,” he said, “and it’s still number one, ‘’Oh, maybe it’ll go down a little bit!’ [laughs] It’s like checking your ex-girlfriend’s Facebook or something. You just shouldn’t do that. It still stings.”

As half of the team behind Threes, Wohlwend has reason to be frustrated. Though the clones of Threes vindicates the design, it not only means money and attention diverted elsewhere, it means others ran off with the game that took more than a year to create.

In response to the clones, Wohlwend and co. published a novel-length blog that outlined the lengthy creative process behind Threes, and how the seemingly simple game almost never came to be.

“We were thinking about so many different ways to tackle it,” he said. “‘Should we just throw a free version out there? We should try to compete! Maybe we should try to open source and put it on the web.’ It’s not like we’re not still thinking about those things because…how can you not? We felt like this was our answer, and it was the right answer.”

The nature of what defines a clone is complicated, and Wohlwend has given it substantial thought as this arc in the Threes story has played out. We talked about how when DOOM was originally released, games that would now be called first-person-shooters were commonly referred to as DOOM clones.

“When people see something new and they don’t know what else to call it, they call it that kind of clone,” he said. “With Threes, this is why it is complicated. In development communities especially, it’s not exactly a clone. It’s not the exact game system, but it is heavily borrowing and heavily derivative of what we’ve done.”

“I think Threes came out and people didn’t really know [how to classify it]” he continued. “It’s the beginnings of what I think are a bit of a genre thing, even though it’s very hard to call it a genre. Threes still does borrow from plenty of games, too. That’s how game development works, and that’s another complex thing.”

"Threes still does borrow from plenty of games, too. That’s how game development works."

Some prefer 2048 and 1024 to Threes, partially because of the easier learning curves. That’s fair, but a huge part of the viral success came from both being free.

Charging money for Threes was, in some way, a design choice. The price point for Threes might change in the future. Free was considered during the game's development. At one point, it could have been free with in-app purchases, such as the ability to “undo” moves on the board.

“That was a terrifying endeavor,” he said.

Ads were considered, but few games reach the popularity to make the ads a viable business model. Flappy Bird is an aberration, with a success that's impossible to replicate. A closer examination of in-app purchasing prompted them to back off the idea.

“To do that well,” he said. “It takes a village. [laughs] The worst kind of village, a village you don’t want to be in or visit. You need an economist, you need a psychologist, and you need all this testing and analytics people. It feels gross, and it’s nothing I ever want to be a part of.”

Threes is not the first time Wohlwend has experienced the consequences of cloning. He worked on the updated version of Ridiculous Fishing, a game that was cloned before it was released. (Read about that here.) But Wohlwend learned an important lesson on Ridiculous Fishing that informed the price of Threes.

“People are just so thirsty and so starving for a game that’s just honest,” he said. “Just get it, and you don’t have to deal with any of these psychological yearnings.”

All that said, Threes has soured Wohlwend on the prospect of making more mobile games. He hasn’t ruled it out, though, and he’s working on finishing a completely separate mobile project--another puzzle game--that will be released in the next few months. But the experience has given him pause on future designs.

“I’m trying to go towards the uncloneable games,” he laughed.

(Full disclosure: On some afternoons, I work in the same office as Wohlwend.)

Patrick Klepek on Google+

188 Comments

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AMyggen

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Really great article, Patrick!

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shodan2020

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Great article, Patrick! That was definitely a worthwhile read.

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littleemille

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Edited By littleemille

Threes bought.

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gringbot

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Edited By gringbot

@joshwent:

Thanks for proving my point. That essentially means he lost his case, because he was indeed threatened with legal action. Failing to give credit and not paying for the royalties associated with sampling isn't legal, and to me is very similar to what we're dealing with here.

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conmulligan

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Edited By conmulligan

@bananeurysm:

why is your content always at the top, patrick. I really do try and tolerate you, because I know you're trying. but when the crew releases two quicklooks and i still your stuff on the front page of GB...it just irks me. It's almost literally always the first thing.

If I'm not mistaken, the promo blocks at the top of the homepage are designed to push content that you've already viewed to the bottom. Ironically, by not reading Patrick's stuff, you're more likely to see his pieces appear in the header. Also, complaining that his work is visible is a shitty form of tolerance.

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TDot

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Edited By TDot

@bananeurysm: Oh gee. it's almost as if the site tries to promote stuff their staff has worked hard on. Wah wah wah

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patrickklepek

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Edited By patrickklepek

why is your content always at the top, patrick. I really do try and tolerate you, because I know you're trying. but when the crew releases two quicklooks and i still your stuff on the front page of GB...it just irks me. It's almost literally always the first thing.

You know, if you click it...it goes away.

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etherealclarity

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Edited By etherealclarity

@dohers: Its simplicity is actually why I like 2048 better than Threes.

I actually purchased Threes before I ever heard of 2048, and played it a few times before I got bored. 2048 captured my attention much more easily. For me, if I'm going to play a game, it either has to be something I can get invested in (something interesting, complicated, has a story, or something along those lines) or something that is relatively mindless and yet still fun - something I could play while waiting in line at the coffee shop or while the commercials play when I'm waiting for Cosmos to come back on. Threes is just not complex enough for me to achieve the former, and 2048 achieves the latter much better than Threes (without being boring).

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Suits

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I always feel bad for Vlambeer

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MarkWahlberg

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johnham

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Edited By johnham
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joshwent

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Edited By joshwent

@acornactivist said:

I was finding myself getting frustrated at many earlier articles about this, that just seemed to simply be rushing to the emotional corner of the Threes guys, because they're the indies "doing it right" (looking at you, Polygon). I cannot tell you how much I appreciated you spending the first half of this talking to the OTHER creators about their actual intentions and motivations, specifically Cirulli, rather than just grabbing your pitchfork and joining the horde.

Damn straight. I know there's some general aversion to the term "games journalist" from those working in the field, but this is some damn fine reporting and the best coverage I've seen about this whole kerfuffle. Well done @patrickklepek!

I'd love to know more about Wolhwend and the other creator's consideration of F2P for Threes. It seems like he was resistant to limiting the game to make people buy "power ups" and other sleazy shit, and rightfully so, but there are other options that I wish more mobile designers would consider.

I still play Jetpack Joyride almost every night for a few minutes at least, and that game drew the masses in with F2P, but didn't limit gameplay in any way. You could just buy the option to double your coins to get upgrades faster if you wanted to unlock things faster.

If threes was originally completely free with no limitations other than an optional $0.99 purchase to double your score forever, for those folks who wanted to compete with their friends (or something even more clever and satisfying that I can't come up with) I can't help but imagine this situation might never have happened.

@gringbot said:

Vanilla Ice used the same mentality to defend his shitty single "Ice Ice Baby", and he lost in a copy-write lawsuit. So how is this situation any different?

Actually, Mr. Vanilla never had a lawsuit. He settled outside of court by paying Queen and Bowie for the sample directly and now they're all credited with him in the liner notes.

Also, this situation is different. Sampling is nothing like this case with Threes. A better example would be a band releasing a cover version of a song that's pretty similar to the source with no attribution to the original artist.

Sampling still occurs all the time and now is, in some ways, actually potentially legally protected.

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TehPickle

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It's so depressing how much bullshit goes on in these app stores. Like others have said, I don't know who to trust, so I end up having no involvement with any of it.

As a result, my Nexus 7 is languishing in dust. More fool me, I guess.

On a lighter note, that was a suberbly balanced and overall well-written article. Props to you, Patrick!

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TDot

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The whole thing is a real bummer and you got to feel for the guys who put in over a year of work to make something super fun. I just keep having to remind people that their 2048 scores are completely meaningless and that they're bad people.

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HoboZero

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@johnham: Don't feel hella dumb, your comment was hella informative (hellaformative?) and very on point :D

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Winternet

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I'd also like to say that this is some lovely formatting. I swear I can never get blog posts to look the way I want them to and this just looks fantastic.

#shotsfired

Kidding aside, good stuff Patrick!

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LarryDavis

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I prefer 2048, actually. It doesn't have the garbage 2 and 1 pieces that can just fuck you over randomly, and its sliding makes more sense to me.

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@patrickklepek: Any of that made you reconsider the pros and cons of 100% open platforms?

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gringbot

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“Good artists copy, great artists steal"

Vanilla Ice used the same mentality to defend his shitty single "Ice Ice Baby", and he lost in a copy-write lawsuit. So how is this situation any different?

There is a huge difference between inspiration and directly cloning from the success of others.

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Edited By subyman

I have a hard time calling those guys "designers." They didn't design anything. They are programmers and that's it. The good thing is that each clone only generates a fraction of the original game's revenue and only in areas that the original game does not serve such as the ad driven market. I don't see a problem with other guys filling the void. If you want the professional version with smooth animations, graphics, sounds, and gameplay pony up the $2.99. If you want an ad riddled clone with with 10% of the aesthetic of the original for free, then you have that option. I don't see them as taking too much from the original's market.

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Edited By patrickklepek

I love your reporting, Patrick. I was finding myself getting frustrated at many earlier articles about this, that just seemed to simply be rushing to the emotional corner of the Threes guys, because they're the indies "doing it right" (looking at you, Polygon). I cannot tell you how much I appreciated you spending the first half of this talking to the OTHER creators about their actual intentions and motivations, specifically Cirulli, rather than just grabbing your pitchfork and joining the horde.

And for then specifically and intentionally showing and explaining why what Ketchapp is doing is different and more damaging compared to the 1024 and browser 2048 games. When I downloaded the 2048 app, I didn't realize it was different from the browser version (talk about a clone amirite?). I now regret giving them ad revenue. I've also bought Threes as a result.

It's especially admirable that you did this so evenly and objectively, since you work in close proximity with Wohlwend.

Great article, man. This is why I love GB the best!

This is an incredibly kind comment. Thank you.

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pyrodactyl

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As far as I'm concerned, the clones made better versions of the game and won the market. Threes can claim to being a better game all it wants, but the majority of people clearly disagree.

If by better version you mean the free version than yes, 2048 is better...

Now we know the inevitable faith of all games on mobile. If your game is based on a simple gameplay concept and you're not asking $0 for it than someone will and it will sink the original in a matter of hours. Now I'm excited to see talented developers abandon the toxic wasteland that is the mobile market to make games on actually worthwhile platforms.

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FMinus

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And how is this different from any game in existence? Would there be an Unreal Tournament without Quake, possibly, possibly not. Just look at all the games and genres, for example, there was DOTA, and now we have like 20+ moba games around, which are all different, but the core is pretty much the same in all of them. Same for every single genre.

Basically the facade changes but the games are still the same under the hood. That is more noticed on shoddy mobile games, because there's only so much you can change, before you hit the limits on the device.

Alas nothing new.

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Edited By Dohers

Even though in my opinion Threes is a significantly better game, I can see why 2048 would be more popular even if both games were free. 2048 is both simpler and faster, which are both popular traits in mobile games. The problem for me and others is that it's too simple: I got a 2048 in 2048 on my first go, whereas getting a 1536 in Threes still feels like an achievement every time I manage it. The hidden depth and complexity in Threes may appeal to people looking for a game requires thought and strategy, but most people aren't looking for that on iOS/Android. Its the games that are relatively passive but mechanically satisfying like the excellent Tiny Wings that tend to thrive on mobile. 2048 fits that mould better than Threes

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edgeCrusher

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My score in Doge2048 is 820... and I'm done with this "genre."

On topic: This rampant cloning and the douchebags (people like Ketchapp) that perpetuate it are what ruined app stores and mobile games to begin with. This is why I only buy games from established studios, and most of those assholes are only interested in nickel-and-diming me to death with in-app purchases. I simply don't know who to trust.

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Edited By patrickklepek

@thiago123 said:

"There's money in this banana stand." I see what you did there.

Isn't there a whole thing about how basically all farmed banana trees are genetically identical, which means that when the shit finally goes down on a banana plantation, they're all completely fucked?

Not saying that's what Scoops meant, but there's a deeper lesson to this banana.

Loading Video...

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aceofspudz

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Edited By aceofspudz

I've edited this. My text is bold.

"Jason told me he’s a big fan of thatgamecompany’s Journey, and Threes co-creator Asher Vollmer once worked at that studio. His respect for Asher's work was so great that he considered breaking into his house and stealing his VCR, but in view of the logistics and the declining popularity of VCRs he decided that he could only feasibly steal his intellectual property. That’s how he found Threes, and became entranced by it. 1024, he told me, was created for his fiancée, who due to a rare genetic disorder was unable to simply download and play the real Threes!, and he only later decided to publish it to the App Store and Google Play after a period of such extended deliberation that his clone was literally the first one available.

For legal reasons, he does not consider 1024 a clone."

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This totally should have been titled "Send in the Clones"! Like, CMONNNN

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Molenator85

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Great article Patrick. These past few weeks I have felt like a crazy person seeing all of these mention of 2048, but no mention of Threes.

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@napstar said:

Like the developers mentioned Threes has kinda created a genre in puzzle games. Take sudoku, you wouldn't blame someone making a sudoku clone its either sudoku or it isn't. Also I don't see how Samig was aggressively hostile in his FAQ.

I tend to agree with this sentiment. Additionally, the FAQ response also says that Threes wasn't available on a compatible platform. Seeing an opportunity and/or an area where there's unmet demand isn't ripping anybody off - it's good business sense. When I first heard of Threes, it wasn't available on Android. I found 2048 in the meantime, and I've enjoyed it. I don't see any reason to spend money on Threes now that it is - from my perspective - late to the party.

Patrick mentioned that Ridiculous Fishing was cloned before it was released. As I recall, the same thing happened with Johan Sebastian Joust (which, as far as I know, STILL isn't out?). Beating somebody to market with a similar product isn't a crime. Again, it's good business sense.

Doom had countless clones, but it was still by far and away the best and most popular game. As others have said above, if the "clones" of Threes are more popular than the "original," the argument could be made that they are, in fact, superior games.

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Excellent article. It sucks, but if your game only comes out on iOS expect there to be clones on every other platform.

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Vuud

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Life ain't fair.

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dorkymohr

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I think with these things people see the dollar amount and their eyes glaze over. Yeah it's fair to say that 2048 and 1024 had a monetary impact on Threes but thats one of the perils of a platform that is so agnostic of the content it serves up, it doesn't help you to be first or original. But I think ultimately the success of Threes is it's own story, the developers behind the clones are not launching their careers as the next kings of mobile game development, they didn't usurp that title. It's unfortunate that an environment has been created that fosters a whole industry based on bandwagoning onto whatever is popular in the app store but I think ultimately those people are playing a different ballgame.

Best of luck to to the game developers, talented and creative people can bounce back from worse.

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mattgriffin

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I cringed when Cliff Blezinski was singing the praises of 2048 on twitter.

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johnham

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“Good artists copy, great artists steal” .

This is a pretty true statement, in today's context.

As uncomfortable as it may be, art is inherently iterative and derivative. It's the act of assembling your various influences, combining and changing them, and creating a new output based on what you've taken in.

Especially in a contemporary context, so much has been created that it is borderline impossible already to create something that is wholly new, wholly unique. Every single piece of creative expression has some shared DNA with things that came before. The question of how much shared DNA is too much is a very difficult, and subjective question that deserves a lot of thought and requires the consideration of context.

I prefer Threes, but that may be because, as a "gamer" (god help me I used that term), I have a bevy of built-in problem solving tools that evens out its difficulty curve, and makes its mechanics more obvious; makes the ways to manipulate the board and predict patterns more clear.

If 2048 is more successful because it has an easier learning curve, that's more accessible to more people, doesn't that make it on some level better than Threes from a game design perspective?

If 2048 performs better because there's no barrier to entry ($$$) and it makes its money off ads, isn't that a superior business strategy?

Obviously equating success with quality can be problematic, but these are real hard truths about how 2048 has performed vs. Threes in the current app environment.

This doesn't really address the ethical question involved, but it's a fascinating thing to consider. Could 2048 be a better game despite its cloniness? I think it could be! So how do we consider the ethical implications then? Is it our duty to shun what might be a better game simply because it's derivative?

If anyone's interested in more ruminations on this topic, especially as it relates to other media, I highly recommend looking up the video series "Everything is a Remix". I found it to be a thoughtful and enlightening rumination on what "creativity" means in the contemporary context. It's a very tough question but worth thinking about IMO.

Thanks for the article, Kleppy!

EDIT: I thought my first comment disappeared so I rewrote this but now my original comment is there again and I feel HELLA DUMB

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MarkWahlberg

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@thiago123 said:

"There's money in this banana stand." I see what you did there.

Isn't there a whole thing about how basically all farmed banana trees are genetically identical, which means that when the shit finally goes down on a banana plantation, they're all completely fucked?

Not saying that's what Scoops meant, but there's a deeper lesson to this banana.

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Toug

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People using “Good artists copy, great artists steal" as a get out of jail free card really annoys the crap out of me. They seem to be missing the point.

To copy is to just replicate what's been done. To steal is to make it yours. To create ownership of it. To "steal" a creative work isn't just tracing a picture, it's examining why another artist drew a picture a certain way, and taking the techniques you learn from that and applying it to your own, new works.

A "clone" isn't stolen, it's copied. And it sure as hell don't make you a "great" artist.

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BeachThunder

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This is a clone of the dozens of other articles that have been written on the same subject :P

Anyway, just putting it out there, but I prefer the mechanics of Cirulli's 2048 over the mechanics of Threes!

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kylealanr

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@nukethewhalesagain: I agree, while I think Threes! is a much better game than Fives, all of my friends started playing Fives first. And it's lighter on my battery too, so I still play that more. I absolutely love Threes! and if it was available for Android faster I wouldn't care about Fives.

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nightmaresabin

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Just searched 1024 on the app store to count the clones. I stopped counting at around 130.

I bought Threes when it came out. The rampant cloning is sickening.

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Acornactivist

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Edited By Acornactivist

I love your reporting, Patrick. I was finding myself getting frustrated at many earlier articles about this, that just seemed to simply be rushing to the emotional corner of the Threes guys, because they're the indies "doing it right" (looking at you, Polygon). I cannot tell you how much I appreciated you spending the first half of this talking to the OTHER creators about their actual intentions and motivations, specifically Cirulli, rather than just grabbing your pitchfork and joining the horde.

And for then specifically and intentionally showing and explaining why what Ketchapp is doing is different and more damaging compared to the 1024 and browser 2048 games. When I downloaded the 2048 app, I didn't realize it was different from the browser version (talk about a clone amirite?). I now regret giving them ad revenue. I've also bought Threes as a result.

It's especially admirable that you did this so evenly and objectively, since you work in close proximity with Wohlwend.

Great article, man. This is why I love GB the best!

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FoolishChaos

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You would think apple might want to intervene in cases such as this. If some of the best designers on your platform are considering leaving the platform, you should probably do something

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Jensonb

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I bought Threes and hate/love it as much as basically everyone who did. Then, while I was on a trip to Amsterdam recently, I mentioned it offhand to a friend who was playing a game on his phone, and briefly started to explain the mechanics. Then I realised he was playing 2048. They all were at some point. It gave me a weird sense of isolated connection. We were sharing the same experience, but in a way that was ultimately incompatible. There's something disaffecting about that.

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BeardCheck

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I'll confess that I play a clone of Threes. I play Fives, which I downloaded for free a couple of months ago. At the time Threes was not available on the Android app store. I had been hearing about Threes for weeks and had yet to play it so I found a clone that had good reviews and downloaded it.

I learned that Threes was released for Android a few weeks ago. I believe, I learned about it because I searched for it on the store. I bought it, played it for about an hour one night. Then I had trouble with my phone and I had to delete a whole bunch of apps and deleted threes. I kept Fives. I like it because it's simpler.


If you're a game designer and want to take something out of my experience: release your game on as many platforms as you can or be prepare to market to new platforms when you join them.

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bacongames

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@bleatingheart said:

"... a conceptually similar game for 'kids and girls'..."

(ノಠ益ಠ)ノ

That's some sexist bullshit right there. It didn't register the first time but seeing it again, I realize how fucked up that sounds. Combined with the fact that the dude copied Threes down to the faces, I think he's got no ground to stand on.

If he was that interested in making it for his fiancee, he should have just given it to her and left it at that. In a way, that's kind of a cool idea. To recreate down to the letter a one-of-a-kind version of a game for a significant other.

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Great Read !