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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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ithmoliar

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Edited By ithmoliar

This article is awesome, Patrick, you hit a home run.

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QKT

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generally fucking disgusting how people show no remorse and believe their own bullshit.

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Griffinmills

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Edited By Griffinmills

@dandead said:

This is nothing new to puzzle gaming. Remember all of those copies/remakes of Tetris and Puzzle Bubble? Heck even Popcap has straight up ripped off Blasitic (Zuma} and Magical Drop (Astropop).Good ideas are always reused, this has now only become a problem because before people just paid for the game, now it's all funded by adverts.

HA, heck yeah Ballistic / Puzz Loop vs. Zuma. I very much remember, with Zuma, thinking, "This is SO much better than that crap old arcade game." That's the way to "clone" a game, make a better one in damn near every respect, audio, graphics, gameplay loop. Cloning leads to weird stuff like Giana Sisters and the kookiness that has grown out of that rip/spin-off. Though, I have to admit, I'm biased a bit in favor of allowing some leeway on the clone side mainly because I'm not a fan of our current copyright system in the U.S. I'd settle for a far shorter duration of copyright since people will probably flip out at the concept of no copyrights at all.

@sooty said:

How deliciously embarrassing for Mr. Wahlberg.

Well lets be fair, Arrested Development the show is over a decade old! I knew what Scoops was referencing but why would I if I was a much younger person? Or even from another country, etc. I prefer to think he was just sharing the joy of Arrested Development instead of shaming someone which would just be petty. =)

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GermanBomber

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Good article. I think this is a really important topic and I wish more people would start thinking about this issue and maybe begin to boycott such clones/copycats completely...but then again, I really don't care about mobile gaming that much (The iOS/Android market is a mess imho) and I think this problem is not going away anytime soon.

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fattony12000

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Mr_Skeleton

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development

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Wait, did Jason say that Monster Grow was made for "kids and girls" implying that 1024 is too difficult for girls because of math? Or am I misinterpreting that?

I'd guess he meant "girls just don't tend to like math as much," but that's not much better and probably not true at all anyway.

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Thorgald

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I don't mind so much if game devs borrow small PARTS from other games in an attempt to improve on them. What i do have a problem with is games like candy crush saga that basically steals an already existing game (bejeweled) and only makes it look graphically different (and then have the audacity to go out in public and proclaim that "we don't clone other games"). Or games like Skyfar, a theft so blatantly obvious the "dev" could only manage to alter the color a little bit before his coding skills presumably failed him...

That said, you just don't clone games, not for any reason. Even another clone thinking "ah well, the damage has already been made". Not even if you plan to release the game for free because "it's not compatible with my 17th century phone". NOT EVEN FOR YOUR "GIRLFRIEND" (lamest fucking lie i've EVER heard). If you're so artistically useless that you can't come up with a game design of your own then DON'T STEAL OTHERS WORK, PERIOD!

Seriously, both Apple and Google needs to start to care about the shit that gets put up on their stores beyond checking if the apps contain porn or not or is outright illegal.... And the USERS of those stores needs to start getting some morale and ethics back in their lives and stop supporting shit developers.

I mean, if these morons tried the same shit with a PC game from EA or Activision, you could bet that they would sue them so hard even their great great great great great great great grand kids would feel it.... Not to mention that those companies also have games on the mobile market, but apparently no one tries to clone those. I wonder why.... oh wait, because they'd get SUED! So they only steal from other indie devs because they know they don't have the money to press legal actions...

Oh and while you're at it, stop supporting games with paywalls or "pay to skip" services as well...

Rant over.

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Chop

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Edited By Chop

This is one of more interesting pieces of real ass video games journalism I've read. gg Scoops.

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medcat

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@foil1212: to be perfectly honest, I think he's banned from adsense anyway >.>

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mason

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Edited By mason

Clones of clones have turned mobile app stores into an utter trash heap. Every day for the past couple of months I've checked the new releases, because I'm weirdly fascinated. Every day there are cheaply made clones of established games that have a simple enough mechanic that anyone can take their half-assed shot.

Like when you see the millionth "look into a cartoon mouth" dentist game for kids, or the billionth bloody endless runner.

Clones are one thing, but the clones of clones of clones embody the thing I hate about the internet. Which is the "me too" meme culture, where all people do is repeat things that were repeated already, and it becomes meaningless.

It quickly becomes a snake-eating-its-own-tail situation. Like when one flappy bird clone used a floating Miley Cyrus head, it became a big seller. Then suddenly you had dozens of flappy Mileys, then flappy Beibers, flappy Drakes, flappy Gagas, and so forth. What is the symbolism of so many games of celeb heads floating over pipes? It's like something an alien would come up with.

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AndrooD2

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Great article, Patrick. Very thoughtful. Thank you.

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spookyfaust

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@mr_skeleton: Copying your own tweets in an article about game cloning? So very meta...

“Good artists copy, great artists steal."

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brotherstereo

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Edited By brotherstereo

Great article Patrick!

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planetfunksquad

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@mr_skeleton:

I've seen him do that a lot. It's fucking weird.

@tdot said:

No one would be mad if King actually sued people for infringing on their property. King sued devs who made games that King actually ripped off all because they could afford lawyers and other devs could not. Threes actually have been ripped off and can't do anything.

It's actually pretty amazing how many people are actually defending completely ripping off an original idea and profiting off someone else's work without giving them any credit. But it's sort of that society we've all grown accustomed to. No morals or ethics as long as you make money.

Actually.

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Fallen189

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Edited By Fallen189

It's a shame how agressively rude you are towards the guy in question who you couldn't get hold of. Maybe he just didn't want to talk to you because he's concerned you'd spin it off. You should know where the line is. If someone doesn't want to talk to you, you shouldn't push them. I teach children who are 7 years old and they know this, it's just common human decency. If someone wants to talk to you and you don't want to, you just don't respond to them because you might make it worse.

It's a bit of a shame really. You claim to be a journalist who's in the past, complained and wrote articles etc about the internet and discourse of "bullying" in the online age. Just because you say the word "Journalist" doesn't mean that what you say has any less impact on the people you report on.

I know this won't get through, so there's not much point in writing. I just hope in the future you could consider the fact that a lot of people read your writing, and how you can seriously affect other peoples lives.

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Monkeyman04

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Edited By Monkeyman04
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MaikuKnight

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Read about a third of it before stopping. The pictures of all the clone games just got to me. I never look at games for mobile anymore; it's hard to look at the names and icons and not immediately know how disgusting all of it's become.

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Blackout62

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Klepek is there anyone in this industry you don't occasionally share an office with?

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revel

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Edited By revel

You could always get a robot to play Threes for you like Matthew Wegner did! http://kotaku.com/watch-a-robot-play-a-puzzle-game-live-1558469285

I like this robot better than the ones that are cloning games.

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AgentZigzag

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Loving the long-form articles. Here and Polygon know to game journo.

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deactivated-57d3a53d23027

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He must be good if people keep copying him. Perhaps next time he could release his games for PS4 and Xbox One, which are now more accepting of indie's games, but are still stringent enough to keep clones and other rubbish off their marketplaces.

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bobfantastic

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@monkeyman04: I'm disappointed that the Tumblr response (I won't use the term apology, because it's not) isn't up on Giant Bomb too. This isn't the first time that there has been a journalistic fuck-up, but by deleting the tweet and burying the retraction on an unrelated personal site it seems like a coverup, something that is being played down as less serious than it really is.

Patrick uses both his Twitter and Tumblr for GB business; like it or not, he is representing the whole site and leveraging an audience that likely wouldn't exist without GB.

In the past Patrick has been happy enough to call out and condemn others for thoughtless or careless behaviour on the internet. Writing at length about how destructive and personally hurtful the internet can be, then describing people as 'pieces of human shit' on camera.

To have learned nothing from all this is hypocrisy, and dishonest. Practice what you preach.

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mithical

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Edited By mithical

@monkeyman04: I'm disappointed that the Tumblr response (I won't use the term apology, because it's not) isn't up on Giant Bomb too. This isn't the first time that there has been a journalistic fuck-up, but by deleting the tweet and burying the retraction on an unrelated personal site it seems like a coverup, something that is being played down as less serious than it really is.

Patrick uses both his Twitter and Tumblr for GB business; like it or not, he is representing the whole site and leveraging an audience that likely wouldn't exist without GB.

In the past Patrick has been happy enough to call out and condemn others for thoughtless or careless behaviour on the internet. Writing at length about how destructive and personally hurtful the internet can be, then describing people as 'pieces of human shit' on camera.

To have learned nothing from all this is hypocrisy, and dishonest. Practice what you preach.

If it's any consolation, I found the tumblr response on the Giant Bomb twitter feed.

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fatalbanana

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Edited By fatalbanana

@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.

Ahhhhhhhh!

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jasondesante

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Edited By jasondesante

Very well done Tricky. I'm going to get my dad to read this! You've proven once again why you are my favorite gaming journalist. :D

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jigenese

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Awesome article Patrick.

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

With this final quote in the article, I think there could be further research and thought about big budget games that produce clones that attempt to ride their popularity wave, and the length of that popularity wave compared to the smaller popularity lengths of mobile games. Is there less damage done to big budget games, by clones, because people pay attention to them longer than a mobile puzzle game? Or do some mobile games stay popular as long as big budget games?

Either way, I found this quote interesting. I'm interested to see what type of game he will make in the future.

All the luck to those developers that lose business due to the greed and laziness of other.

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masterrain

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Edited By masterrain

Giantbomb is such an odd site. You have quicklooks and the podcast, which are just about the simplest content you can produce. Then you have Patrick's articles which are without doubt the best written/researched articles I read about games.

I like them both, but its such a dichotomy to have on the same site!

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DylanB

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They all seem like pretty piss poor excuses to make money of someone else's idea.

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Seeric

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I think clones can be good for gaming in the long run, though this may do little to help the developers of the original game and it certainly doesn't serve as any form of justification for those who try to make money simply by 'riding the wave'.

A single popular game with some neat ideas remains just that - 'a game'. However, when enough similar games (or blatant copies) come out, it reinforces the existence of certain elements and turns 'a game' into 'a genre'. Furthermore, when things start to get stale people decide to innovate on the genre (ex: Puzzle Quest) or they start to bring the genre's big elements to other genres (ex: procedural world generation would almost certainly not be as widespread these days if Minecraft hadn't exploded quite the way it did).

Basically, cloning is usually a terrible issue for whoever made the original game, but something really neat and unexpected may come from it down the road.

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predator

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Free replacements for proprietary software have existed since GNU in 1983. It's great that 2048 exists, because now less people will play the proprietary game. So go play 2048, everyone!

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TadThuggish

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Mobile is a pretty dumb platform. Let's drop it!

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vampire_chibi

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got threes after reading this, its design is really cute and the score is great!