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making cheap/free versions of other expensive games

11-10-2010, 04:03 AM
#1
Joined: Nov 2010
Posts: 35
making cheap/free versions of other expensive games

I was wondering what the rules are regarding making "clones"
There is still a lot for me to learn about games, so i'd like to sink my teeth in the game building process rather than spending monstrous amounts of time thinking up a game.
I have some ideas for own games, but for obvious reasons i'd like to do some proper work on em (and not start on em before i have a decent grasp of game implementing)

So now im wondering what the rules are regarding the creation of clones. When does something become a rip off and when not. There are tons of doodle jump games etc. In the past there were streetfighter clones and those were legal.
Is it allowed to make battleship or game of life clones?

The reasoning is simple. Those kind of popular games are well defined, well balanced and most of the time very very very overpriced. I just want to learn game developing working on something like that and shove it on the appstore for free (so no in app purchases, banners etc .. because I know that the overall quality of my code will suck at first, i dont want people to pay for that )
11-10-2010, 10:56 AM
#2
just don't reuse graphics, names, characters, music and you will be fine

11-10-2010, 11:27 AM
#3
If you're feeling really cheeky, you could simply acquire for the source for the iPhone "Battle for Wesnoth", give it a different name and release it under your own badge. It's GPL so it would all be completely legal.

Alien Swing is available from the App Store now!
Follow my development blog at Mr Jack Games
11-10-2010, 01:00 PM
#4
Yay for more derivative content on the App store.
11-10-2010, 01:23 PM
#5
Joined: Nov 2010
Posts: 35
Quote:
Originally Posted by BravadoWaffle View Post
Yay for more derivative content on the App store.
Actually no.
There are certain games out there that (in my opinion) are not in balance price to quality wise. Just becuase there is a name attached to it, the players are supposed to pay top dollar for an otherwise weak implementation.
Then there is the second part where there are a lot of the nice classics are missing.

My main goal initially is to get a better grasp of game development (as it is quite different from every day software development). So making a game that is based on a well known set of rules will reduce the total amount of complexity I have to deal with.
11-10-2010, 02:54 PM
#6
Joined: Aug 2010
Location: Toronto
Posts: 76
It's a great idea if you're trying to learn your craft better. One of the first exercises I went through as a composer was to take a look at the greats and to deconstruct and reinvent songs in their style.

However, these were for personal learning and I never attempted to give or sell them away. Instead of cloning, I'd suggest to start with some great ideas out there and find creative ways to make them your own with your personalized and original spin!

Best of luck!

Original Music and Sound Effects Design
www.harrymack.com
11-10-2010, 03:07 PM
#7
Joined: Dec 2009
Location: Berlin, Germany
Posts: 1,674
Quote:
Originally Posted by rmlinden View Post
Actually no.
There are certain games out there that (in my opinion) are not in balance price to quality wise. Just becuase there is a name attached to it, the players are supposed to pay top dollar for an otherwise weak implementation.
Then there is the second part where there are a lot of the nice classics are missing.

My main goal initially is to get a better grasp of game development (as it is quite different from every day software development). So making a game that is based on a well known set of rules will reduce the total amount of complexity I have to deal with.

it depends.. its actualy alot of hard work to make something new and unique..

if you are on your own it can be unpossible to push something out in quality and time..

just don't expect to become millionar by night with others ideas.

a game doesnt need to be cheap to be successfull.

at the end there are very few unique ideas out there in the gaming world.. usualy the games are just copies of other ideas anyway.. or influenced by them..

do i clone flight control if i make a line drawing game?

do i clone wolfenstein if i make a fps?

it is hard to say.. it depends.

Last edited by mr.Ugly; 11-10-2010 at 03:10 PM.
11-12-2010, 09:37 AM
#8
Joined: Apr 2009
Posts: 444
Yep, go ahead, do not stop the cloning endless flow. Continue turning the appstore into the MacDonalds of videogames. Surfing lazily on the hard work of another developer.

(and the definition of a clone is not so complicated, based on common sense : a copy of another product without added value)

Now due to common confusion between cloning and inspiring, I admit this can lead to quite some doubts.

Simple answer to clear all doubts about making a game too much of a clone : use your brain


edit : here's where cloning can lead to : http://kotaku.com/5688262/hrm-these-...em-familiarhrm

Even pushing dishonesty and shitty behavior to this extent :

Quote:
The developer is quick to point out on the game's App page, "our app has no relation to Rovio's Angry Birds app, any similarities are purely coincidental." That certainly could be true. This could all be one big kwinky dink.

Last edited by c0re; 11-12-2010 at 10:09 AM.
11-12-2010, 08:58 PM
#9
Joined: Dec 2009
Location: Berlin, Germany
Posts: 1,674
Quote:
Originally Posted by c0re View Post
Yep, go ahead, do not stop the cloning endless flow. Continue turning the appstore into the MacDonalds of videogames. Surfing lazily on the hard work of another developer.

(and the definition of a clone is not so complicated, based on common sense : a copy of another product without added value)

Now due to common confusion between cloning and inspiring, I admit this can lead to quite some doubts.

Simple answer to clear all doubts about making a game too much of a clone : use your brain


edit : here's where cloning can lead to : http://kotaku.com/5688262/hrm-these-...em-familiarhrm

Even pushing dishonesty and shitty behavior to this extent :

but you example there is not a clone.. someone wanted to monetize on the name "angry bird".. this is not a clone..

one can argue that space cadets is a clone.. but at the end even rovios angry bird IS! a clone and NO! original game.. for example crush the castle was release quite before angry birds.. so the assumption is strong that the birds is just a clone..

so the think is.. if you think you can add something to a gameplay mechanic others are using in their game.. go ahead and try to make it better..

what is really unique nowerdays.. only a tiny fraction of the really successfull games are original..
11-13-2010, 02:18 AM
#10
Joined: Nov 2010
Location: Where dreams become reality
Posts: 258
make better

Basically we all had favorite game types to play . Some like mario , so they make mario games. Some like pong , so they make pong type games. Honestly all games now a days are pretty similar . Sometimes you might not have even played a game but thought of an idea not knowing it has been used before.
Me and my team try to stay original , like my Momo the Alien Starcatcher. Even though I havent seen this type of game before , I know someones made something similar. Dont listen to people who say oh this is a rip off that. Some people just love drama or are fanboys. Dont worry about that and just concentrate on the people who like you game.