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December 15, 2010

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Comments

Mary Couzin

Terrific post, Kim.

There is a another side and SAZ, The Game Designer Association (Spiele-Autoren-Zunft, took a stand on the events concerning the games "Kunterbunt" and "Dobble". An open letter from Reinhard Staupe is mentioned in the press release found here: http://www.spieleautorenzunft.de/newsreader-en/items/plagiarism-reproach-against-french-publishers-open-letter-of-reinhard-staupe.html

Nate Scheidler

Good stuff, and I hope those words are taken to heart by many!

I think the other thing worth mentioning here is that truly successful games tend to be very unique. Unique doesn't guarantee you success, but it does help to solidify your brand when players refer to it as "the game where you do..." as opposed to "it plays a lot like the game XYZ, except...".

Your post is also very true of the video game world, where many games are simply lumped into buckets (platformer, shooter, RPG, etc) because the interfaces for interacting with the game are limited (and I think development cost acts as a deterrent to the risks associated with ingenuity).

Peggy Brown

I think short memories and human nature are part of what's in play here. Who ever heard of Balsamic Vinaigrette before too many years ago? Now it's everywhere to the point where you can't order Thousand Island even if you wanted to. Something wiggles its way into the collective consciousness, and then it churns around until something else steals our attention. You see this in movies, TV shows, fashion, housewares, and on and on... but I think it's all part of the evolutionary process. Revolution is something we aspire to, but in reality, it's pretty rare.

David Katzner

As a game and toy reviewer I must admit to suffering from plageristic fatigue. Policing it is virtually impossible. What I can do is celebrate the truly unique, out of the box game developers who bring fresh ideas and exciting twists to their games. It is these innovative gaming efforts that make what I do a blast.

Pål Keller Carlquist

Interesting post! You can see the same tendency in other fields as well. Suddenly there are several movies about big rocks speeding towards earth...

Seeing this from a developers view i assume that it is of course easy to use mechanics that seem to be working, and not take chances trying new stuff.This is of course bad as fewer new innovative ideas will come out.

But we also have to understand that the buying public is rather conservative. They seem to prefer the well known, even if it is a "copy", to what they do not not recognize or understand right away. And stores are often even more conservative. So I have a feeling that the problem not only lies with the manufacturers.

Being publishers ourselves (Mindtwister out of Sweden) we try hard to be innovative and take the road less travelled. But we learn again and again (not seldom the hard way) that we need to become more mainstream to get our games sold. We'll not stop trying(!), but I have a feeling the problem lies not only with the manufacturers.

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