The Outsider's View by Russell Carroll
The Cloning Innovation (May 3, 2006)
A common statement in regards to the game
industry, and in-fact most industries, is that the 'me-too' approach is a poor
strategy to becoming financially successful. While that may be the case in
mainstream gaming, the casual sphere seems to actually flow exactly opposite to
the rule.
In casual games, following the leader often leads to rewards even larger than
the leader reaped. This is no-where better illustrated than in the phenomenon of
cloning games where developers who follow spend much less to create their games,
which are near replicas of the original, and find financial rewards similar to
the leader.
For example, switching pieces to match 3 in a row may have started with
Bejeweled, but the games Jewel Quest, 7 Wonders, Atlantis Quest and a large list
of others have done little more than make slight modifications on the formula,
creating sometimes MEGA-hits that provide substantial financial return for
little investment into the game beyond new game art and minor variations on the
original game's mechanic.
'Newer'
games that come out and are popular, such as Zuma, lead to a flood in the market
of similarly styled games that are hard to tell apart. While in this specific
example Zuma does hold the premium position, the typical market analyst would
suppose in their thoughts that the clones would in the end be losing money by
chasing after the leader, but this hasn't been the case in casual games.
Perhaps deriving from the ease and low cost of making a clone, as well as the
public's apparent unawareness of what is a clone and what is the original,
clones are wildly successful.
The push towards clones is aided by the majority of new concepts not being
readily accepted by the market and yielding a lower amount of financial success
than reusing the same play mechanic from an existing popular game. Hence Cake
Mania, a modification on Diner Dash is a much safer bet financially than
Plantasia or Spacebound.
While innovation is a current buzz-word thrown around the gaming industry,
casual games have ignored the word focusing instead on 'polish' or the game's
visual and visceral quality as well as supposed 'fun' in trying to appeal to its
market. Certainly non-innovative or hacks would be as reasonable an explanation
for the derivative nature of casual games as fun is, but as adding innovation to
a game seems to have little impact on its financial success there can be little
impetus for being inventive. Taken as a whole, it creates an interesting
phenomenon where Casual games are eschewing innovation and following the
typically disastrous 'me-too' strategy with amazingly strong financial results.
By: Russell Carroll
Posted: Wednesday May 03, 2006







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