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* ''VideoGame/{{Vampyr}}'' owes a lot of its lingo and mechanics to Creator/WhiteWolf's TabletopGame/VampireTheMasquerade''. In the game, a vampire refers to fellow vampires as "kindred" and the vampires made by other vampires as "progeny," which are both standard terms in ''Vampire: the Masquerade''. In the gameplay mechanics of both games, vampires use their blood to power supernatural abilities and must refill their blood by feeding. Fire and the claws of supernatural beings inflict "aggravated damage," which requires special effort to heal.

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* ''VideoGame/{{Vampyr}}'' owes a lot of its lingo and mechanics to Creator/WhiteWolf's TabletopGame/VampireTheMasquerade''.''TabletopGame/VampireTheMasquerade''. In the game, a vampire refers to fellow vampires as "kindred" and the vampires made by other vampires as "progeny," which are both standard terms in ''Vampire: the Masquerade''. In the gameplay mechanics of both games, vampires use their blood to power supernatural abilities and must refill their blood by feeding. Fire and the claws of supernatural beings inflict "aggravated damage," which requires special effort to heal.
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* ''VideoGame/{{Vampyr}}'' owes a lot of its lingo and mechanics to Creator/WhiteWolf's TabletopGame/VampireTheMasquerade''. In the game, a vampire refers to fellow vampires as "kindred" and the vampires made by other vampires as "progeny," which are both standard terms in ''Vampire: the Masquerade''. In the gameplay mechanics of both games, vampires use their blood to power supernatural abilities and must refill their blood by feeding. Fire and the claws of supernatural beings inflict "aggravated damage," which requires special effort to heal.
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* Although ''VideoGame/RailroadTycoon'' started the "tycoon" brand, ''VideoGame/RollerCoasterTycoon'' started a wave of games, each with "Tycoon" in its name. By the time it died circa 2006, games like ''Fairy Godmother Tycoon'' were on the market.

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* Although ''VideoGame/RailroadTycoon'' started the "tycoon" brand, ''VideoGame/RollerCoasterTycoon'' started a wave of games, each with "Tycoon" in its name. By the time it died circa 2006, 2007, games like ''Fairy Godmother Tycoon'' were on the market.

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* You know how so many third person shooters have AlwaysOverTheShoulder camera? Yeah you can thank ''VideoGame/ResidentEvil4'' for that. Not only that, it also popularized quicktime events and "realistic brown" environments. It's probably one of the most influential games of its generation and its influence is very, very present in this gen. Hell, ''VideoGame/DeadSpace'' might as well be called "''Resident Evil 4'', IN SPACE!!!".
** Also the sadly underrated ''VideoGame/ColdFear'' which basically ''[[CaptainErsatz is]] Resident Evil 4'', complete with brain parasites, mutants, and the [[NarmCharm lovably cheesy voice-acting we all know and love]], but on a tanker with the most epic use of environmental hazards ever seen in a game.
* The PlatformHell ''VideoGame/IWannaBeTheGuy'' was based off a Japanese Flash game called ''The Life-Ending Adventure''... and when the latter game was finished, [[spoiler:[[RecursiveAdaptation its final areas are based off of IWBTG, with The Kid as the final boss]]]]! ''IWBTG'' itself has inspired a glut of platformers [[FakeDifficulty deriving difficulty from]] TrialAndErrorGameplay.
** Likewise inverted in [[VideoGame/IWannaBeTheGuyGaiden the sequel]] -- part of level 1-3 is based off the first game, and it starts [[spoiler:right where ''The Life-Ending Adventure'' starts its ''own'' recreation]]! WordOfGod confirms this was intentional.

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* You know how so many third person shooters have AlwaysOverTheShoulder camera? Yeah you You can thank ''VideoGame/ResidentEvil4'' for that. Not only that, it It also popularized quicktime events and "realistic brown" environments. It's probably one of the most influential games of its generation and its influence is very, very present in this gen. Hell, ''VideoGame/DeadSpace'' might described as well be called "''Resident Evil 4'', IN SPACE!!!".
** Also the sadly underrated
SPACE!!!". ''VideoGame/ColdFear'' which basically ''[[CaptainErsatz is]] Resident Evil 4'', complete with brain parasites, mutants, and the [[NarmCharm lovably cheesy voice-acting we all know and love]], but on a tanker with the most epic use of environmental hazards ever seen in a game.
* The PlatformHell ''VideoGame/IWannaBeTheGuy'' was based off a Japanese Flash game called ''The Life-Ending Adventure''... and when the latter game was finished, [[spoiler:[[RecursiveAdaptation its final areas are based off of IWBTG, with The Kid as the final boss]]]]! ''IWBTG'' itself has inspired a glut of platformers [[FakeDifficulty deriving difficulty from]] TrialAndErrorGameplay.
** Likewise inverted
TrialAndErrorGameplay. Inverted in [[VideoGame/IWannaBeTheGuyGaiden the sequel]] -- part of level 1-3 is based off the first game, and it starts [[spoiler:right where ''The Life-Ending Adventure'' starts its ''own'' recreation]]! WordOfGod confirms this was intentional.



** VideoGame/DragonQuest itself was explicitly inspired by the first ''VideoGame/{{Wizardry}}'' game (which Yuji Horii was enthralled by; the original concept behind the game was to create something that combined the combat system of Wizardry with the overhead view of ''VideoGame/{{Ultima}}''. The first Franchise/FinalFantasy drew on the granddaddy of the RPG itself, ''TabletopGame/DungeonsAndDragons'', both in terms of VancianMagic (a distinction shared by Wizardry) and monster artwork and design.

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** VideoGame/DragonQuest * ''VideoGame/DragonQuest'' itself was explicitly inspired by the first ''VideoGame/{{Wizardry}}'' game (which Yuji Horii was enthralled by; the original concept behind the game was to create something that combined the combat system of Wizardry with the overhead view of ''VideoGame/{{Ultima}}''. The first Franchise/FinalFantasy drew on the granddaddy of the RPG itself, ''TabletopGame/DungeonsAndDragons'', both in terms of VancianMagic (a distinction shared by Wizardry) and monster artwork and design.



** FNAF itself might have borrowed its "watching security cameras" mechanic from the 1992 [[UsefulNotes/SegaGenesis Sega CD]] game ''VideoGame/NightTrap''.
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** Though some earlier FallingBlocks games had competitive multiplayer, it was ''VideoGame/PuyoPuyo's'' success (itself being an indirect response to the aforementioned ''VideoGame/StreetFighterII'''s popularity) that inspired developers to make puzzle games with head-to-head combat as the main attraction. The various imitators it spawned during the 1990s include ''VideoGame/BakuBakuAnimal'', ''Deroon Dero Dero'' (''Tecmo Stackers''), ''Hebereke's Popoon'', ''Panic Bomber'', and ''Taisen Puzzle-dama'' (''Crazy Cross''). Even Capcom itself couldn't avoid the game's success, which resulted in the creation of ''Super Puzzle Fighter II''.

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** Though some earlier FallingBlocks games had competitive multiplayer, it was ''VideoGame/PuyoPuyo's'' ''VideoGame/PuyoPuyo''[='s=] success (itself being an indirect response to the aforementioned ''VideoGame/StreetFighterII'''s popularity) popularity of ''VideoGame/StreetFighterII'') that inspired developers to make puzzle games with head-to-head combat as the main attraction. The various imitators it spawned during the 1990s include ''VideoGame/BakuBakuAnimal'', ''Battle Balls'', ''Deroon Dero Dero'' (''Tecmo Stackers''), ''Hebereke's Popoon'', ''Panic Bomber'', and ''Taisen Puzzle-dama'' (''Crazy Cross''). Even Capcom itself couldn't avoid the game's success, which resulted in the creation of ''Super Puzzle Fighter II''.II'' after a failed attempt with ''Pnickies'' (which went so far as to license the ''Puyo Puyo'' gameplay from Creator/{{Compile}}).
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* The ''Momodora'' series has its own imitator in the form of Chinese-made ''[[https://store.steampowered.com/app/1014020/Successor_of_the_Moon/ Successor of the Moon]]''. Interestingly enough, ''Momodora: Reverie Under the Moonlight'''s devs made their own clone in the form of ''VideoGame/{{Minoria}}''.
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** ''Flower Fairy'' (''Pixie Hollow'')

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** ''Flower Fairy'' ''VideoGame/FlowerFairy'' (''Pixie Hollow'')
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** No only does the game copy the Battle Royale template popularized by ''Fortnite'' and ''[=PUBG=]'', but it also has {{Hero Shooter}} elements taken straight from ''VideoGame/{{Overwatch}}'' and ''VideoGame/{{Paladins}}''. Ironically, ''Apex Legends'' carved out its own niche by emulating ''two'' "hot trending" genres, making it more unique compared to standard examples of either.

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** No Not only does the game copy the Battle Royale template popularized by ''Fortnite'' and ''[=PUBG=]'', but it also has {{Hero Shooter}} elements taken straight from ''VideoGame/{{Overwatch}}'' and ''VideoGame/{{Paladins}}''. Ironically, ''Apex Legends'' carved out its own niche by emulating ''two'' "hot trending" genres, making it more unique compared to standard examples of either.

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Some more reorganization


* PlatformHell, while first started by ''Jinsei Owata no Daibouken'' and ''Super Mario Forever'', was codified by ''VideoGame/KaizoMarioWorld'', leading to a huge flood of imitators made purely for either the difficulty or to annoy people on Website/YouTube and other video sharing websites (and half the examples on PlatformHell did this, complete with the exact same traps as Kaizo itself).
* ''Mario's VideoGame/{{Picross}}'' helped speed up the amount of nonogram games to soon follow, mostly in Flash form.



** ''VideoGame/SuperMarioBros2'' inspired the creation of platform games with an emphasis on picking up and throwing objects (whether to attack enemies or to overcome an obstacle), such as the derided ''Bible Adventures'' and the better-received ''VideoGame/ChipNDaleRescueRangers'' and ''VideoGame/TheJetsonsCogswellsCaper''.

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** ''VideoGame/SuperMarioBros2'' inspired the creation of platform games with an emphasis on picking up and throwing objects (whether to attack enemies or to overcome an obstacle), such as the derided ''Bible Adventures'' and the better-received ''VideoGame/ChipNDaleRescueRangers'' ''VideoGame/ChipNDaleRescueRangers'', ''VideoGame/TheJetsonsCogswellsCaper'' and ''VideoGame/TheJetsonsCogswellsCaper''.''VideoGame/{{Uurnog}}''.



** For ''VideoGame/SuperMarioWorld'', it wasn't limited to just the game itself. Many, ''many'' ROM hacks attempt to copy either ''VideoGame/BrutalMario'', ''VideoGame/KaizoMarioWorld'' or both. Sometimes it's fairly 'subtle' (like how Scarlet Devil Mario 2 takes many a level idea from the former and recodes them), sometimes it's a deliberate homage (ala Mario's Wacky Worlds ripping off Kaizo Mario's first level to annoy LetsPlay/ProtonJon) and sometimes it's blatant enough that any commercial publisher would probably sue as a result (Super Mario Kollision and Hammer Bro Demo 3 take entire levels from said games, complete with the graphics, music and level design). For the more general ROM hacks that attempt to copy the success of Kaizo Mario World or similar hacks, many designers try to be as brutally difficult as the original hacks or cranks the difficulty UpToEleven. The massive flooding of ROM hacks that try to be as difficult as possible slowly killed off ROM hacks in general.

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** For ''VideoGame/SuperMarioWorld'', it wasn't limited to just the game itself. Many, ''many'' ROM hacks attempt to copy either ''VideoGame/BrutalMario'', ''VideoGame/KaizoMarioWorld'' or both. both (in particular, the latter went on to codify the PlatformHell subgenre, [[OlderThanTheyThink though there were precedents]] such as ''Jinsei Owata no Daibouken'' and ''Super Mario Forever''). Sometimes it's fairly 'subtle' (like how Scarlet ''Scarlet Devil Mario 2 2'' takes many a level idea from the former and recodes them), sometimes it's a deliberate homage (ala Mario's ''Mario's Wacky Worlds Worlds'' ripping off Kaizo Mario's first level to annoy LetsPlay/ProtonJon) and sometimes it's blatant enough that any commercial publisher would probably sue as a result (Super (''Super Mario Kollision Kollision'' and Hammer ''Hammer Bro Demo 3 3'' take entire levels from said games, complete with the graphics, music and level design). For the more general ROM hacks that attempt to copy the success of Kaizo ''Kaizo Mario World World'' or similar hacks, many designers try to be as brutally difficult as the original hacks or cranks the difficulty UpToEleven. The massive flooding of ROM hacks that try to be as difficult as possible slowly killed off ROM hacks in general. general, though their spirit and tropes rejuvenated thanks to ''VideoGame/SuperMarioMaker'' and [[VideoGame/SuperMarioMaker2 its sequel]].



** ''VideoGame/SuperMarioMaker'' and ''VideoGame/SuperMarioMaker2'' have the player create their own levels and upload them to share with other players. A lot of common elements in levels are doors and pipes that lead the player to their death, throwing in tons of enemies for the sake of it, putting enemies above the screen so that the player can't see them until it's too late, or even using glitches that can cause the player's game to freeze. Because such elements are popular among certain popular uploaders (and people that leave a nasty comment to tell the person off wound up giving a star/like anyway since comments gave one by default for quite a long time), a ''lot'' of uploaded levels are filled with copycat elements that do nothing but frustrate the player.



** ''Mario's VideoGame/{{Picross}}'' helped speed up the amount of nonogram games to soon follow, mostly in Flash form.



* ''VideoGame/SuperMarioMaker'' has the player create their own levels and upload them to share with other players. A lot of common elements in levels are doors and pipes that lead the player to their death, throwing in tons of enemies for the sake of it, putting enemies above the screen so that the player can't see them until it's too late, or even using glitches that can cause the player's game to freeze. Because such elements are popular among certain popular uploaders (and people that leave a nasty comment to tell the person off wound up giving a star/like anyway since comments gave one by default for quite a long time), a ''lot'' of uploaded levels are filled with copycat elements that do nothing but frustrate the player.
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** Piggy. Roblox Youtuber Flamingo made a video of Piggy that was so popular, it kickstarted the whole "evil guy chases you while you have to collect required items around the room to use them and then escape" genre of Roblox games. Later, he made a video where he and his friend play Piggy imitations.
** Camping. The original Roblox Camping game did so well, that it started a whole genre of story games. A few being Airplane and its sequels, High School, and later (by the same creator of Camping), Camping 2.

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** Piggy. Roblox Youtuber Flamingo made a video of Piggy that was so popular, it kickstarted the whole "evil guy chases you while you have to collect required items around the room to use them and then escape" genre of Roblox games. Later, he made a video where he and his friend play various Piggy imitations.
games. Most of them involve players being trapped some place, and one of them controls the character that is supposed to hunt them down. The players usually get a head start on finding the required items to use to progress toward escaping. There will usually be a JumpScare if you get caught by the hunter.
** Camping. The original Roblox Camping game did so well, that it started a whole genre of story games. A few being Airplane and its sequels, High School, and later (by the same creator of Camping), Camping 2. Most of these story games have some sort of field trip to some place, with the intention of nothing going wrong, when all of a sudden, a monster chases them and you have to survive the monster. [[AnyoneCanDie Most players will die during the course of the game.]]

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** Piggy. Roblox Youtuber Flamingo made a video of Piggy that was so popular, it kickstarted the whole "evil guy chases you while you have to collect required items around the room to use them and then escape" genre of Roblox games so well, he also made a video where he and his friend plays imitators of Piggy.

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** Piggy. Roblox Youtuber Flamingo made a video of Piggy that was so popular, it kickstarted the whole "evil guy chases you while you have to collect required items around the room to use them and then escape" genre of Roblox games so well, games. Later, he also made a video where he and his friend plays imitators play Piggy imitations.
** Camping. The original Roblox Camping game did so well, that it started a whole genre
of Piggy.story games. A few being Airplane and its sequels, High School, and later (by the same creator of Camping), Camping 2.
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* Whenever a game made in VideoGame/{{Roblox}} gets really popular to the point where Youtubers start making videos of it, there are bound to be so many imitators that [[FromClonesToGenre it creates a whole genre.]]
** Piggy. Roblox Youtuber Flamingo made a video of Piggy that was so popular, it kickstarted the whole "evil guy chases you while you have to collect required items around the room to use them and then escape" genre of Roblox games so well, he also made a video where he and his friend plays imitators of Piggy.
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Oops, I made some mistakes (including an added redundancy)


* Creator/{{Rare}}.
** In their SNES/N64 times, they had great success imitating popular Nintendo series. ''VideoGame/DiddyKongRacing'' for example built on the success of ''VideoGame/MarioKart'', but adding an adventure mode and more vehicles. Prior to that, ''VideoGame/DonkeyKongCountry1'' was ''VideoGame/SuperMarioWorld'' [[RecycledINSPACE in the jungle]]. To a lesser extent, they also worked upon the blueprint of that era's most popular first-person shooters, resulting in the succesful ''VideoGame/GoldenEye1997'' and ''VideoGame/PerfectDark''. While the "copying" was made efficiently (these games were, and still are, among the most popular of the Nintendo 64), they eventually got tired of doing that, birthing ''VideoGame/ConkersBadFurDay'' (originally another cutesy platformer), though they did it one last time with the GCN game ''VideoGame/StarFoxAdventures'' (which borrowed elements from the ''Zelda'' series) before their buyout by Microsoft.

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* Creator/{{Rare}}.
Creator/{{Rare}}:
** In their SNES/N64 times, they had great success imitating popular Nintendo series. ''VideoGame/DiddyKongRacing'' for example built on the success of ''VideoGame/MarioKart'', but adding an adventure mode and more vehicles. Prior to that, ''VideoGame/DonkeyKongCountry1'' was ''VideoGame/SuperMarioWorld'' [[RecycledINSPACE in the jungle]]. To a lesser extent, they also worked upon the blueprint of that era's most popular first-person shooters, resulting in the succesful ''VideoGame/GoldenEye1997'' and ''VideoGame/PerfectDark''. While the "copying" was made efficiently (these games were, and still are, among the most popular of the Nintendo 64), they They eventually got tired of doing that, birthing ''VideoGame/ConkersBadFurDay'' (originally another cutesy platformer), though they did it one last time with the GCN game ''VideoGame/StarFoxAdventures'' (which borrowed elements from the ''Zelda'' series) before their buyout by Microsoft.



** ''VideoGame/SuperMarioBros2'' inspired the creation of platform games with an emphasis of picking up and throwing objects to attack enemies, such as the derided ''Bible Adventures'' and the better-received ''VideoGame/ChipAndDaleRescueRangers'' and ''VideoGame/TheJetsonsCogswellsCaper''.
** ''VideoGame/SuperMarioBros3'' had many clones/imitations that copies its world map selection and/or diagonal level design, including ''Mc Kids'', the first ''Tiny Toon Adventures'', ''Armadillo'', etc.

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** ''VideoGame/SuperMarioBros2'' inspired the creation of platform games with an emphasis of on picking up and throwing objects (whether to attack enemies, enemies or to overcome an obstacle), such as the derided ''Bible Adventures'' and the better-received ''VideoGame/ChipAndDaleRescueRangers'' ''VideoGame/ChipNDaleRescueRangers'' and ''VideoGame/TheJetsonsCogswellsCaper''.
** ''VideoGame/SuperMarioBros3'' had many clones/imitations that copies its world map selection and/or diagonal level design, including ''Mc Kids'', the first ''Tiny Toon Adventures'', ''Armadillo'', etc. Famously, ''VideoGame/CommanderKeen'' combined this with StartMyOwn, since id Software created it after Nintendo declined the idea of porting ''Super Mario Bros. 3'' to the PC.



** After taking note of the success of ''VideoGame/MarioParty'', Creator/{{Sega}} came out with the AlternateCompanyEquivalent ''VideoGame/SonicShuffle''; funnily enough, Hudson Soft developed both games. Other similar multiplayer "party" games include ''WesternAnimation/{{Shrek}} Party'' and ''Monopoly Party''. Creator/{{Nickelodeon}} even has their own free, online version called Block Party.

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** After taking note of the success of ''VideoGame/MarioParty'', Creator/{{Sega}} came out with the AlternateCompanyEquivalent ''VideoGame/SonicShuffle''; funnily enough, Hudson Soft developed both games. Other similar multiplayer "party" games include ''WesternAnimation/{{Shrek}} Party'' Party'', ''VideoGame/CrashBash'' and ''Monopoly Party''. Creator/{{Nickelodeon}} even has their own free, online version called Block Party.

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Some reorganization. Also added new examples


* After taking note of the success of ''VideoGame/MarioParty'', Creator/{{Sega}} came out with the AlternateCompanyEquivalent ''VideoGame/SonicShuffle''; funnily enough, Hudson Soft developed both games. Other similar multiplayer "party" games include ''WesternAnimation/{{Shrek}} Party'' and ''Monopoly Party''. Creator/{{Nickelodeon}} even has their own free, online version called Block Party.



* Nintendo's ''VideoGame/MarioKart'' spawned the MascotRacer, and ''VideoGame/SuperSmashBros'' popularized the MascotFighter, bringing forth cute cartoony variants of two previously popular genres. ''VideoGame/WackyWheels'' (DOS), ''VideoGame/DiddyKongRacing'' (Nintendo 64), ''VideoGame/KonamiKrazyRacers'' (Game Boy Advance) and ''VideoGame/SuperTuxKart'' (Linux) are all clones of ''Mario Kart'', whereas ''VideoGame/PlayStationAllStarsBattleRoyale'' incorporates elements and concepts which were originally popularized by ''Super Smash Bros.''

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* Nintendo's ''VideoGame/MarioKart'' spawned the MascotRacer, and ''VideoGame/SuperSmashBros'' popularized the MascotFighter, bringing forth cute cartoony variants of two previously popular genres. ''VideoGame/WackyWheels'' (DOS), ''VideoGame/DiddyKongRacing'' (Nintendo 64), ''VideoGame/KonamiKrazyRacers'' (Game Boy Advance) and ''VideoGame/SuperTuxKart'' (Linux) are all clones of ''Mario Kart'', whereas ''VideoGame/PlayStationAllStarsBattleRoyale'' incorporates elements and concepts which were originally popularized by ''Super Smash Bros.''''VideoGame/SuperSmashBros'', as did other games within the MascotFighter category.



* You can thank the mega-success of Nintendo's ''VideoGame/BrainAge'' and ''Big Brain Academy'' games for the endless stream of portable {{Edutainment Game}}s coming to a DS near you. We're still waiting for another company to make something comparably decent.
** This trope could have been as well called [[https://web.archive.org/web/20080508004254/http://malstrom.50webs.com/birdman.html Birdman Syndrome]]. In short, ''VideoGame/WiiSports'' was done by many of Nintendo's best developers and is a game which is easy to pick up and play but offers five completely different disciplines which have relatively deep physics and has the amount of polish you usually expect from a Nintendo game. After its rampant success, many third parties looking for a quick buck [[ShallowParody only saw the pick-up-and-play nature of it]] and made shallow, unpolished minigame collections done by the companies' cheapest development teams. Nintendo's Wii in general seems to have caused many developers to try and cheaply cash in on its success by haphazardly using motion controls whenever they get the chance.
*** On top of this, because Nintendo has shown that powerful graphics isn't what makes a game sell, many third-party developers seeking a quick cash in will hardly put any effort in the graphics; while the Wii was, in fact, not as graphically powerful as the [=PS3=] or 360, this gave it a reputation of only being on par with the UsefulNotes/{{Nintendo 64}}, a console that was ''two generations'' outdated compared to the Wii.
*** Also, Sony and especially Microsoft are now directly copying the Wii, not just with the controllers (Microsoft got their tech from people who made it well before the Wii, and Sony had motion control patents since 2003 with [[http://kotaku.com/5640867/motion-gaming-gains-momentum developments on the move occurring as early as 2001]]). They each have a clone of ''Wii Sports'', though it seems that Microsoft has cranked this UpToEleven and plagiarized half of the Wii's library.
*** The example above is funny when you remember Sony in the [=PS2=] era had the [=EyeToy=], or the 2005 exercise title "Kinectic", [[VideoGame/WiiFit featured a British woman who'd lead you through a variety of workout routines, with her hair in a ponytail, belly button showing top and dark stretch pants. All while standing in a sterile spacious room and demonstrating with you and commenting on your progress.]] But you've probably never heard of anything like that.
*** Due to the popularity of the Wii's Mii avatar system, many games have tried to copy off of its concept and design. Even Microsoft tried to cash in on the popularity of Miis with its own avatar system for the Xbox 360 that looked suspiciously similar to Miis, but with more customization.
*** Even Sega managed to rip off the Wii with their [[http://www.engadget.com/2010/02/02/sega-zone-the-genesis-with-a-wiimote-nobody-asked-for/ Sega Zone]]. Don't get too excited, Sega fans, it's just a Genesis with some games saved into a hard drive and a pair of black Wii remote-like controllers. They even marketed the system by announcing that it controls just like the Wii. Kind of makes those old "Genesis does what Nintendon't" commercials HilariousInHindsight.
** Sony's [=PS3=] and Vita combo, and Microsoft's smart glass, following the announcement of the [=WiiU=].
** In another similar case, after Nintendo created two mini retro consoles: the NES Classic Edition in 2016 and the Super NES Classic Edition in 2017, Sony made the [=PlayStation=] Classic in 2018.
** The original plans for the PSP looked just like the GBA SP, only with a disc slot.
* ''Wii Sports Resort'', like its predecessor, led to a whole mess of sports {{minigame game}}s with a tropical theme, like ''Vacation Isle: Beach Party'' and ''Big Beach Sports''. Almost all of these were predictably terrible, but ''M&M's Beach Party'' is unarguably one of the worst, looking and playing like something released a decade earlier.

to:

* You can thank the mega-success of Nintendo's ''VideoGame/BrainAge'' and ''Big Brain Academy'' games for the endless stream of portable {{Edutainment Game}}s coming to a DS near you. We're still waiting for another company to make something comparably decent.
** This trope could have been as well called [[https://web.archive.org/web/20080508004254/http://malstrom.50webs.com/birdman.html Birdman Syndrome]]. In short,
you.
*
''VideoGame/WiiSports'' was done by many of Nintendo's best developers and is a game which is easy to pick up and play but offers five completely different disciplines which have relatively deep physics and has the amount of polish you usually expect from a Nintendo game. After its rampant success, many third parties looking for a quick buck [[ShallowParody only saw the pick-up-and-play nature of it]] and made shallow, unpolished minigame collections done by the companies' cheapest development teams. Nintendo's Wii in general seems to have caused many developers to try and cheaply cash in on its success by haphazardly using motion controls whenever they get the chance.
*** On top
chance. ''VideoGame/WiiSportsResort'', like its predecessor, led to a whole mess of this, because Nintendo has shown that powerful graphics isn't what makes a game sell, many third-party developers seeking a quick cash in will hardly put any effort in the graphics; while the Wii was, in fact, not as graphically powerful as the [=PS3=] or 360, this gave it a reputation of only being on par sports {{minigame game}}s with a tropical theme, like ''Vacation Isle: Beach Party'' and ''Big Beach Sports''. Almost all of these were predictably terrible, but ''M&M's Beach Party'' is unarguably one of the UsefulNotes/{{Nintendo 64}}, worst, looking and playing like something released a console that was ''two generations'' outdated compared to the Wii.
*** Also,
decade earlier.
*
Sony and especially Microsoft are now attempted to directly copying copy the Wii, not just with the controllers (Microsoft got their tech from people who made it well before the Wii, and Sony had motion control patents since 2003 with [[http://kotaku.com/5640867/motion-gaming-gains-momentum developments on the move occurring as early as 2001]]). They each have a clone of ''Wii Sports'', though it seems that Microsoft has cranked this UpToEleven and plagiarized half of the Wii's library.
*** The example above is funny when you remember Sony in the [=PS2=] era had the [=EyeToy=], or the 2005 exercise title "Kinectic", [[VideoGame/WiiFit featured a British woman who'd lead you through a variety of workout routines, with her hair in a ponytail, belly button showing top and dark stretch pants. All while standing in a sterile spacious room and demonstrating with you and commenting on your progress.]] But you've probably never heard of anything like that.
***
* Due to the popularity of the Wii's Mii avatar system, many games have tried to copy off of its concept and design. Even Microsoft tried to cash in on the popularity of Miis with its own avatar system for the Xbox 360 that looked suspiciously similar to Miis, but with more customization.
***
customization. Even Sega managed to rip off the Wii with their [[http://www.engadget.com/2010/02/02/sega-zone-the-genesis-with-a-wiimote-nobody-asked-for/ Sega Zone]]. Don't get too excited, Sega fans, it's just a Genesis with some games saved into a hard drive and a pair of black Wii remote-like controllers. They even marketed the system by announcing that it controls just like the Wii. Kind of makes those old "Genesis does what Nintendon't" commercials HilariousInHindsight.
** * Sony's [=PS3=] and Vita combo, and Microsoft's smart glass, following the announcement of the [=WiiU=].
** In another similar case, after * After Nintendo created two mini retro consoles: the NES Classic Edition in 2016 and the Super NES Classic Edition in 2017, Sony made the [=PlayStation=] Classic in 2018.
**
2018. Other companies followed suit with mini versions of their oldest consoles, with limited success.
*
The original plans for the PSP looked just like the GBA SP, only with a disc slot.
* ''Wii Sports Resort'', like its predecessor, led to a whole mess of sports {{minigame game}}s with a tropical theme, like ''Vacation Isle: Beach Party'' and ''Big Beach Sports''. Almost all of these were predictably terrible, but ''M&M's Beach Party'' is unarguably one of the worst, looking and playing like something released a decade earlier.
slot.



* ''VideoGame/{{Diablo}}'', which created its own genre called "''Diablo'' clones" (''VideoGame/{{Torchlight}}'', ''VideoGame/DungeonSiege'', ''VideoGame/UntoldLegends'', etc.), was itself a graphical spin on another fine tradition in Follow The Leader, {{Roguelike}} games, of which ''VideoGame/NetHack'' is the most popular. As ''Diablo'' is the model of many {{M|assivelyMultiplayerOnlineRolePlayingGame}}MORPGs and open-world games, these [=MMOs=] and ''Diablo'' clones often incite accusations of ''Diablo'' killing the WesternRPG genre from fans.
** There is a specific aspect of ''Diablo'' that has been copied numerous times, even by games that are not otherwise ''Diablo'' clones: ColorCodedItemTiers. The ability to roughly judge an item's quality with a quick glance was so well-received, that slews of other games adopted not only the concept, but identical colors and names for the levels. By now the scheme is considered tradition, to the point that it's considered annoying for a looter game ''not'' to use it or to mess with the colors too much.

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* ''VideoGame/{{Diablo}}'', which created its own genre called "''Diablo'' clones" (''VideoGame/{{Torchlight}}'', ''VideoGame/DungeonSiege'', ''VideoGame/UntoldLegends'', etc.), was itself a graphical spin on another fine tradition in Follow The Leader, {{Roguelike}} games, of which ''VideoGame/NetHack'' is the most popular. As ''Diablo'' is the model of many {{M|assivelyMultiplayerOnlineRolePlayingGame}}MORPGs and open-world games, these [=MMOs=] and ''Diablo'' clones often incite accusations of ''Diablo'' killing the WesternRPG genre from fans.
**
fans. There is also a specific aspect of ''Diablo'' that has been copied numerous times, even by games that are not otherwise ''Diablo'' clones: ColorCodedItemTiers. The ability to roughly judge an item's quality with a quick glance was so well-received, that slews of other games adopted not only the concept, but identical colors and names for the levels. By now the scheme is considered tradition, to the point that it's considered annoying for a looter game ''not'' to use it or to mess with the colors too much.



** Not a style of game but ''Animal Crossing'' has helped popularize chibi-style casual games.
** ''VideoGame/HarvestMoonMagicalMelody'' is from a series older than ''[=AC=]'' but looks much more like it than previous games. The art style is divisive both with fans as casuals, as it's not considered as endearing and polished as ''Animal Crossing'' and makes the game seem [[LighterAndSofter too childish]].
* Creator/{{Rare}}, in their SNES/N64 times, had great success imitating popular Nintendo series. ''VideoGame/DiddyKongRacing'' for example built on the success of ''VideoGame/MarioKart'', but adding an adventure mode and more vehicles. Prior to that, ''VideoGame/DonkeyKongCountry1'' was ''VideoGame/SuperMarioWorld'' [[RecycledINSPACE in the jungle]]. They eventually got tired of doing that, though, birthing ''VideoGame/ConkersBadFurDay'', originally another cutesy platformer.
** Of course, what sets the Rare examples from the SNES/N64 era apart from the bad examples on this page, is that they both put enough fresh ideas in their games to set them apart from the games they are copying (pre-rendered 3D graphics in ''Donkey Kong Country'', adult humour and self-awareness in ''Bad Fur Day'', hovercrafts and planes in ''Diddy Kong Racing''), and that their games were generally considered to be awesome, not just easy cash-ins.
** They kept doing this after switching to Creator/{{Microsoft|Studios}}. The UsefulNotes/{{Xbox 360}}'s Avatars, which were developed by Rare, look suspiciously similar to Nintendo's Miis.
*** In the game department: ''VideoGame/VivaPinata'' was an attempt at recreating the ''Franchise/{{Pokemon}}'' GottaCatchThemAll craze, and ''Videogame/KinectSports'' was the response to ''VideoGame/WiiSports''. Rare may have gone over to Microsoft, but they still look to Nintendo for inspiration.
* Although not the first spaceflight "simulator", ''VideoGame/WingCommander'' spawned a lot of them, from good ones like the ''VideoGame/XWing'' and ''VideoGame/{{Freespace}}'' series, to... well, others.
** Some space "sims" differentiate themselves by doing away with SpaceIsAir and SpaceFriction. ''VideoGame/IndependenceWar'', ''VideoGame/{{Terminus}}'', and the old ''Frontier: VideoGame/{{Elite}} II'' separated themselves from the rest in this manner.

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** Not a style of game but ''Animal Crossing'' has helped popularize chibi-style casual games.
**
* ''VideoGame/HarvestMoonMagicalMelody'' is from a series older than ''[=AC=]'' but looks much more like it than previous games. The art style is divisive both with fans as casuals, as it's not considered as endearing and polished as ''Animal Crossing'' and makes the game seem [[LighterAndSofter too childish]].
* Creator/{{Rare}}, in Creator/{{Rare}}.
** In
their SNES/N64 times, they had great success imitating popular Nintendo series. ''VideoGame/DiddyKongRacing'' for example built on the success of ''VideoGame/MarioKart'', but adding an adventure mode and more vehicles. Prior to that, ''VideoGame/DonkeyKongCountry1'' was ''VideoGame/SuperMarioWorld'' [[RecycledINSPACE in the jungle]]. They To a lesser extent, they also worked upon the blueprint of that era's most popular first-person shooters, resulting in the succesful ''VideoGame/GoldenEye1997'' and ''VideoGame/PerfectDark''. While the "copying" was made efficiently (these games were, and still are, among the most popular of the Nintendo 64), they eventually got tired of doing that, though, birthing ''VideoGame/ConkersBadFurDay'', originally ''VideoGame/ConkersBadFurDay'' (originally another cutesy platformer.
** Of course, what sets
platformer), though they did it one last time with the Rare examples GCN game ''VideoGame/StarFoxAdventures'' (which borrowed elements from the SNES/N64 era apart from the bad examples on this page, is that they both put enough fresh ideas in ''Zelda'' series) before their games to set them apart from the games they are copying (pre-rendered 3D graphics in ''Donkey Kong Country'', adult humour and self-awareness in ''Bad Fur Day'', hovercrafts and planes in ''Diddy Kong Racing''), and that their games were generally considered to be awesome, not just easy cash-ins.
buyout by Microsoft.
** They kept doing this after switching to Creator/{{Microsoft|Studios}}. The UsefulNotes/{{Xbox 360}}'s Avatars, which were developed by Rare, look suspiciously similar to Nintendo's Miis.
***
Miis. In the game department: ''VideoGame/VivaPinata'' was an attempt at recreating the ''Franchise/{{Pokemon}}'' GottaCatchThemAll craze, and ''Videogame/KinectSports'' was the response to ''VideoGame/WiiSports''. Rare may have gone over to Microsoft, but they still look to Nintendo for inspiration.
* Although not the first spaceflight "simulator", ''VideoGame/WingCommander'' spawned a lot of them, from good ones like the ''VideoGame/XWing'' and ''VideoGame/{{Freespace}}'' series, to... well, others.
**
others. Some space "sims" differentiate themselves by doing away with SpaceIsAir and SpaceFriction. ''VideoGame/IndependenceWar'', ''VideoGame/{{Terminus}}'', and the old ''Frontier: VideoGame/{{Elite}} II'' separated themselves from the rest in this manner.



* Thanks to ''VideoGame/{{Touhou}}'', all modern {{Shoot Em Up}}s have to feature [[TokenMiniMoe little girls]] and magic. FauxSymbolism is also common, thanks to ''Touhou'''s use of mythology. The few that don't bite pretty close to ''VideoGame/{{Gradius}}'', ''VideoGame/{{Raiden}}'', or ''VideoGame/GeometryWars''.
** Touhou's use of mythology is more fodder for characterization, not an attempt of symbolism, though it hasn't stopped some other shmups from going that path.
** Though various bullet hell games tend to copy CAVE's lead as they were the ones to popularize it.

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* Thanks to ''VideoGame/{{Touhou}}'', all modern {{Shoot Em Up}}s have to feature [[TokenMiniMoe little girls]] and magic. FauxSymbolism is also common, thanks to ''Touhou'''s use of mythology. The few that don't bite pretty close to ''VideoGame/{{Gradius}}'', ''VideoGame/{{Raiden}}'', or ''VideoGame/GeometryWars''.
**
''VideoGame/GeometryWars''. Touhou's use of mythology is more fodder for characterization, not an attempt of symbolism, though it hasn't stopped some other shmups from going that path.
** Though various bullet hell games tend to copy CAVE's lead as they were the ones to popularize it.
path.



** ''Minecraft'', in turn, brought the SurvivalSandBox genre [[TropeCodifier into the mainstream]], and it too inspired a wave of imitators. The most successful of these was ''VideoGame/{{Terraria}}'', which shifted the concept from a fully 3D environment to a 2D side-scrolling one, and added {{Metroidvania}} elements. ''Minecraft'' also inspired other games to mimic its blocky art style in various forms.
* ''VideoGame/SuperMarioBros3'' had many clones/imitations, including ''Mc Kids'', ''Bugs Bunny's Birthday Blowout'', ''Armadillo'', etc.

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** * ''Minecraft'', in turn, brought the SurvivalSandBox genre [[TropeCodifier into the mainstream]], and it too inspired a wave of imitators. The most successful of these was ''VideoGame/{{Terraria}}'', which shifted the concept from a fully 3D environment to a 2D side-scrolling one, and added {{Metroidvania}} elements. ''Minecraft'' also inspired other games to mimic its blocky art style in various forms.
* The massive success of the ''Franchise/SuperMarioBros'' franchise made this inevitable:
** ''VideoGame/SuperMarioBros1'' greatly spurred the development of {{Platform Game}}s for the UsefulNotes/NintendoEntertainmentSystem and later consoles, though surprisingly few took it as their primary model. Some computer games imitated ''Super Mario Bros.'' more brazenly, most notoriously ''VideoGame/TheGreatGianaSisters'', which was withdrawn under pressure of Creator/{{Nintendo}} almost immediately after it was published (maybe the makers should not have written "the brothers are history" on the cover of the C64 version...) Ironically enough, it got a remake on the UsefulNotes/NintendoDS of all platforms and several sequels on Nintendo consoles afterwards.
** ''VideoGame/SuperMarioBros2'' inspired the creation of platform games with an emphasis of picking up and throwing objects to attack enemies, such as the derided ''Bible Adventures'' and the better-received ''VideoGame/ChipAndDaleRescueRangers'' and ''VideoGame/TheJetsonsCogswellsCaper''.
**
''VideoGame/SuperMarioBros3'' had many clones/imitations, clones/imitations that copies its world map selection and/or diagonal level design, including ''Mc Kids'', ''Bugs Bunny's Birthday Blowout'', the first ''Tiny Toon Adventures'', ''Armadillo'', etc.etc.
** For ''VideoGame/SuperMarioWorld'', it wasn't limited to just the game itself. Many, ''many'' ROM hacks attempt to copy either ''VideoGame/BrutalMario'', ''VideoGame/KaizoMarioWorld'' or both. Sometimes it's fairly 'subtle' (like how Scarlet Devil Mario 2 takes many a level idea from the former and recodes them), sometimes it's a deliberate homage (ala Mario's Wacky Worlds ripping off Kaizo Mario's first level to annoy LetsPlay/ProtonJon) and sometimes it's blatant enough that any commercial publisher would probably sue as a result (Super Mario Kollision and Hammer Bro Demo 3 take entire levels from said games, complete with the graphics, music and level design). For the more general ROM hacks that attempt to copy the success of Kaizo Mario World or similar hacks, many designers try to be as brutally difficult as the original hacks or cranks the difficulty UpToEleven. The massive flooding of ROM hacks that try to be as difficult as possible slowly killed off ROM hacks in general.
** ''VideoGame/SuperMario64'' started the "Collect-a-thon" genre of platform games, spawning games like ''VideoGame/DonkeyKong64'', ''VideoGame/SpyroTheDragon'', ''VideoGame/BanjoKazooie'', the latter two ''VideoGame/{{Gex}}'' games, ''VideoGame/TyTheTasmanianTiger'', and the first ''VideoGame/JakAndDaxter''. As with most instances of this trope, the quality varies wildly.
** ''VideoGame/MarioKart'' spawned the MascotRacer, bringing forth cute cartoony variants of two previously popular genres. ''VideoGame/WackyWheels'' (DOS), ''VideoGame/DiddyKongRacing'' (Nintendo 64), ''VideoGame/CrashTeamRacing'' (Playstation), ''VideoGame/KonamiKrazyRacers'' (Game Boy Advance) and ''VideoGame/SuperTuxKart'' (Linux) are all clones of ''Mario Kart'', albeit succesful ones (other games, like ''M&M's Kart Racing'', were derided for bringing nothing new to the table).
** After taking note of the success of ''VideoGame/MarioParty'', Creator/{{Sega}} came out with the AlternateCompanyEquivalent ''VideoGame/SonicShuffle''; funnily enough, Hudson Soft developed both games. Other similar multiplayer "party" games include ''WesternAnimation/{{Shrek}} Party'' and ''Monopoly Party''. Creator/{{Nickelodeon}} even has their own free, online version called Block Party.



* ''VideoGame/SuperMario64'' started the "Collect-a-thon" genre of platform games, spawning games like ''VideoGame/DonkeyKong64'', ''VideoGame/SpyroTheDragon'', ''VideoGame/BanjoKazooie'', the latter two ''VideoGame/{{Gex}}'' games, ''VideoGame/TyTheTasmanianTiger'', and the first ''VideoGame/JakAndDaxter''. As with most instances of this trope, the quality varies wildly.



* ''{{VideoGame/Super Mario Bros|1}}.'' greatly spurred the development of {{Platform Game}}s for the UsefulNotes/NintendoEntertainmentSystem and later consoles, though surprisingly few took it as their primary model. Some computer games imitated ''Super Mario Bros.'' more brazenly, most notoriously ''VideoGame/TheGreatGianaSisters'', which was withdrawn under pressure of Creator/{{Nintendo}} almost immediately after it was published. (Maybe the makers should not have written "the brothers are history" on the cover of the C64 version...) Ironically enough, it got a remake on the UsefulNotes/NintendoDS of all platforms and several sequels on Nintendo consoles afterwards.



* Many, many ''VideoGame/SuperMarioWorld'' ROM hacks attempt to copy either ''VideoGame/BrutalMario'', ''VideoGame/KaizoMarioWorld'' or both. Sometimes it's fairly 'subtle' (like how Scarlet Devil Mario 2 takes many a level idea from the former and recodes them), sometimes it's a deliberate homage (ala Mario's Wacky Worlds ripping off Kaizo Mario's first level to annoy LetsPlay/ProtonJon) and sometimes it's blatant enough that any commercial publisher would probably sue as a result (Super Mario Kollision and Hammer Bro Demo 3 take entire levels from said games, complete with the graphics, music and level design).
** For the more general ROM hacks that attempt to copy the success of Kaizo Mario World or similar hacks, many designers try to be as brutally difficult as the original hacks or cranks the difficulty UpToEleven. The massive flooding of ROM hacks that try to be as difficult as possible slowly killed off ROM hacks in general.
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** In turn, many subsequent battle royale games like ''VideoGame/CallOfDutyModernWarfare2019'' "Warzone" and PUBG Mobile copied its non-verbal ping system and respawn mechanics.

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** In turn, many subsequent battle royale games like ''VideoGame/CallOfDutyModernWarfare2019'' "Warzone" ''VideoGame/CallOfDutyModernWarfare2019: Warzone'' and PUBG Mobile copied its non-verbal ping system and respawn mechanics.
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** When competitor ''Apex Legends'' released in February 2019, it brought with it two mechanics that proved too popular for Epic Games to resist slapping into ''Fortnite'' at the first opportunity. First came the "ping" system, which allows players to mark locations, loot, enemies, and a slew of other important items and actions for teammates with the press of a single button. The second was the Reboot Cards and Respawn Vans, which were inspired wholesale by the player respawn mechanic from ''Apex''. In Chapter 2, ''Fortnite also added the unlockable loot vaults that first appeared in ''Apex Legends'' Season 3.

to:

** When competitor ''Apex Legends'' released in February 2019, it brought with it two mechanics that proved too popular for Epic Games to resist slapping into ''Fortnite'' at the first opportunity. First came the "ping" system, which allows players to mark locations, loot, enemies, and a slew of other important items and actions for teammates with the press of a single button. The second was the Reboot Cards and Respawn Vans, which were inspired wholesale by the player respawn mechanic from ''Apex''. In Chapter 2, ''Fortnite ''Fortnite'' also added the unlockable loot vaults that first appeared in ''Apex Legends'' Season 3.
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* The ''VideoGame/MonsterHunter'' series is huge in Japan, and has already inspired a handful of multiplayer-party-vs.-giant-monster successors, namely Creator/SquareEnix's ''VideoGame/LordOfArcana'', [[Creator/BandaiNamcoEntertainment Namco Bandai]]'s ''VideoGame/GodEaterBurst'', Creator/GameArts' ''VideoGame/RagnarokOdyssey'', and Creator/{{Koei}} Creator/{{Tecmo}}'s ''VideoGame/{{Toukiden}}''.

to:

* The ''VideoGame/MonsterHunter'' series is huge in Japan, and has already inspired a handful of multiplayer-party-vs.-giant-monster successors, namely Creator/SquareEnix's ''VideoGame/LordOfArcana'', [[Creator/BandaiNamcoEntertainment Namco Bandai]]'s ''VideoGame/GodEaterBurst'', Creator/GameArts' ''VideoGame/RagnarokOdyssey'', and Creator/{{Koei}} Creator/{{Tecmo}}'s Creator/KoeiTecmo's ''VideoGame/{{Toukiden}}''.



* Creator/{{Koei}}'s breakout success with ''VideoGame/NobunagasAmbition'' inspired other Japanese VideoGameCompanies to create their own JidaiGeki TurnBasedStrategy games. (A secondary inspiration for some was NHK's taiga dramas, which were reaching their ratings peak.) Examples include Creator/GameArts' ''Harakiri'', Creator/{{Irem}}'s ''Hototogisu'', Namco's ''Dokuganryu Masamune'' and [[Creator/TelenetJapan Wolf Team]]'s ''Zan'' series. Given the lack of appeal of these games to non-Japanese players, it's surprising that even one of the imitators (Hot-B's ''Shingen the Ruler'') was localized.

to:

* Creator/{{Koei}}'s Creator/{{Koei|Tecmo}}'s breakout success with ''VideoGame/NobunagasAmbition'' inspired other Japanese VideoGameCompanies to create their own JidaiGeki TurnBasedStrategy games. (A secondary inspiration for some was NHK's taiga dramas, which were reaching their ratings peak.) Examples include Creator/GameArts' ''Harakiri'', Creator/{{Irem}}'s ''Hototogisu'', Namco's ''Dokuganryu Masamune'' and [[Creator/TelenetJapan Wolf Team]]'s ''Zan'' series. Given the lack of appeal of these games to non-Japanese players, it's surprising that even one of the imitators (Hot-B's ''Shingen the Ruler'') was localized.
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* ''God of War'' itself followed ''VideoGame/DevilMayCry'' as a spectacle fighter, and both being successors of the BeatEmUp genre. In addition, the success of ''Devil May Cry'' led to the rise of stylish-action games (before ''God of War'') in the early 2000s. Mainly the type games with an [[GameplayGrading end-of-level rank]] such as ''VideoGame/{{Bujingai}}'', ''VideoGame/ChaosLegion'', ''VideoGame/ViewtifulJoe'', ''VideoGame/{{Shinobi}}'' ([=PS2=] version), and the ''VideoGame/NinjaGaiden'' reboot.

to:

* ''God of War'' itself followed ''VideoGame/DevilMayCry'' as a spectacle fighter, and both being successors of the BeatEmUp genre. In addition, the success of ''Devil May Cry'' led to the rise of stylish-action games (before ''God of War'') in the early 2000s. Mainly the type games with an [[GameplayGrading end-of-level rank]] such as ''VideoGame/{{Bujingai}}'', ''VideoGame/ChaosLegion'', ''VideoGame/ViewtifulJoe'', ''VideoGame/{{Shinobi}}'' ([=PS2=] version), ''VideoGame/Shinobi2002'', and the ''VideoGame/NinjaGaiden'' reboot.
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I hope this is a good example…

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* ''VideoGame/IdentityV'' is a rather obvious clone of ''VideoGame/DeadByDaylight'', but it is still an interesting example due to a small piece of trivia; Netease Games, the developers and publishers of Identity V, asked permission to borrow some of DBD's mechanics by Behaviour Interactive. Behaviour said yes, and the game started development. Basically, developers asked if they want DBD to be ripped off.

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* ''VideoGame/ApexLegends'' not only copies the Battle Royale template popularized by ''Fortnite'' and ''[=PUBG=]'', but it also has {{Hero Shooter}} elements taken straight from ''VideoGame/{{Overwatch}}'' and ''VideoGame/{{Paladins}}''. Ironically, ''Apex Legends'' carved out its own niche by emulating ''two'' "hot trending" genres, making it more unique compared to standard examples of either.

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* ''VideoGame/ApexLegends'' not ''VideoGame/ApexLegends''
** No
only copies does the game copy the Battle Royale template popularized by ''Fortnite'' and ''[=PUBG=]'', but it also has {{Hero Shooter}} elements taken straight from ''VideoGame/{{Overwatch}}'' and ''VideoGame/{{Paladins}}''. Ironically, ''Apex Legends'' carved out its own niche by emulating ''two'' "hot trending" genres, making it more unique compared to standard examples of either.either.
** In turn, many subsequent battle royale games like ''VideoGame/CallOfDutyModernWarfare2019'' "Warzone" and PUBG Mobile copied its non-verbal ping system and respawn mechanics.



** When competitor ''Apex Legends'' released in February 2019, it brought with it two mechanics that proved too popular for Epic Games to resist slapping into ''Fortnite'' at the first opportunity. First came the "ping" system, which allows players to mark locations, loot, enemies, and a slew of other important items and actions for teammates with the press of a single button. The second was the Reboot Cards and Respawn Vans, which were inspired wholesale by the player respawn mechanic from ''Apex''.

to:

** When competitor ''Apex Legends'' released in February 2019, it brought with it two mechanics that proved too popular for Epic Games to resist slapping into ''Fortnite'' at the first opportunity. First came the "ping" system, which allows players to mark locations, loot, enemies, and a slew of other important items and actions for teammates with the press of a single button. The second was the Reboot Cards and Respawn Vans, which were inspired wholesale by the player respawn mechanic from ''Apex''. In Chapter 2, ''Fortnite also added the unlockable loot vaults that first appeared in ''Apex Legends'' Season 3.
Is there an issue? Send a MessageReason:
None


** The success of ''VideoGame/MortalKombat9'' inspired many subsequent fighting games to feature an increased focus on the single player Story Mode. ''VideoGame/StreetFighterV'', ''VideoGame/MarvelVsCapcomInfinite'' and ''VideoGame/{{Tekken 7}}'' were all particularly blatant about this, even using the same shifting perspective narrative style employed by ''Mortal Kombat''. It's now extremely common to see a fighting game's Story Mode touted by the creators as a selling point rather than the [[ExcusePlot afterthought]] it used to be.

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** The success of ''VideoGame/MortalKombat9'' inspired many subsequent fighting games to feature an increased focus on the single player Story Mode. ''VideoGame/StreetFighterV'', ''VideoGame/MarvelVsCapcomInfinite'' and ''VideoGame/{{Tekken 7}}'' were all particularly blatant about this, even using the same shifting perspective narrative style employed by ''Mortal Kombat''. It's now extremely common to see a fighting game's Story Mode touted by the creators as a selling point rather than instead of the [[ExcusePlot afterthought]] it used to be.
Is there an issue? Send a MessageReason:
None


** The success of ''VideoGame/MortalKombat9'' inspired many subsequent fighting games to feature an increased focus on the single player Story Mode, usually with shifting perspectives between the various characters. ''VideoGame/StreetFighterV'', ''VideoGame/MarvelVsCapcomInfinite'' and ''VideoGame/{{Tekken 7}}'' were all rather blatant about this, and it's now extremely common to see a fighting game's story mode touted by the company as a selling point rather than the [[ExcusePlot afterthought]] it used to be.

to:

** The success of ''VideoGame/MortalKombat9'' inspired many subsequent fighting games to feature an increased focus on the single player Story Mode, usually with shifting perspectives between the various characters. Mode. ''VideoGame/StreetFighterV'', ''VideoGame/MarvelVsCapcomInfinite'' and ''VideoGame/{{Tekken 7}}'' were all rather particularly blatant about this, and it's even using the same shifting perspective narrative style employed by ''Mortal Kombat''. It's now extremely common to see a fighting game's story mode Story Mode touted by the company creators as a selling point rather than the [[ExcusePlot afterthought]] it used to be.
Is there an issue? Send a MessageReason:
None


** The success of ''VideoGame/MortalKombat9'' inspired many subsequent fighting games to feature an increased focus on the single player Story Mode, usually with shifting perspectives between the various characters. Both ''VideoGame/StreetFighterV'' and ''VideoGame/MarvelVsCapcomInfinite'' were especially blatant about this, with the latter even touting its Story Mode as one of the first selling points.

to:

** The success of ''VideoGame/MortalKombat9'' inspired many subsequent fighting games to feature an increased focus on the single player Story Mode, usually with shifting perspectives between the various characters. Both ''VideoGame/StreetFighterV'' and ''VideoGame/StreetFighterV'', ''VideoGame/MarvelVsCapcomInfinite'' and ''VideoGame/{{Tekken 7}}'' were especially all rather blatant about this, with and it's now extremely common to see a fighting game's story mode touted by the latter even touting its Story Mode company as one of the first a selling points. point rather than the [[ExcusePlot afterthought]] it used to be.
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** ''Art of Fighting'' was also the first fighting game to have powered-up Super Moves and a ManaMeter to regulate them, a gameplay mechanic countless other titles (including ''Super Street Fighter II Turbo'') subsequently copied.

to:

** ''Art of Fighting'' was also the first fighting game to have powered-up [[LimitBreak Super Moves Moves]] and a ManaMeter to regulate them, a gameplay mechanic countless other titles (including ''Super Street Fighter II Turbo'') subsequently copied.
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** ''Art of Fighting'' was also the first fighting game to have powered-up special moves and an energy gauge to regulate them, a gameplay mechanic countless other titles (including ''Super Street Fighter II Turbo'') subsequently copied.

to:

** ''Art of Fighting'' was also the first fighting game to have powered-up special moves Super Moves and an energy gauge a ManaMeter to regulate them, a gameplay mechanic countless other titles (including ''Super Street Fighter II Turbo'') subsequently copied.
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* After the ''Tamagotchi'' fad (itself strongly reminiscent of the Pet Rock) and the virtual pet craze it inspired swept the world, hoards of GottaCatchThemAll video games, {{Collectible Card Game}}s and {{Mon}}s Of [[MonsterOfTheWeek The Week]] anime were spawned in its wake, and have been a popular market segment to this day.

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* After the ''Tamagotchi'' ''VideoGame/{{Tamagotchi}}'' fad (itself strongly reminiscent of the Pet Rock) and the virtual pet craze it inspired swept the world, hoards of GottaCatchThemAll video games, {{Collectible Card Game}}s and {{Mon}}s Of [[MonsterOfTheWeek The Week]] anime were spawned in its wake, and have been a popular market segment to this day.
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*** ''Seer'' also inspired similar games that are its biggest competitors, such as ''AOLA Star'' and ''Roco Kingdom''.

to:

*** ''Seer'' also inspired similar games that are its biggest competitors, such as ''AOLA Star'' ''VideoGame/AolaStar'' and ''Roco Kingdom''.''VideoGame/RocoKingdom''.
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** ''VideoGame/YokaiWatchWorld'' is ''VideoGame/PokemonGo'' but with ''VideoGame/YokaiWatch'' characters instead of Pokémon. Other franchises have made their own AugmentedReality mobile games in the wake of ''Pokémon GO''[='s=] runaway popularity, such as ''Franchise/DragonQuest'' with ''Dragon Quest Walk'', ''VideoGame/{{Minecraft}}'' with ''Minecraft Earth'', and even ''Franchise/HarryPotter'' with ''VideoGame/HarryPotterWizardsUnite''.

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** ''VideoGame/YokaiWatchWorld'' is ''VideoGame/PokemonGo'' but with ''VideoGame/YokaiWatch'' characters instead of Pokémon. Other franchises have made their own AugmentedReality mobile games in the wake of ''Pokémon GO''[='s=] runaway popularity, such as ''Franchise/DragonQuest'' with ''Dragon Quest Walk'', ''VideoGame/{{Minecraft}}'' with ''Minecraft Earth'', and even ''Franchise/HarryPotter'' with ''VideoGame/HarryPotterWizardsUnite''.''VideoGame/HarryPotterWizardsUnite'' (though ''Wizards Unite'' was [[SelfPlagiarism made by Niantic, the developers of]] ''Pokémon Go'').
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** ''VideoGame/SaltAndSanctuary'' itself, by bringing ''Dark Souls''' gameplay style in a 2D environment, spawned a bunch of similar hack 'n slash titles featuring dark bleak worlds with oppressive religious overtones and high difficulty, such as ''VideoGame/{{Blasphemous}}'', ''VideoGame/DarkDevotion'', ''VideoGame/VoidMemory'', ''VideoGame/DeathsGambit'', ''VideoGame/{{Unworthy}}'' and, to a lesser extent, ''[[VideoGame/{{Momodora}} Momodora: Reverie Under The Moonlight]]''.

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** ''VideoGame/SaltAndSanctuary'' itself, * ''VideoGame/SaltAndSanctuary'', by bringing ''Dark Souls''' gameplay style in a 2D environment, spawned a bunch of similar hack 'n slash titles featuring dark bleak worlds with oppressive religious overtones and high difficulty, such as ''VideoGame/{{Blasphemous}}'', ''VideoGame/DarkDevotion'', ''VideoGame/VoidMemory'', ''VideoGame/DeathsGambit'', ''VideoGame/{{Unworthy}}'' and, to a lesser extent, ''[[VideoGame/{{Momodora}} Momodora: Reverie Under The Moonlight]]''.

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* In the aftermath of the amazingly successful release of ''VideoGame/PlayerUnknownsBattleGrounds'', numerous other games like the zombie survival game ''VideoGame/{{Fortnite}}'', the hero shooter game ''VideoGame/{{Paladins}}'', and even the long-standing ''VideoGame/CallOfDuty'' and ''VideoGame/{{Fallout}}'' series with ''[[VideoGame/CallOfDutyBlackOps4 Black Ops IIII]]'' and ''VideoGame/{{Fallout 76}}: Nuclear Winter'' have put out {{Battle Royale game}} modes of their own.
* On the subject of BR games, ''VideoGame/ApexLegends'' not only copies the Battle Royale template popularized by ''Fortnite'' and ''[=PUBG=]'', but it also has {{Hero Shooter}} elements taken straight from ''VideoGame/{{Overwatch}}''. Ironically, ''Apex Legends'' carved out its own niche by emulating ''two'' "hot trending" genres, making it more unique compared to standard examples of either.

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* ''VideoGame/PlayerUnknownsBattleGrounds''
**
In the aftermath of the PUBG's amazingly successful release of ''VideoGame/PlayerUnknownsBattleGrounds'', release, numerous other games like the zombie survival game ''VideoGame/{{Fortnite}}'', the hero shooter game ''VideoGame/{{Paladins}}'', and even the long-standing ''VideoGame/CallOfDuty'' and ''VideoGame/{{Fallout}}'' series with ''[[VideoGame/CallOfDutyBlackOps4 Black Ops IIII]]'' and ''VideoGame/{{Fallout 76}}: Nuclear Winter'' have put out {{Battle Royale game}} modes of their own.
* On
own.
** In turn, PUBG Mobile borrowed a few mechanics from its imitators, most notably
the subject of BR games, ping system and teammate respawn system from ''Apex Legends''.
*
''VideoGame/ApexLegends'' not only copies the Battle Royale template popularized by ''Fortnite'' and ''[=PUBG=]'', but it also has {{Hero Shooter}} elements taken straight from ''VideoGame/{{Overwatch}}''.''VideoGame/{{Overwatch}}'' and ''VideoGame/{{Paladins}}''. Ironically, ''Apex Legends'' carved out its own niche by emulating ''two'' "hot trending" genres, making it more unique compared to standard examples of either.

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