History Main / DerivativeDifferentiation

14th Mar '16 9:23:33 AM MegaMarioMan
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* According to an interview with Creator/InsomniacGames head Ted Price, after making [[Franchise/SpyroTheDragon a trilogy of collect-a-thon games]] in the vein of VideoGame/SuperMario64 and [[FollowTheLeader its many other imitators]], they realized that making yet another game like that would be a dead end in the long run, so for the first [[VideoGame/RatchetAndClank2002 Ratchet and Clank game]], they tried to start playing up the combat aspects of the game over just jumping around and collecting things, and they even tried to avoid calling it a platformer in development (which didn't stop critics from calling it one anyway). The sequels would continue playing up the combat aspects over the plat forming even more and more, to the point where games like VideoGame/RatchetDeadlocked have little to no platforming at all, and even [[VideoGame/RatchetAndClank2016 the 2016 reimagining of the first game]] plays up the combat over the platforming more.

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* According to an interview with Creator/InsomniacGames head Ted Price, after making [[Franchise/SpyroTheDragon a trilogy of collect-a-thon games]] in the vein of VideoGame/SuperMario64 ''VideoGame/SuperMario64'' and [[FollowTheLeader its many other imitators]], they realized that making yet another game like that would be a dead end in the long run, so for the first [[VideoGame/RatchetAndClank2002 Ratchet and Clank game]], they tried to start playing up the combat aspects of the game over just jumping around and collecting things, and they even tried to avoid calling it a platformer in development (which didn't stop critics from calling it one anyway). The sequels would continue playing up the combat aspects over the plat forming platforming even more and more, to the point where games like VideoGame/RatchetDeadlocked have little to no platforming at all, and even [[VideoGame/RatchetAndClank2016 the 2016 reimagining of the first game]] plays up the combat over the platforming more.
10th Mar '16 6:33:47 AM Prinzenick
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Added DiffLines:

* According to an interview with Creator/InsomniacGames head Ted Price, after making [[Franchise/SpyroTheDragon a trilogy of collect-a-thon games]] in the vein of VideoGame/SuperMario64 and [[FollowTheLeader its many other imitators]], they realized that making yet another game like that would be a dead end in the long run, so for the first [[VideoGame/RatchetAndClank2002 Ratchet and Clank game]], they tried to start playing up the combat aspects of the game over just jumping around and collecting things, and they even tried to avoid calling it a platformer in development (which didn't stop critics from calling it one anyway). The sequels would continue playing up the combat aspects over the plat forming even more and more, to the point where games like VideoGame/RatchetDeadlocked have little to no platforming at all, and even [[VideoGame/RatchetAndClank2016 the 2016 reimagining of the first game]] plays up the combat over the platforming more.
7th Feb '16 10:33:58 PM Pichu-kun
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* ''VideoGame/TheGreatGianaSisters'' was such a blatant clone of ''VideoGame/SuperMarioBros1'' that Nintendo successfully sued to get it off shelves. So ''VideoGame/GianaSistersTwistedDreams'' comes along and introduces mechanics such as DualWorldGameplay and heavier emphasis on melee abilities. Numerous critics noted the {{irony}} that a game that started off as a knock-off ended up becoming one of the most original {{platform game}}s of 2013.

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* ''VideoGame/TheGreatGianaSisters'' was such a blatant clone of ''VideoGame/SuperMarioBros1'' that Nintendo successfully sued to get it off shelves. So ''Giana Sisters DS'' comes out decades later and is nothing like ''Franchise/SuperMarioBros'', and later ''VideoGame/GianaSistersTwistedDreams'' comes along and introduces mechanics such as DualWorldGameplay and heavier emphasis on melee abilities. Numerous critics noted the {{irony}} that a game that started off as a knock-off ended up being revived on a Nintendo platform then later becoming one of the most original {{platform game}}s of 2013.
27th Jan '16 10:54:12 AM Willbyr
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* ''Manga/JojosBizarreAdventure'' began as a clone of FistOfTheNorthStar (and {{Dracula}}, oddly enough). This changed with the advent of [[PsychicPowers Stands]], and the series drifted away from its inspiration. The eponymous [[GenerationalSaga Joestar line]] even grew progressively less like Kenshiro with each generation.

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* ''Manga/JojosBizarreAdventure'' began as a clone of FistOfTheNorthStar ''Manga/FistOfTheNorthStar'' (and {{Dracula}}, oddly enough). This changed with the advent of [[PsychicPowers Stands]], and the series drifted away from its inspiration. The eponymous [[GenerationalSaga Joestar line]] even grew progressively less like Kenshiro with each generation.



* ''Literature/TalesOfTheMagicLand'' started off as a loose translation of ''TheWonderfulWizardOfOz'', but later books in the series are original works that use said translation as a basis.

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* ''Literature/TalesOfTheMagicLand'' started off as a loose translation of ''TheWonderfulWizardOfOz'', ''Literature/TheWonderfulWizardOfOz'', but later books in the series are original works that use said translation as a basis.



** If you only read the first novel of ''Literature/TheWheelOfTime'' you could be forgiven for dismissing it as ''Literature/LordOfTheRings'' with some light gender politics. The setting and metaphysics become much more distinct, and the gender politics ''much'' more pronounced, as the series continues.

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** If you only read the first novel of ''Literature/TheWheelOfTime'' you could be forgiven for dismissing it as ''Literature/LordOfTheRings'' ''Literature/TheLordOfTheRings'' with some light gender politics. The setting and metaphysics become much more distinct, and the gender politics ''much'' more pronounced, as the series continues.
24th Dec '15 4:29:03 AM Adept
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* The WesternAnimation/LooneyTunes prior to [[UsefulNotes/LooneyTunesInTheThirties the mid to late 30's]] started off as standard gag and music cartoons in the vein of other studios of its day, such as Creator/FleischerStudios and WesternAnimation/MickeyMouse (the latter being the most understandable connection, since the early Looney Tunes were made by [[HarmanAndIsing former Disney artists]] in the first place). By the 1933 to 1935 period, the studio really tried hard to imitate Disney's cutesy cartoons, but that got them nowhere. By 1936, Creator/TexAvery and Creator/FrankTashlin (and eventually Creator/BobClampett) got their place in the studio as directors and slowly started leading them into a more humorous direction. Early entries of theirs such as WesternAnimation/ILoveToSinga and ''Now That Summer is Gone'' superficially resemble the cutesy stuff Disney was doing, but their humor and tone was unmistakably irreverent, street smart and contemporary for their time. By the 1940's (especially by the end of [[WorldWarII the war]]) the studio finally crystallized its art style, rich cast of characters and brand of humor into its iconic form.

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* The WesternAnimation/LooneyTunes prior to [[UsefulNotes/LooneyTunesInTheThirties the mid to late 30's]] started off as standard gag and music cartoons in the vein of other studios of its day, such as Creator/FleischerStudios and WesternAnimation/MickeyMouse (the latter being the most understandable connection, since the early Looney Tunes were made by [[HarmanAndIsing [[Creator/HarmanAndIsing former Disney artists]] in the first place). By the 1933 to 1935 period, the studio really tried hard to imitate Disney's cutesy cartoons, but that got them nowhere. By 1936, Creator/TexAvery and Creator/FrankTashlin (and eventually Creator/BobClampett) got their place in the studio as directors and slowly started leading them into a more humorous direction. Early entries of theirs such as WesternAnimation/ILoveToSinga and ''Now That Summer is Gone'' superficially resemble the cutesy stuff Disney was doing, but their humor and tone was unmistakably irreverent, street smart and contemporary for their time. By the 1940's (especially by the end of [[WorldWarII the war]]) the studio finally crystallized its art style, rich cast of characters and brand of humor into its iconic form.
16th Dec '15 5:13:34 PM nombretomado
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* ''LeagueOfLegends'' took the simplification path after breaking away from ''DefenseOfTheAncients''. The old ''Warcraft 3'' main stat system was removed and replaced with direct manipulation of the underlying stats: attack damage, ability power, attack speed, movement speed, HP, mana, armor and magic resist. The standard ability kit of three powers and an ultimate was replaced by one passive, three abilities with or without passives, and an ultimate. The "Blue Pill", the equivalent of DOTA's Town Portal Scroll, was removed and made into a long Recall that can be performed any time without limits. The Blink Dagger and the Ancient Pocket Watch were made into the summoner spells Flash and Teleport. Then the champions started to be designed around the standard roles of tank, fighter, mage, marksman, assassin and support -- six roles, as opposed to DOTA's hard carry, soft carry, disabler, support, lane support, initiator, jungler, durable, nuker, pusher and escaper. The barracks were replaced by inhibitors that regenerate over time. Roshan was replaced by Baron Nashor, which is much stronger and usually requires at least three champions at late game to be killed. Other mechanics such as creep denying, neutral creep luring, hit dodging, turn rate or terrain height were removed. The result? After these and much more differentiation changes, Blizzard decided that ''LeagueOfLegends'' was different enough to not count as a derivative work -- unlike ''Dota2'', which put Valve into a trademark scuffle with Blizzard on account of being basically ''DefenseOfTheAncients'' on the Source engine, with SerialNumbersFiledOff, and a few cursory mechanic changes.

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* ''LeagueOfLegends'' ''VideoGame/LeagueOfLegends'' took the simplification path after breaking away from ''DefenseOfTheAncients''.''VideoGame/DefenseOfTheAncients''. The old ''Warcraft 3'' main stat system was removed and replaced with direct manipulation of the underlying stats: attack damage, ability power, attack speed, movement speed, HP, mana, armor and magic resist. The standard ability kit of three powers and an ultimate was replaced by one passive, three abilities with or without passives, and an ultimate. The "Blue Pill", the equivalent of DOTA's Town Portal Scroll, was removed and made into a long Recall that can be performed any time without limits. The Blink Dagger and the Ancient Pocket Watch were made into the summoner spells Flash and Teleport. Then the champions started to be designed around the standard roles of tank, fighter, mage, marksman, assassin and support -- six roles, as opposed to DOTA's hard carry, soft carry, disabler, support, lane support, initiator, jungler, durable, nuker, pusher and escaper. The barracks were replaced by inhibitors that regenerate over time. Roshan was replaced by Baron Nashor, which is much stronger and usually requires at least three champions at late game to be killed. Other mechanics such as creep denying, neutral creep luring, hit dodging, turn rate or terrain height were removed. The result? After these and much more differentiation changes, Blizzard decided that ''LeagueOfLegends'' ''VideoGame/LeagueOfLegends'' was different enough to not count as a derivative work -- unlike ''Dota2'', which put Valve into a trademark scuffle with Blizzard on account of being basically ''DefenseOfTheAncients'' on the Source engine, with SerialNumbersFiledOff, and a few cursory mechanic changes.
30th Nov '15 7:31:11 AM Hyperion5
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** Although the impact is greatly lost due to it being on the dated MSX2, even the second game dealt with themes and questions such as what happened to soldiers once they left the battlefield, and what happened to the local survivors of a warzone.
29th Nov '15 5:48:51 PM nombretomado
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* After Creator/{{Sega}} tried to directly compete with Nintendo by copying the NES with their SegaMasterSystem, only to fall flat on their face, they decided to go in the opposite direction and become Nintendo's antithesis with the SegaGenesis, aiming for older audiences and darker games with slicker graphics, action and very lax censorship policies. Even their headlining mascot, Sonic, was a unique contrast from the Mario series in art and gameplay, and also a contrast to Sega's own Mario-derivative Alex Kidd, who was quickly abandoned by the company. Unsurprisingly, it worked.

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* After Creator/{{Sega}} tried to directly compete with Nintendo by copying the NES with their SegaMasterSystem, UsefulNotes/SegaMasterSystem, only to fall flat on their face, they decided to go in the opposite direction and become Nintendo's antithesis with the SegaGenesis, UsefulNotes/SegaGenesis, aiming for older audiences and darker games with slicker graphics, action and very lax censorship policies. Even their headlining mascot, Sonic, was a unique contrast from the Mario series in art and gameplay, and also a contrast to Sega's own Mario-derivative Alex Kidd, who was quickly abandoned by the company. Unsurprisingly, it worked.
11th Nov '15 9:39:10 PM Abodos
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* The first ''Franchise/{{Halo}}'' game was initially planned as RealTimeStrategy. Between that preliminary design and the release of the final product, however, Creator/{{Bungie}} probably deemed a RTS with humans fighting alien zealots and both fending off a parasitic swarm to be a tad bit too similar to ''Franchise/StarCraft'', hence the shift to FirstPersonShooter. They would eventually revisit the RTS roots with ''VideoGame/HaloWars''.
1st Nov '15 3:14:24 PM Abodos
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[[folder:Film]]

* The 1954 film ''Film/{{Gojira}}'' had plenty of unique elements to set it apart from the earlier AttackOfTheFiftyFootWhatever stories which inspired it such as ''Film/KingKong'' and ''Film/TheBeastFromTwentyThousandFathoms''. The use of PeopleInRubberSuits instead of StopMotion to portray Franchise/{{Godzilla}} was unusual at the time, while the grim, [[DoesThisRemindYouOfAnything allegorical]] destruction of Tokyo and the then-unique-in-TheFifties anti-nuclear message could only have come from post-Hiroshima Japan. Nonetheless, it still clearly followed the formula set by those other giant monster movies: monster causes havoc in a city, humans brainstorm a way to stop it, and the monster is thus killed, imprisoned, or otherwise neutralized. ''Film/GodzillaRaidsAgain'' and ''Film/KingKongVsGodzilla'' barely diverged from this formula by introducing other monsters to both fight Godzilla and cause more trouble for humans. ''Film/MothraVsGodzilla'' saw the beginnings of major divergences from the formula both by turning the ''Godzilla'' films into a SharedUniverse with other Creator/{{Toho}} creations (starting with Film/{{Mothra}}) and having at least one of the monsters being clearly on the side of the humans. ''Film/GhidorahTheThreeHeadedMonster'' saw the biggest divergence yet, [[HeelFaceTurn turning Godzilla into a good guy]] and having him team up with other monsters against a greater threat. Since then, the franchise's focus has usually been on Godzilla doing most of the work to take down the bad guys while humans help him out.

[[/folder]]
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