History Main / DerivativeDifferentiation

15th Mar '17 6:53:34 PM nombretomado
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* The ''Franchise/MetalGear'' series was initially just a tongue-in-cheek take-off of American spy and action films, but ''VideoGame/MetalGearSolid'' was where the series started to establish its own identity of having longwinded, cinematic cutscenes with melodramatic war stories with an everything and the kitchen sink mentality, (as the SequelDisplacement can attest to). 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.

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* The ''Franchise/MetalGear'' series was initially just a tongue-in-cheek take-off of American spy and action films, but ''VideoGame/MetalGearSolid'' was where the series started to establish its own identity of having longwinded, cinematic cutscenes with melodramatic war stories with an everything and the kitchen sink mentality, (as the SequelDisplacement can attest to). Although the impact is greatly lost due to it being on the dated MSX2, [=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.
11th Jan '17 5:05:57 AM MCanter89
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[[folder: Anime & Manga]]

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[[folder: Anime [[folder:Anime & Manga]]



[[folder: Comic Books]]
* On his first appearance, [[{{Franchise/Batman}} the Bat-Man]] was pretty much Radio/TheShadow with wings. Then he got his own backstory, decided he didn't like guns, recruited a kid sidekick, and generally became his own person.
* SelfDemonstrating/{{Deadpool}} used to be ComicBook/{{Deathstroke}} in red until they made him insane to the point of fourth-wall breaking and gave him his own fighting style.
* The lead character of Creator/PeterDavid's ''ComicBook/FallenAngel'' was widely assumed to be a lawyer-friendly version of ComicBook/{{Supergirl}} from his recently-completed series, but was eventually distinguished.
* In ''ComicBook/{{PS238}}'', many of the background superheroes are obvious walking shout-outs, like Atlas, who is the lone survivor of the doomed planet Argos, rocketed to Earth as a baby, must avoid deadly [[KryptoniteFactor Argonite]], etc. But a story arc revolving around Atlas's origins revealed -- to his surprise, as much as anybody else's -- that much of his backstory is an invention, and the truth is less Franchise/{{Superman}}-like.
* The pirates in ''ComicBook/{{Asterix}}'' started off as straight-up redraws of the characters from ''ComicBook/BarbeRouge'', apart from art style. Notably, in some of Baba's early appearances, he looks almost exactly like the original, photorealistic one, apart from [[BlackFace bright red lips]]. Then one of them, Erix, got [[PutOnABus removed from the crew]], and the remaining crew got increasingly grotesqued until they all ended up looking really different to their original inspiration, especially Baba.
* UsefulNotes/{{India}} has a large and thriving comic-book industry, largely depending on original superhero characters such as Nagraj and Shaktimaan. American icons such as Franchise/{{Batman}}, Franchise/{{Superman}} and Franchise/WonderWoman have crossed over to Indian comics - but not always in a licenced and approved way. In unauthorised versions, the Indian Superman takes sadistic pleasure in dreaming up prolonged and painful deaths for the villain, while the normally chaste Wonder Woman[[note]]the character as originally created had a lot of bondage/discipline elements, but the erotic aspects of that were kept as subtext ... a '''lot''' of subtext, but still subtext[[/note]] is allowed active sexual expression (within the limits of Indian moral attitudes). Meanwhile, Shaktimaan crossed over to American comics, but as a minor character representing India in a sort of international League of Superheroes. His portrayal in the American adaptation similarly changed to reflect American taste.

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[[folder: Comic [[folder:Comic Books]]
* On In his first appearance, [[{{Franchise/Batman}} the Bat-Man]] was pretty much Radio/TheShadow with wings. Then he got his own backstory, decided he didn't like guns, recruited a kid sidekick, and generally became his own person.
* SelfDemonstrating/{{Deadpool}} used to be ComicBook/{{Deathstroke}} in red until they made him insane to the point of fourth-wall breaking fourth wall–breaking and gave him his own fighting style.
* The lead character of Creator/PeterDavid's ''ComicBook/FallenAngel'' was widely assumed to be a lawyer-friendly version of ComicBook/{{Supergirl}} from his recently-completed recently completed series, but was eventually distinguished.
* In ''ComicBook/{{PS238}}'', many of the background superheroes are obvious walking shout-outs, like Atlas, who is the lone survivor of the doomed planet Argos, rocketed to Earth as a baby, must avoid deadly [[KryptoniteFactor Argonite]], etc. But a story arc revolving around Atlas's origins revealed -- to revealed--to his surprise, as much as anybody else's -- that else's--that much of his backstory is an invention, and the truth is less Franchise/{{Superman}}-like.
* The pirates in ''ComicBook/{{Asterix}}'' started off as straight-up redraws of the characters from ''ComicBook/BarbeRouge'', apart from art style. Notably, in some of Baba's early appearances, he looks almost exactly like the original, photorealistic one, apart from [[BlackFace bright red bright-red lips]]. Then one of them, Erix, got [[PutOnABus removed from the crew]], and the remaining crew got increasingly grotesqued until they all ended up looking really different to their original inspiration, especially Baba.
* UsefulNotes/{{India}} has a large and thriving comic-book industry, largely depending on original superhero characters such as Nagraj and Shaktimaan. American icons such as Franchise/{{Batman}}, Franchise/{{Superman}} and Franchise/WonderWoman have crossed over to Indian comics - but not always in a licenced and approved way. In unauthorised versions, the Indian Superman takes sadistic pleasure in dreaming up prolonged and painful deaths for the villain, while the normally chaste Wonder Woman[[note]]the character as originally created had a lot of bondage/discipline elements, but the erotic aspects of that were kept as subtext ...subtext... a '''lot''' of subtext, but still subtext[[/note]] is allowed active sexual expression (within the limits of Indian moral attitudes). Meanwhile, Shaktimaan crossed over to American comics, but as a minor character representing India in a sort of international League of Superheroes. His portrayal in the American adaptation similarly changed to reflect American taste.



[[folder: Literature]]

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[[folder: Literature]][[folder:Literature]]



* ''Literature/TheLordOfTheRings'' is so very much the 800-pound gorilla of High Fantasy that any work in that genre written since ''is'' going to be compared with it (and with Creator/JRRTTolkien's other works), for better or worse. Still, the ... influence ... is pretty visible in some works.
** The ''Literature/{{Shannara}}'' series started off as fairly derivative of ''Literature/TheLordOfTheRings'', with the largest distinction being the former's AfterTheEnd setting. ''Literature/{{The Sword Of Shannara|Trilogy}}'' even took its general plot structure straight from ''The Lord Of The Rings''. As the series went on, however, the books developed more original plots, including an UrbanFantasy trilogy.
** If you only read the first novel of ''Literature/TheWheelOfTime'' you could be forgiven for dismissing it as ''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.

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* ''Literature/TheLordOfTheRings'' is so very much the 800-pound gorilla of High Fantasy that any work in that genre written since ''is'' going to be compared with it (and with Creator/JRRTTolkien's other works), for better or worse. Still, the ... influence ...the... influence... is pretty visible in some works.
** The ''Literature/{{Shannara}}'' series started off as fairly derivative of ''Literature/TheLordOfTheRings'', ''The Lord of the Rings'', with the largest distinction being the former's AfterTheEnd setting. ''Literature/{{The Sword Of of Shannara|Trilogy}}'' even took its general plot structure straight from ''The Lord Of The of the Rings''. As the series went on, however, the books developed more original plots, including an UrbanFantasy trilogy.
** If you only read the first novel of ''Literature/TheWheelOfTime'' you could be forgiven for dismissing it as ''Literature/TheLordOfTheRings'' ''The Lord of the Rings'' 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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[[folder: Tabletop Games]]
* ''TabletopGame/{{Warhammer 40000}}'' used to just be ''TabletopGame/{{Warhammer}}'' [[RecycledInSpace with space ships]] before adding its own mythos and creatures.

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[[folder: Tabletop [[folder:Tabletop Games]]
* ''TabletopGame/{{Warhammer 40000}}'' ''TabletopGame/Warhammer40000'' used to just be ''TabletopGame/{{Warhammer}}'' [[RecycledInSpace with space ships]] before adding its own mythos and creatures.



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* Creator/{{Nintendo}}'s ''VideoGame/DonkeyKong'' arcade game was born out of this kind of serendipity; Nintendo, still trying to get their foot in the American game market in 1981, tried releasing a standard ''VideoGame/SpaceInvaders'' clone called ''Radarscope'' in the arcades; while it did well overseas, it completely flopped in the US and left them stuck with thousands of unsold cabinets. This prompted them to place Creator/ShigeruMiyamoto in charge of improvising another game to replace ''Radarscope'' (while converting the unsold cabinets into new games) and, instead of making another cookie cutter maze or shoot em up, created one of the earliest[[note]]but not the first; ''Space Panic'' from 1980, is generally considered the first platformer game [[/note]], and certainly one of the most important platformer games in history.

to:

* Creator/{{Nintendo}}'s ''VideoGame/DonkeyKong'' arcade game was born out of this kind of serendipity; Nintendo, still trying to get their foot in the American game market in 1981, tried releasing a standard ''VideoGame/SpaceInvaders'' clone called ''Radarscope'' in the arcades; while it did well overseas, it completely flopped in the US and left them stuck with thousands of unsold cabinets. This prompted them to place Creator/ShigeruMiyamoto in charge of improvising another game to replace ''Radarscope'' (while converting the unsold cabinets into new games) and, instead of making another cookie cutter maze or shoot em up, created one of the earliest[[note]]but earliest,[[note]]but not the first; ''Space Panic'' from 1980, is generally considered the first platformer game [[/note]], [[/note]] and certainly one of the most important platformer games in history.



* ''VideoGame/LeagueOfLegends'' took the simplification path after breaking away from ''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 [[SdrawkcabName 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 ''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 ''VideoGame/DefenseOfTheAncients'' on the Source engine, with SerialNumbersFiledOff, and a few cursory mechanic changes.

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* ''VideoGame/LeagueOfLegends'' took the simplification path after breaking away from ''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 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 [[SdrawkcabName 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 ''VideoGame/LeagueOfLegends'' was different enough to not count as a derivative work -- unlike work--unlike ''Dota2'', which put Valve into a trademark scuffle with Blizzard on account of being basically ''VideoGame/DefenseOfTheAncients'' on the Source engine, with SerialNumbersFiledOff, and a few cursory mechanic changes.



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[[folder: Western Animation]]
* 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 [[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 UsefulNotes/WorldWarII) the studio finally crystallized its art style, rich cast of characters and brand of humor into its iconic form.
* Per word of Stephen Hillenburg, a big reason WesternAnimation/SpongebobSquarepants is centered around Spongebob as a central character as opposed to having a hard set duo billed was because at the time the show was created, buddy shows like WesternAnimation/RenAndStimpy were very popular, and Stephen wanted to do something different.

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[[folder: Western [[folder:Western Animation]]
* The WesternAnimation/LooneyTunes prior to [[UsefulNotes/LooneyTunesInTheThirties the mid to late 30's]] '30s]] 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 [[Creator/HarmanAndIsing former Disney artists]] in the first place). By the 1933 to 1935 1933–1935 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 1940s (especially by the end of UsefulNotes/WorldWarII) UsefulNotes/WorldWarII), the studio finally crystallized its art style, rich cast of characters characters, and brand of humor into its iconic form.
* Per word of Stephen Hillenburg, a big reason WesternAnimation/SpongebobSquarepants ''WesternAnimation/SpongebobSquarepants'' is centered around Spongebob as a central character as opposed to having a hard set hard-set duo billed was because at the time the show was created, buddy shows like WesternAnimation/RenAndStimpy ''WesternAnimation/RenAndStimpy'' were very popular, and Stephen wanted to do something different.



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26th Dec '16 9:41:41 PM Pichu-kun
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[[folder: Anime & Manga ]]

* Franchise/DragonBall started off as a retelling of Literature/JourneyToTheWest that mashed up fantasy with science fiction elements, but come ''Dragon Ball Z'' and the series went in a very different direction that focused more on combat and action and played up the science fiction elements even more.

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[[folder: Anime & Manga ]]

Manga]]
* Franchise/DragonBall ''Franchise/DragonBall'' started off as a retelling of Literature/JourneyToTheWest that mashed up fantasy with science fiction elements, but come ''Dragon Ball Z'' ''Anime/DragonBallZ'' and the series went in a very different direction that focused more on combat and action and played up the science fiction elements even more.






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* ''Franchise/RatchetAndClank:

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* ''Franchise/RatchetAndClank:''Franchise/RatchetAndClank'':






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29th Nov '16 6:06:50 AM Prinzenick
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Added DiffLines:

* Franchise/DragonBall started off as a retelling of Literature/JourneyToTheWest that mashed up fantasy with science fiction elements, but come ''Dragon Ball Z'' and the series went in a very different direction that focused more on combat and action and played up the science fiction elements even more.
28th Nov '16 1:23:12 PM Prinzenick
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to:

* Per word of Stephen Hillenburg, a big reason WesternAnimation/SpongebobSquarepants is centered around Spongebob as a central character as opposed to having a hard set duo billed was because at the time the show was created, buddy shows like WesternAnimation/RenAndStimpy were very popular, and Stephen wanted to do something different.
4th Aug '16 7:39:08 PM UmbrellasWereAwesome
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* The first ''Franchise/{{Halo}}'' game was initially planned as a 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 a FirstPersonShooter. They would eventually revisit the RTS roots with ''VideoGame/HaloWars''.

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* The first ''Franchise/{{Halo}}'' game game, ''VideoGame/HaloCombatEvolved'', was initially planned as a 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 a FirstPersonShooter. They would eventually revisit the RTS roots with ''VideoGame/HaloWars''.
21st Jul '16 1:11:06 PM JamesAustin
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* SelfDemonstrating/{{Deadpool}} used to be ComicBook/{{Deathstroke}} in red until they made him insane and gave him his own fighting style.
** ''And'' fourth-wall breaking, don't forget that. It's my- err, ''his'' most charming trait.
*** You're not fooling anyone like that.
** ...Shut up, brain.

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* SelfDemonstrating/{{Deadpool}} used to be ComicBook/{{Deathstroke}} in red until they made him insane to the point of fourth-wall breaking and gave him his own fighting style.
** ''And'' fourth-wall breaking, don't forget that. It's my- err, ''his'' most charming trait.
*** You're not fooling anyone like that.
** ...Shut up, brain.
style.
5th Jul '16 7:43:15 AM GoblinCipher
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* Similar to the Ratchet and Clank example below, Rare created Conkerr, in hopes of making another exploration-heavy series with platforming and collection sidequests starring a cute protagonist. After their rivals mocked the company for seeming to create another formulaic series, they kept the gameplay but reinvented the product as ''VideoGame/ConkersBadFurDay'', [[DarkerAndEdgier completely changing the tone]] from a cutesy mascot with clean, shiny graphics to a [[GrossoutShow deliberately unappealing]], [[SirSwearsALot profanity-ridden]] BlackComedy with a protagonist that talked, and wasn't at all shy about voicing his displeasure about the rivers of feces, frequent hangovers, alien invasions, a suicidal fork with a bad sex life, the giant poop monster that sang opera tunes, and any number of surreal and definitely not child-friendly madness the game had to offer.

to:

* Similar to the Ratchet and Clank example below, Rare created Conkerr, Conker, in hopes of making another exploration-heavy series with platforming and collection sidequests starring a cute protagonist. After their rivals mocked the company for seeming to create another formulaic series, they kept the gameplay but reinvented the product as ''VideoGame/ConkersBadFurDay'', [[DarkerAndEdgier completely changing the tone]] from a cutesy mascot with clean, shiny graphics to a [[GrossoutShow deliberately unappealing]], [[SirSwearsALot profanity-ridden]] BlackComedy with a protagonist that talked, and wasn't at all shy about voicing his displeasure about the rivers of feces, frequent hangovers, alien invasions, a suicidal fork with a bad sex life, the giant poop monster that sang opera tunes, and any number of surreal and definitely not child-friendly madness the game had to offer.
5th Jul '16 7:42:53 AM GoblinCipher
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* Similar to the Ratchet and Clank example below, Rare created Conquer, in hopes of making another exploration-heavy series with platforming and collection sidequests starring a cute protagonist. After their rivals mocked the company for seeming to create another formulaic series, they kept the gameplay but reinvented the product as ''VideoGame/ConquersBadFurDay'', [[DarkerAndEdgier completely changing the tone]] from a cutesy mascot with clean, shiny graphics to a [[GrossoutShow deliberately unappealing]], [[SirSwearsALot profanity-ridden]] BlackComedy with a protagonist that talked, and wasn't at all shie about voicing his displeasure about the rivers of feces, frequent hangovers, alien invasions, a suicidal fork with a bad sex life, the giant poop monster that sang opera tunes, and any number of surreal and definitely not child-friendly madness the game had to offer.

to:

* Similar to the Ratchet and Clank example below, Rare created Conquer, Conkerr, in hopes of making another exploration-heavy series with platforming and collection sidequests starring a cute protagonist. After their rivals mocked the company for seeming to create another formulaic series, they kept the gameplay but reinvented the product as ''VideoGame/ConquersBadFurDay'', ''VideoGame/ConkersBadFurDay'', [[DarkerAndEdgier completely changing the tone]] from a cutesy mascot with clean, shiny graphics to a [[GrossoutShow deliberately unappealing]], [[SirSwearsALot profanity-ridden]] BlackComedy with a protagonist that talked, and wasn't at all shie shy about voicing his displeasure about the rivers of feces, frequent hangovers, alien invasions, a suicidal fork with a bad sex life, the giant poop monster that sang opera tunes, and any number of surreal and definitely not child-friendly madness the game had to offer.
5th Jul '16 4:45:39 AM darkabomination
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* Creator/{{Nintendo}}'s ''VideoGame/DonkeyKong'' arcade game was born out of this kind of serendipity; Nintendo, still trying to get their foot in the American game market in 1981, tried releasing a standard ''VideoGame/SpaceInvaders'' clone called ''Radarscope'' in the arcades; while it did well overseas, it completely flopped in the US and left them stuck with thousands of unsold cabinets. This prompted them to place Creator/ShigeruMiyamoto in charge of improvising another game to replace ''Radarscope'' (while converting the unsold cabinets into new games) and, instead of making another cookie cutter maze or shoot em up, created one of the earliest[[note]]but not the first; ''Space Panic'' from 1980, is generally considered the first platformer game [[/note]], and certainly one of the most important platformer games in history.

to:


* Creator/{{Nintendo}}'s ''VideoGame/DonkeyKong'' arcade game Creator/{{SNK}}'s ''VideoGame/ArtOfFighting'' was born out perceived by gamers to be a cheap cash-in of this kind rival company Creator/{{Capcom}}'s ''Franchise/StreetFighter''. Despite this, ''Art of serendipity; Nintendo, still trying to get their foot in Fighting'' set itself apart by introducing several new gameplay mechanics such as taunting, the American game market in 1981, tried releasing addition of a standard ''VideoGame/SpaceInvaders'' clone called ''Radarscope'' in the arcades; while it did well overseas, it completely flopped in the US and left them stuck spirit gauge to regulate use of specials, along with thousands of unsold cabinets. This prompted them to place Creator/ShigeruMiyamoto in charge of improvising another game to replace ''Radarscope'' (while converting the unsold cabinets into new games) and, instead of making another cookie cutter maze or shoot em up, created one of the earliest[[note]]but not the first; ''Space Panic'' from 1980, is generally considered supers and desperation attacks. The game's scaling feature also became a series trademark.
** Capcom later incorporated these same features, beginning with ''[[VideoGame/StreetFighterII Super Street Fighter II: Turbo]]'',
the first platformer game [[/note]], in the series to feature supers and certainly one of a secondary meter for regulating them.
** ''[[VideoGame/StreetFighterIV Super Street Fighter IV]]'' adds revenge moves, which can only be used after
the most important platformer games in history.character has sustained enough damage, making them the SF equivalent of desperation attacks.



* After Creator/{{Sega}} tried to directly compete with Nintendo by copying the NES with their UsefulNotes/SegaMasterSystem, only to fall flat on their face, they decided to go in the opposite direction and become Nintendo's antithesis with the UsefulNotes/SegaGenesis, aiming for older audiences and darker games with slicker graphics, action and very lax censorship policies. Even their headlining mascot, Franchise/SonicTheHedgehog, 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.
** The ''Sonic ''series was unmistakably inspired by ''Franchise/SuperMarioBros'', but in contrast to Mario's strategic, defensive platforming, Sonic's gameplay usually leans more towards casual, heavily streamlined platforming romps with rollercoaster/pinball like physics and design with emphasis put on maintaining speed and precision timing more than anything else, with occasional standard, slower platforming, combat, puzzles and minigames sandwiched in.
* 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 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.
* Creator/{{SNK}}'s ''VideoGame/ArtOfFighting'' was perceived by gamers to be a cheap cash-in of rival company Creator/{{Capcom}}'s ''Franchise/StreetFighter''. Despite this, ''Art of Fighting'' set itself apart by introducing several new gameplay mechanics such as taunting, the addition of a spirit gauge to regulate use of specials, along with supers and desperation attacks. The game's scaling feature also became a series trademark.
** Capcom later incorporated these same features, beginning with ''[[VideoGame/StreetFighterII Super Street Fighter II: Turbo]]'', the first game in the series to feature supers and a secondary meter for regulating them. ''[[VideoGame/StreetFighterIV Super Street Fighter IV]]'' adds revenge moves, which can only be used after the character has sustained enough damage, making them the SF equivalent of desperation attacks.
* The ''Franchise/MetalGear'' series was initially just a tongue-in-cheek take-off of American spy and action films, but ''VideoGame/MetalGearSolid'' was where the series started to establish its own identity (as the SequelDisplacement can attest to).
** 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.
* ''VideoGame/SaintsRow'' started out as a pretty straightforward ''VideoGame/GrandTheftAuto'' clone, with the only caveat being ''Saint's Row's'' focus on gang violence. Each game has dialed up the DenserAndWackier aspects (''VideoGame/SaintsRowIV'' even features an AlienInvasion), with ''VideoGame/GrandTheftAutoIV'' dialing down the same. Putting ''Grand Theft Auto IV'' side by side with ''VideoGame/SaintsRowTheThird'' shows that the two bear very little resemblance to one another at this point, aside from gameplay involving stealing cars.
* Having also been made by [[Creator/SquareEnix Squaresoft]], ''VideoGame/SuperMarioRPG'' naturally has a lot in common with ''Franchise/FinalFantasy'' games and other Square {{Role Playing Game}}s of that era, albeit with ActionCommands and the obvious ''Franchise/SuperMarioBros'' trappings among other things. After Square partnered with Sony and left the Mario [=RPG=]s in Creator/{{Nintendo}}'s hands, however, Nintendo gave its ''VideoGame/PaperMario'' and ''VideoGame/MarioAndLuigi'' games a different focus from typical Square [=RPG=]s, such as with a much heavier use of intricate ActionCommands, simplified battle stat calculations, fewer party members on screen at a time, and PreExistingEncounters with enemies that can be attacked for some damage at the beginning of a battle. ''VideoGame/SuperPaperMario'' in particular is a mix between PlatformGame and Role-Playing Game.
* ''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.

to:

* After Creator/{{Sega}} tried Similar to directly compete with Nintendo by copying the NES with their UsefulNotes/SegaMasterSystem, only to fall flat on their face, they decided to go in the opposite direction and become Nintendo's antithesis with the UsefulNotes/SegaGenesis, aiming for older audiences and darker games with slicker graphics, action and very lax censorship policies. Even their headlining mascot, Franchise/SonicTheHedgehog, 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.
** The ''Sonic ''series was unmistakably inspired by ''Franchise/SuperMarioBros'', but in contrast to Mario's strategic, defensive platforming, Sonic's gameplay usually leans more towards casual, heavily streamlined platforming romps with rollercoaster/pinball like physics and design with emphasis put on maintaining speed and precision timing more than anything else, with occasional standard, slower platforming, combat, puzzles and minigames sandwiched in.
* 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 example below, Rare created Conquer, in hopes 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 making another exploration-heavy series with platforming even more and more, to collection sidequests starring a cute protagonist. After their rivals mocked 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.
* Creator/{{SNK}}'s ''VideoGame/ArtOfFighting'' was perceived by gamers to be a cheap cash-in of rival
company Creator/{{Capcom}}'s ''Franchise/StreetFighter''. Despite this, ''Art of Fighting'' set itself apart by introducing several new for seeming to create another formulaic series, they kept the gameplay mechanics such as taunting, but reinvented the addition of product as ''VideoGame/ConquersBadFurDay'', [[DarkerAndEdgier completely changing the tone]] from a spirit gauge to regulate use of specials, along cutesy mascot with supers and desperation attacks. The game's scaling feature also became clean, shiny graphics to a series trademark.
** Capcom later incorporated these same features, beginning
[[GrossoutShow deliberately unappealing]], [[SirSwearsALot profanity-ridden]] BlackComedy with ''[[VideoGame/StreetFighterII Super Street Fighter II: Turbo]]'', a protagonist that talked, and wasn't at all shie about voicing his displeasure about the first rivers of feces, frequent hangovers, alien invasions, a suicidal fork with a bad sex life, the giant poop monster that sang opera tunes, and any number of surreal and definitely not child-friendly madness the game in the series had to feature supers and a secondary meter for regulating them. ''[[VideoGame/StreetFighterIV Super Street Fighter IV]]'' adds revenge moves, which can only be used after the character has sustained enough damage, making them the SF equivalent of desperation attacks.
offer.
* The ''Franchise/MetalGear'' series was initially just a tongue-in-cheek take-off of American spy and action films, but ''VideoGame/MetalGearSolid'' was where the series started to establish its own identity (as the SequelDisplacement can attest to).
** 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.
* ''VideoGame/SaintsRow'' started out as a pretty straightforward ''VideoGame/GrandTheftAuto'' clone, with the only caveat being ''Saint's Row's'' focus on gang violence. Each game has dialed up the DenserAndWackier aspects (''VideoGame/SaintsRowIV'' even features an AlienInvasion), with ''VideoGame/GrandTheftAutoIV'' dialing down the same. Putting ''Grand Theft Auto IV'' side by side with ''VideoGame/SaintsRowTheThird'' shows that the two bear very little resemblance to one another at this point, aside from gameplay involving stealing cars.
* Having also been made by [[Creator/SquareEnix Squaresoft]], ''VideoGame/SuperMarioRPG'' naturally has a lot in common with ''Franchise/FinalFantasy'' games and other Square {{Role Playing Game}}s of that era, albeit with ActionCommands and the obvious ''Franchise/SuperMarioBros'' trappings among other things. After Square partnered with Sony and left the Mario [=RPG=]s in
Creator/{{Nintendo}}'s hands, however, Nintendo gave its ''VideoGame/PaperMario'' ''VideoGame/DonkeyKong'' arcade game was born out of this kind of serendipity; Nintendo, still trying to get their foot in the American game market in 1981, tried releasing a standard ''VideoGame/SpaceInvaders'' clone called ''Radarscope'' in the arcades; while it did well overseas, it completely flopped in the US and ''VideoGame/MarioAndLuigi'' left them stuck with thousands of unsold cabinets. This prompted them to place Creator/ShigeruMiyamoto in charge of improvising another game to replace ''Radarscope'' (while converting the unsold cabinets into new games) and, instead of making another cookie cutter maze or shoot em up, created one of the earliest[[note]]but not the first; ''Space Panic'' from 1980, is generally considered the first platformer game [[/note]], and certainly one of the most important platformer games a different focus from typical Square [=RPG=]s, such as with a much heavier use of intricate ActionCommands, simplified battle stat calculations, fewer party members on screen at a time, and PreExistingEncounters with enemies that can be attacked for some damage at the beginning of a battle. ''VideoGame/SuperPaperMario'' in particular is a mix between PlatformGame and Role-Playing Game.
history.
* ''VideoGame/TheGreatGianaSisters'' was such a blatant clone of ''VideoGame/SuperMarioBros1'' that Nintendo successfully sued to get it off shelves. So When ''Giana Sisters DS'' comes out decades later and is later, it's 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 2013.2013.
* The first ''Franchise/{{Halo}}'' game was initially planned as a 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 a FirstPersonShooter. They would eventually revisit the RTS roots with ''VideoGame/HaloWars''.



* Having also been made by [[Creator/SquareEnix Squaresoft]], ''VideoGame/SuperMarioRPG'' naturally [[DolledUpInstallment has a lot in common]] with ''Franchise/FinalFantasy'' games and other Square {{Role Playing Game}}s of that era, albeit with ActionCommands and the obvious ''Franchise/SuperMarioBros'' trappings among other things. After Square partnered with Sony and left the Mario [=RPG=]s in Creator/{{Nintendo}}'s hands, however, they gave its ''VideoGame/PaperMario'' and ''VideoGame/MarioAndLuigi'' games a different focus from typical Square [=RPG=]s, such as a much heavier use of intricate ActionCommands, simplified battle stat calculations, fewer party members on screen at a time, and PreExistingEncounters with enemies that can be attacked for some damage at the beginning of a battle. ''VideoGame/SuperPaperMario'' in particular is a mix between a [[PlatformGame platformer]] and a traditional Role-Playing Game.
* The ''Franchise/MetalGear'' series was initially just a tongue-in-cheek take-off of American spy and action films, but ''VideoGame/MetalGearSolid'' was where the series started to establish its own identity of having longwinded, cinematic cutscenes with melodramatic war stories with an everything and the kitchen sink mentality, (as the SequelDisplacement can attest to). 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.
* ''VideoGame/SaintsRow'' started out as a pretty straightforward ''VideoGame/GrandTheftAuto'' clone, with the only caveat being ''Saint's Row's'' focus on gang violence. Each game has dialed up the DenserAndWackier aspects (''VideoGame/SaintsRowIV'' even features an AlienInvasion), with ''VideoGame/GrandTheftAutoIV'' dialing down the same. Putting ''Grand Theft Auto IV'' side by side with ''VideoGame/SaintsRowTheThird'' shows that the two now bear very little resemblance to one another, aside from the gameplay involved stealing cars.



* After Creator/{{Sega}} tried to directly compete with Nintendo by copying the NES with their UsefulNotes/SegaMasterSystem, only to fall flat on their face, they decided to go in the opposite direction and become Nintendo's antithesis with the UsefulNotes/SegaGenesis, aiming for older audiences and darker games with slicker graphics, action and very lax censorship policies. Even their headlining mascot, Franchise/SonicTheHedgehog, 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. The series was unmistakably inspired by ''Franchise/SuperMarioBros'', but in contrast to Mario's strategic, defensive platforming, Sonic's gameplay usually leans more towards casual, heavily streamlined platforming romps with rollercoaster/pinball like physics and level design that emphasized maintaining speed and precision timing more than anything else, with the occasional slower platforming, combat, puzzles and minigames sandwiched in.
* ''Franchise/RatchetAndClank:
** 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 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 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.



* 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''.

to:

* 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''.




* ''Webcomic/{{Drowtales}}'' started off as the author Kern drawing up the events of the ''TabletopGame/DungeonsAndDragons'' RP he and his friends were playing in the ''TabletopGame/ForgottenRealms'' setting. By Chapter 4, however, the plot had diverged so much from its source material that he decided to just turn it into its own unique setting. He even went on to completely redo the earlier chapters ''twice'' to make them better fit the divergent setting.



* ''Webcomic/{{Drowtales}}'' started off as the author Kern drawing up the events of the ''TabletopGame/DungeonsAndDragons'' RP he and his friends were playing in the ''TabletopGame/ForgottenRealms'' setting. By Chapter 4, however, the plot had diverged so much from its source material that he decided to just turn it into its own unique setting. He even went on to completely redo the earlier chapters ''twice'' to make them better fit the divergent setting.

to:

* ''Webcomic/{{Drowtales}}'' started off as the author Kern drawing up the events of the ''TabletopGame/DungeonsAndDragons'' RP he and his friends were playing in the ''TabletopGame/ForgottenRealms'' setting. By Chapter 4, however, the plot had diverged so much from its source material that he decided to just turn it into its own unique setting. He even went on to completely redo the earlier chapters ''twice'' to make them better fit the divergent setting.
This list shows the last 10 events of 104. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.DerivativeDifferentiation