History Main / DerivativeDifferentiation

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.

to:

* 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.
28th May '16 1:15:04 PM MarkLungo
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* The lead character of Creator/PeterDavid's ''ComicBook/FallenAngel'' was widely assumed to be a lawyer-friendly version of 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 Superman-like.

to:

* The lead character of Creator/PeterDavid's ''ComicBook/FallenAngel'' was widely assumed to be a lawyer-friendly version of Supergirl 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 Superman-like.Franchise/{{Superman}}-like.



* 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.

to:

* 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 UsefulNotes/{{Tokyo}} and the then-unique-in-TheFifties anti-nuclear message could only have come from post-Hiroshima Japan.[[UsefulNotes/NuclearWeapons post-Hiroshima]] UsefulNotes/{{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.



* ''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 Tolkien'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 urban fantasy trilogy.

to:

* ''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 Tolkien's 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 urban fantasy UrbanFantasy trilogy.



* Likewise, the first season of ''Series/ParksAndRecreation'' was very much ''Series/TheOffice'' [[RecycledINSPACE in the public sector with a female lead]]. Starting in the second season the show dropped its reliance on cringe comedy and found its own identity.

to:

* Likewise, the first season of ''Series/ParksAndRecreation'' was very much ''Series/TheOffice'' ''The Office'' [[RecycledINSPACE in the public sector with a female lead]]. Starting in the second season the show dropped its reliance on cringe comedy CringeComedy and found its own identity.



* 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, 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.
** The Sonic series was unmistakably inspired by Super Mario Bros., 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.

to:

* 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, Sonic, Franchise/SonicTheHedgehog, was a unique contrast from the Mario ''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 ''Sonic ''series was unmistakably inspired by Super Mario Bros., ''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 ''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.



* KC Munchkin for the Magnavox Odyssey 2; the first installment is an obvious clone of PacMan (although there are a fair amount of differences between it and it's inspiration already, most notably the ability to create your own maze), enough that a year after it was released, Atari, who had just released their own port for the 2600, successfully sued to get it pulled from shelves. To continue the series, a sequel, KC's Crazy Chase, was released, which [[WritingAroundTrademarks redesigned the lead character]], and revamped the gameplay to where your goal is to chase and eat a giant [[VideoGame/{{Centipede}} centipede]] throughout the maze to get power ups and win (not only distinguishing it from Pac Man, but also serving [[TakeThat as a sly jab at Atari]]). It also supports the Odyssey 2 voice module.
* ''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 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 ''DefenseOfTheAncients'' on the Source engine, with SerialNumbersFiledOff, and a few cursory mechanic changes.

to:

* KC Munchkin ''VideoGame/KCMunchkin'' for the Magnavox Odyssey 2; UsefulNotes/Odyssey2; the first installment is an obvious clone of PacMan (although there are a fair amount of differences between it and it's inspiration already, most notably the ability to create your own maze), enough that a year after it was released, Atari, who had just released their own port for the 2600, successfully sued to get it pulled from shelves. To continue the series, a sequel, KC's Crazy Chase, ''VideoGame/KCsCrazyChase'', was released, which [[WritingAroundTrademarks redesigned the lead character]], and revamped the gameplay to where your goal is to chase and eat a giant [[VideoGame/{{Centipede}} centipede]] throughout the maze to get power ups and win (not only distinguishing it from Pac Man, but also serving [[TakeThat as a sly jab at Atari]]). It also supports the Odyssey 2 voice module.
* ''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 Nashor, [[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 ''DefenseOfTheAncients'' ''VideoGame/DefenseOfTheAncients'' on the Source engine, with SerialNumbersFiledOff, and a few cursory mechanic changes.



* The first trio of ''VideoGame/{{Robopon}}'' games were blatantly riding the coattails of ''VideoGame/PokemonRedAndBlue'', with monster/robot collecting, similar battle styles, beating a series of "legends" who bore no small resemblance to gym leaders, and multiple versions. The sequel (which came out before ''VideoGame/PokemonGoldandSilver'') kept the version system, but made substantial changes, like making battles party based, making it so that players could not catch Robopon, but had to create them, and taking the plot completely OffTheRails.

to:

* The first trio of ''VideoGame/{{Robopon}}'' games were blatantly riding the coattails of ''VideoGame/PokemonRedAndBlue'', with monster/robot collecting, similar battle styles, beating a series of "legends" who bore no small resemblance to gym leaders, and multiple versions. The sequel (which came out before ''VideoGame/PokemonGoldandSilver'') ''VideoGame/PokemonGoldAndSilver'') kept the version system, but made substantial changes, like making battles party based, making it so that players could not catch Robopon, but had to create them, and taking the plot completely OffTheRails.



* 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 [[WorldWarII the war]]) the studio finally crystallized its art style, rich cast of characters and brand of humor into its iconic form.

to:

* 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 ''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]]) UsefulNotes/WorldWarII) the studio finally crystallized its art style, rich cast of characters and brand of humor into its iconic form.



* BBV's follow-up audio series, featuring Baker's successor Creator/SylvesterMcCoy and his co-star Sophie Aldred, did all its differentiation in a single unsubtle lump, to avoid the onset of legal trouble arising from the fact that its leads were practically indistinguishable from the roles [=McCoy=] and Aldred had played in ''Series/DoctorWho''.

to:

* BBV's follow-up audio series, featuring Baker's successor Creator/SylvesterMcCoy and his co-star Sophie Aldred, Creator/SophieAldred, did all its differentiation in a single unsubtle lump, to avoid the onset of legal trouble arising from the fact that its leads were practically indistinguishable from the roles [=McCoy=] and Aldred had played in ''Series/DoctorWho''.
26th May '16 5:35:47 PM MarkLungo
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* {{Deadpool}} used to be ComicBook/{{Deathstroke}} in red until they made him insane and gave him his own fighting style.

to:

* {{Deadpool}} SelfDemonstrating/{{Deadpool}} used to be ComicBook/{{Deathstroke}} in red until they made him insane and gave him his own fighting style.



* 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 Batman, Superman and 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.

to:

* 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 Batman, Superman Franchise/{{Batman}}, Franchise/{{Superman}} and WonderWoman 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.
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.

to:

* 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.

to:

* ''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.

to:

* ''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.

to:

* ''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.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.DerivativeDifferentiation