->''"Well bugger my bumblebee's breadbin! First weeks of Twenty-Ten are going to be fun, aren't they? ''VideoGame/{{Darksiders}}'', ''VideoGame/{{Bayonetta}}'', ''VideoGame/DantesInferno'', and ''VideoGame/GodOfWarIII''...''God of War'' rip off, ''God of War'' rip off, ''God of War'' rip off, and God of Wa-- ...Well, ''Franchise/GodOfWar''."''
-->-- '''Yahtzee''', ''WebAnimation/ZeroPunctuation''[[note]]''VideoGame/{{Bayonetta}}'' is actually a SpiritualSuccessor to ''VideoGame/DevilMayCry''. He later rectifies this in his review.[[/note]]

* During the mid-1990s, the success of ''Franchise/SonicTheHedgehog'' let to a glut of the MascotWithAttitude, especially in video games released during that time. All of them failed, either because they were just a ThemeParkVersion of Sonic himself, or because they hit the PolygonCeiling hard when gaming made the move to 3D later that decade, such as ''[[VideoGame/{{Bubsy}} Bubsy the Bobcat]]'' (though in fairness Sonic has had issues himself in that department). There's still one or two, like ''VideoGame/EarthwormJim'', that are remembered a bit more fondly, but Sonic is the only MascotWithAttitude to escape from this time, due to being the TropeMaker.
* The popular mobile physics game ''VideoGame/AngryBirds'' is rather similar to many other physics-based projectile games, most notably Armor Games' ''[[http://armorgames.com/play/3614/crush-the-castle Crush The Castle]]'', inevitably leading to some fans of the latter to become detractors of the former.[[note]]To be fair, Crush the Castle came out 9 months before Angry Birds did. So some of those detractors might be justified.[[/note]]
* ''VideoGame/{{Doom}}'' is generally considered the progenitor of the FirstPersonShooter genre, and ''Franchise/{{Halo}}'' unleashed a [[StealthPun flood]] of the genre on set-tops.
** This has in a strange way become somewhat of a DiscreditedTrope, as the first-person shooter has shed the "Doom Clone" image it had during the mid-90's and become possibly the most popular genre in all of video games, thanks in no small part to the way games like ''Halo'', ''VideoGame/HalfLife'' and ''VideoGame/{{GoldenEye|1997}}'' refined and improved upon the classic Doom formula. Thus, the "first person shooter" has lost the Doom Stigma and is now its very own unique genre. Up until ''[[VideoGame/ModernWarfare Call of Duty 4]]'', at least; now the only FPS's that aren't VideoGame/CallOfDuty clones are [[GrandfatherClause sequels to games that came before CoD started]], and even those tend to take a lot of inspiration from that series (using ironsights to get your gun to work properly and adding a SprintMeter are particularly popular).
* ''VideoGame/{{Myst}}'' sparked a slew of point-and-click CD-ROM adventure-puzzle games, hastening the death of the older Creator/LucasArts[=/=]Creator/{{Sierra}} Online adventure genre.
* Although there were RealTimeStrategy games before ''VideoGame/DuneII'', it was the one responsible for making it a genre.
* In spite of {{MUD}}s and [=GMUDs=] languishing in obscurity for ages, their day would only really come in the rechristened form of {{MMORPG}}s. The entire MMO craze was started with ''VideoGame/UltimaOnline'', refined with ''VideoGame/EverQuest'' and ''Lineage'', then given a further kickstart by the massive success of ''VideoGame/WorldOfWarcraft''.
** ''World of Warcraft'' in particular has spawned a number of imitators, ''VideoGame/TabulaRasa'' and ''VideoGame/AgeOfConan'' among them, that copy not only its gameplay style, but major chunks of its interface (right down to yellow exclamation points over the heads of quest-givers.)
** ''VideoGame/GuildWars'' is one of the ''other'' successful [=MMOs=]. It got that way by aggressively ''not'' imitating WOW; the original development team was made up of former Blizzard employees. Everything from its design to its classes to its pricing (free after purchase) seeks to differentiate itself from its big brother as much as possible. ''VideoGame/GuildWars2'' seems to be trying to go even farther, with such things as completely eliminating a class for TheMedic; ''every'' class has some sort of healing ability.
** ''Everquest'' in particular had so many features in common with [=DikuMUD=] that they were often challenged by hackers and developers familiar with the MUD libraries to show their code.
** To be more specific on how future [=MMOs=] would imitate World of Warcraft, Blizzard's ambitious little title set itself apart with cartoony, comic book inspired graphics and a two faction system. The basic idea of that being that players would have to choose sides when making a character and all players on the opposite faction are their enemies to be fought in PVP battles. These days it's hard to find a MMORPG that doesn't have cartoony graphics and/or doesn't try to imitate the faction system.
* After taking note of the success of ''VideoGame/MarioParty'', Sega came out with the AlternateCompanyEquivalent ''VideoGame/SonicShuffle''. Funnily enough, Hudson Soft developed both games.
* ''VideoGame/{{Cabal}}'', a third-person arcade shooter spawned many "Cabal clones", such as ''VideoGame/BloodBros'' and ''VideoGame/WildGuns''. ''VideoGame/SinAndPunishment'' also used a similar format to Cabal.
* ''VideoGame/CityOfHeroes''. When Creator/MarvelComics realized they couldn't sue the MMORPG to oblivion, they hired the developers to make a Marvel Comics-based MMO. Then Microsoft got involved and demanded it run on the Xbox 360. [[{{Vaporware}} There was lots of hype, but the game never materialized.]] Then Creator/DCComics announced they would make an MMO for the Sony Playstation 3. ''Then'' there was ''VideoGame/ChampionsOnline'', headed by the president of the ''City of Heroes'' dev team, but which was near-immediately dumped into bargain bins before becoming [[AllegedlyFreeGame free to play]].
* ''VideoGame/GrandTheftAutoIII'' is credited with starting not one, but ''two'' threads of Follow the Leader: gritty urban crime games and "[[WideOpenSandbox sandbox games]]."
** ''VideoGame/SaintsRow'' being a prime example, with a lot of its acclaim coming from the fact that it decided to be as wacky and out-there as the PlayStation2-era ''GTA'' games, at a time when ''VideoGame/GrandTheftAutoIV'' was trying to be more serious and realistic.
* The massive success of Capcom's ''VideoGame/StreetFighterII'' resulted in a massive glut of fighting games; big-name arcade manufacturers rushed to produce such knockoffs as Creator/{{Irem}}'s ''Superior Soldiers'', Konami's ''Martial Champion'', Namco's ''Knuckle Heads'' and Sega's ''Burning Rival''. This continued well into the [=PlayStation=] years and switch to 3-D gaming. Indeed, {{SNK}} made itself a major player in the arcade market by imitating and refining the formula.
** Once ''VideoGame/MortalKombat'' made the scene, many of these knockoff fighters began featuring over-the-top gore and/or DigitizedSprites (including, somewhat ironically, ''VideoGame/StreetFighterTheMovie'' in the latter group). Some of the lowlights of this trend included ''[[http://www.hardcoregaming101.net/survivalarts/survivalarts.htm Survival Arts]]'', ''VideoGame/TimeKillers'', ''VideoGame/KasumiNinja'', ''VideoGame/ShadowWarOfSuccession'', ''VideoGame/TattooAssassins'' and the UsefulNotes/{{Amiga}} game ''Capital Punishment''.
** Capcom actually sued Creator/DataEast, the makers of the copycat ''VideoGame/FightersHistory''. Data East won on [[http://en.wikipedia.org/wiki/Scenes_a_faire scčnes ŕ faire]]: the copied elements were already commonplace in the genre. Ironically, ''Fighter's History'' was more original than most other fighters released in ''SFII's'' wake, thanks to the ClothingDamage gameplay gimmick.
** The ''VideoGame/GuiltyGear'' series is seen by many to have paved the way for a whole subgenre of {{doujinshi}} fighting games with similar mechanics.
** ''VideoGame/VirtuaFighter'' popularized the 3D fighting game, and spawned its own horde of imitators, such as ''VideoGame/{{Tekken}}'' and ''VideoGame/BattleArenaToshinden''.
* ''Franchise/TokimekiMemorial'' pioneered the DatingSim genre with a clean but lovable game, showing that these games weren't just for the {{hentai}}. This trend continued with ''VisualNovel/{{Kanon}}'' ([[BleachedUnderpants ironically]], itself an HGame), which spawned many other H and non-H romance games that focused on the story and characters.
** One of those followers was ''VisualNovel/MemoriesOff'', which established itself the genre of clean games with sad stories.
** This still happens with the [[RenaiGame ero-ren'ai game]] market -- a game will come out with an interesting UI enhancement, gameplay trick, or oddball fetish, and upon being successful, will be mimicked by dozens of companies.
** A more tasteful example would be the success of ''VisualNovel/KatawaShoujo'', who is already spawning some independent imitators, including one based on mental rather than physical defects.
* Nintendo's ''VideoGame/MarioKart'' spawned the [[WackyRacing Kart Racer]], and ''VideoGame/SuperSmashBros'' popularized the MascotFighter, bringing forth cute cartoony variants of two previously popular genres. ''VideoGame/DiddyKongRacing'' (Nintendo 64), ''VideoGame/KonamiKrazyRacers'' (Game Boy Advance) and ''VideoGame/SuperTuxKart'' (PC) are all clones of ''Mario Kart'', whereas ''VideoGame/PlaystationAllStarsBattleRoyale'' incorporates elements and concepts which were originally popularized by ''Super Smash Bros.''
* ''VideoGame/{{Tetris}}'' inspired the entire FallingBlocks genre of video games.
* ''VideoGame/{{Columns}}'' inspired hordes of color-matching three-in-a-row games. And ''VideoGame/{{Bejeweled}}'' popularized [[MatchThreeGame three-in-a-row-with-swapping-pieces]] video games.
* Though some earlier FallingBlocks games had competitive multiplayer, it was ''VideoGame/PuyoPuyo's'' success that inspired developers to make puzzle games with head-to-head combat as the main attraction.
* The success of the ''Franchise/SonicTheHedgehog'' games (which themselves were created to compete with the ''Franchise/SuperMarioBros'' games) led to a slew of similar "[[MascotWithAttitude animals with attitude]]" games on the Genesis/Mega Drive and SNES. Some of these are considered classics but were sadly overlooked, such as ''VideoGame/RocketKnightAdventures'' and its sequel ''Sparkster'', but others were simply overhyped, unimaginative tripe such as the unfortunately titled, {{Anvilicious}}ly environmental ''VideoGame/AwesomePossum Kicks Dr. Machino's Butt'', and the infamous ''VideoGame/{{Bubsy}}''. The testament to Bubsy's complete failure is no doubt their attempt to reintroduce him to the gaming world: ''[[PolygonCeiling Bubsy 3D]]'', no doubt one of the worst games ever made, [[FranchiseKiller which killed the franchise]].
* The surprise of ''VideoGame/FinalFantasyVII'' becoming a KillerApp and introducing RolePlayingGames to a more general audience resulted in a slew of games starring blond, [[AnimeHair spiky-haired]], moody young men who turn out to be the TomatoInTheMirror. ''VideoGame/TheLegendOfDragoon'' was probably the most notorious of those.
* The PlayStation's other killer app, ''VideoGame/MetalGearSolid'', spawned a lot of stealth-game imitators that failed to realize that the glory was as much the story as the sneaking.
** Bizarre aversion: ''VideoGame/SyphonFilter'' was widely derided prior to its release as a MGS clone and a blatant attempt to capitalize on its success...then turned out to be an ''entirely different'' type of action game (that actually began development before the release of ''MGS''), being a action shooter with the stealth elements being a really minor aspect for most of the game.
** A more accurate example of this would be ''[=WinBack=]'', a StealthBasedGame hyped as the {{Nintendo 64}}'s answer to ''Metal Gear Solid''. While the game actually received fairly positive reviews upon release (which probably had more to do with the slim selection of "mature" N64 games than the quality of the game itself), it was a commercial failure and immediately forgotten, barring a silent rerelease on the PlayStation2.
** Another, odder example: ''MGS'' was the first video game to feature Claymore mines - but they were essentially regular tripwire mines, as opposed to remotely-detonated as in the real world. Every single video game released afterwards that features Claymore mines has them work ''exactly the same way'' as the ''MGS'' version, even though in the real world this sort of setup would technically be illegal.
* You can thank the mega-success of Nintendo's ''BrainAge'' and ''Big Brain Academy'' games for the endless stream of portable {{Edutainment Game}}s coming to a DS near you. We're still waiting for another company to make something comparably decent.
** This trope could have been as well called [[http://malstrom.50webs.com/birdman.html Birdman Syndrome]]. In short, ''VideoGame/WiiSports'' was done by many of Nintendo's best developers and is a game which is easy to pick up and play but offers five completely different disciplines which have relatively deep physics and has the amount of polish you usually expect from a Nintendo game. After its' rampant success, many third parties looking for a quick buck [[ShallowParody only saw the pick-up-and-play nature of it]] and made shallow, unpolished minigame collections done by the companies' cheapest development teams. Nintendo's Wii in general seems to have caused many developers to try and cheaply cash in on its success by haphazardly using motion controls whenever they get the chance.
*** On top of this, because Nintendo has shown that powerful graphics isn't what makes a game sell, many third-party developers seeking a quick cash in will hardly put any effort in the graphics; this gave the Wii a reputation of only being capable of graphics on par with the {{Nintendo 64}}, a console that was outdated by two generations compared to the Wii.
**** Also, Sony and especially Microsoft are now directly copying the Wii, not just with the controllers (Microsoft got their tech from people who made it well before the Wii, and Sony had motion control patents since 2003 with [[http://kotaku.com/5640867/motion-gaming-gains-momentum developments on the move occurring as early as 2001]]). They each have a clone of ''Wii Sports'', though it seems that Microsoft has cranked this UpToEleven and plagiarized half of the Wii's library.
*** The example above is funny when you remember Sony in the PS2 era had the [=EyeToy=], or the 2005 exercise title "Kinectic", [[VideoGame/WiiFit featured a British woman who'd lead you through a variety of workout routines, with her hair in a ponytail, belly button showing top and dark stretch pants. All while standing in a sterile spacious room and demonstrating with you and commenting on your progress.]] [[SarcasmMode But you've probably never heard of anything like that.]]
*** Due to the popularity of the Wii's Mii avatar system, many games have tried to copy off of its concept and design. Even Microsoft tried to cash in on the popularity of Miis with its own avatar system for the Xbox 360 that looked suspiciously similar to Miis, but with more customization.
*** Even Sega managed to rip off the Wii with their [[http://www.engadget.com/2010/02/02/sega-zone-the-genesis-with-a-wiimote-nobody-asked-for/ Sega Zone]]. Don't get too excited, Sega fans, it's just a Genesis with some games saved into a hard drive and a pair of black Wii remote-like controllers. They even marketed the system by announcing that it controls just like the Wii. Kind of makes those old "Genesis does what Nintendon't" commercials HilariousInHindsight.
** Sony's PS3 and {{Vita}} combo, and Microsoft's smart glass, following the announcement of the WiiU.
** Did anyone here ever the see the original designs for the PSP? It looked like just like the GBA SP, only with a disc slot.
* You thought this trope was bad in ''video games''? Well, it's even worse with ''{{Casual Video Game}}s''! Seriously, just try and ''count'' how many {{Time Management|Game}}/{{Match Three|Game}}/{{Hidden Object Game}}s there are on the Internet! The games made by [=PopCap=] did this for the entire casual game genre.
** TimeManagementGame Videogame/DinerDash and Videogame/FarmVille are the most visible examples of this.
* After the ''Tamagotchi'' fad (itself strongly reminiscent of the Pet Rock) and the virtual pet craze it inspired swept the world, hoards of GottaCatchThemAll video games, {{Collectible Card Game}}s and {{Mons}} Of [[MonsterOfTheWeek The Week]] anime were spawned in its wake, and have been a popular market segment to this day.
** In other mon developments, the ''Franchise/{{Pokemon}}'' games were the first series to achieve mainstream success with [[OneGameForThePriceOfTwo splitting game content]] into two versions - which would be used by ''VideoGame/{{Bomberman}}'' and the ''VideoGame/MegaManBattleNetwork'' (and subsequently ''[[VideoGame/MegaManStarForce Star Force]]'') games.
* Certain technologies and gameplay features became popular in video games as tacked on features for brief periods;
** Telekinesis (i.e. the ability to [[WreakingHavok pick up and move objects remotely]]), possibly due to the gravity gun from ''VideoGame/HalfLife2''.
** CelShading, after SEGA popularized it with ''VideoGame/JetSetRadio'', though it had been featured in ''VideoGame/FearEffect'' for the Playstation one year earlier.
** [[StealthBasedMission Stealth levels]], after the success of ''VideoGame/MetalGearSolid'' (these often ruined otherwise great games[[note]]These were really the best demonstration of the lowest of the low for this trope, in that it's very blatant that nobody really wanted to add them but were forced to anyway - the stealth mechanics never showed up in any level other than this one and were rarely playtested at all (let alone properly), making these the absolute worst levels in their respective games[[/note]]).
** As mentioned above, BulletTime (usually done by [[{{Overcrank}} slowing down everything]], possibly while keeping the player's DigitalAvatar moving at the same speed). ''VideoGame/MaxPayne'' was probably the first video game to make use of it, and inevitably more followed.
** [[ActionCommands Simon Says minigames]], popularized by ''VideoGame/{{Shenmue}}''[='=]s [=QTEs=], they've been [[ButtonMashing mashifying]] games ever since.
** Vehicular sections in games where walking is the standard way of moving around.
** Shooter games in which you must TakeCover constantly, as opposed to the Run and Guns of yesteryear.
** The use of [[LeParkour parkour]] as a way of getting around, originally used in ''VideoGame/PrinceOfPersiaTheSandsOfTime'' and later popularized by ''Franchise/AssassinsCreed'', has been used in several games since, like ''VideoGame/MirrorsEdge'', ''VideoGame/{{inFAMOUS}}'', ''{{VideoGame/Brink}}'', ''VideoGame/WatchDogs'', etc.
* The FullMotionVideo "Interactive Movie" genre. While it had existed in more basic form using analog video controlled by a computer (I.E.: ''DragonsLair'',) it wasn't until the fully digital Cinepak-based CD-ROM format that it became practical as a consumer format. While it was also used to add cutscenes to existing genres, nearly all early CD titles consisted of immensely similar crosses between a BMovie and a Literature/ChooseYourOwnAdventure book. Occupying somewhere around SoBadItsGood or unplayable depending on the cheesiness of the invariably low production values, the genre has only managed to live on in the form of the VisualNovel, and there often only thanks to overlap with [[HGame adult games]].
* ''Franchise/TombRaider'' and Lara Croft herself spawned many copycat attempts.
* ''VideoGame/{{Diablo}}'', which created its own genre called "''Diablo'' clones" (Torchlight, Dungeon Siege, Untold Legends, etc.), was itself a graphical spin on another fine tradition in Follow The Leader, {{Roguelike}} games, of which ''NetHack'' is the most popular. As ''Diablo'' is the model of many {{MMORPG}}s open-world game that followed inn of [=MMOs=] and ''Diablo'' clones often incites accusations of ''Diablo'' killing the [[RolePlayingGame western RPG]] genre from fans.
* To elaborate on the previous entry- ''VideoGame/{{Rogue}}'', the GenrePopularizer for the appropriately named Roguelike genre, inspired a number of games, most notably Nethack and Angband. Both of which were essentially more advanced versions of their predecessors, which were in turn, descended from Rogue. Nethack went on to create a line of "hack-likes," while Angband created "band-likes", games that were heavily similar to their respective ancestors.
* Also, the ''MightAndMagic'' series started a new trend of Group Based [=RPG=]s in the late '80s and '90s, including the excellent ''BaldursGate''. Ironically, it died off with the same series, in ''Might and Magic IX'', thanks to the less than kind time and development constraints given by its Publisher, 3DO. Sure, some came before it, but it was MM that popularized it. It shows signs of coming back with ''Neverwinter 2'', but more than a few wishes Ubisoft puts a X in the front of the franchise they bought.
** Speaking of bought franchises, the series ''HeroesOfMightAndMagic'' spin-off of the ''MightAndMagic'' series also gave the kick to both Turn Based Strategy games that aren't incredibly boring and nerdy Electronic Tabletop Wargames AND to Hero-Based Strategy games, being the first strategy game to put "generals" into the equation (other than the player himself as an order giver). ''Warcraft 3'', ''Age of Mythology'' and listless others owe to the franchise. Strangely, many players weren't very understanding when ''Heroes IV'' reminded their audience of the Sci-Fi background of the ''MM'' franchise (mostly because a large portion of the ''Heroes'' fanbase didn't even know there was a ''Might and Magic'' RPG franchise [[MorePopularSpinoff that it was spun off from]]). Still, what really killed it was the same 3DO that killed ''MMIX''.
** Might and Magic was largely inspired by Wizardry, so it shouldn't really be considered "the" staple party-based WRPG of its era, but rather one of the top three series. The open world elements and vast world of Might and Magic are a huge source of inspiration for Bethesda's open world games, even starting as early as Daggerfall, though most (all?) of Bethesda's games lack parties.
* ''VideoGame/XCom'' gave birth to a large follow-up of Squad Based Tactical games. Some were doomed because most of ''X-Com'''s appeal (that had been just a minor title at UK) was because it came down in the middle of the ''[[Series/TheXFiles X-Files]]'' hype (the game even had its title changed from ''UFO: Enemy Unknown'' to the more ''X-Files''-like name of the anti-alien corporation you play with in the game). One such clone is ''VideoGame/{{Commandos}}''.
* ''Franchise/{{Halo}}'' is a good example, as almost every FPS these days has copied the '[[RegeneratingHealth recharging health bar]]' thing (to varying degrees of success). It also eliminated the HyperspaceArsenal concept that most prior [=FPSs=] had and limited it to a primary and secondary weapon only.
** Two often-overlooked mechanics that ''Halo'' brought to the table were melee and grenades always being available and having a dedicated button to use them. Many previous games like ''VideoGame/HalfLife1'' had grenades and melee, but only as specific weapons in the character's HyperspaceArsenal (for example, Gordon Freeman only hits enemies with his crowbar, while Master Chief can club someone with anything he can pick up). Most newer [=FPSs=] incorporate a dedicated melee and grenade button whether they have a traditional hyperspace arsenal or modern two- or three-weapon layout. Some games (like ''[[VideoGame/FirstEncounterAssaultRecon F.E.A.R.]], VideoGame/GearsOfWar,'' and ''VideoGame/{{Darkwatch}}'') have built explicit melee options or even entire combo systems based on a dedicated melee button.
** Halo itself was remarkable primarily for bringing many earlier concepts into a single game. From the early days of the genre in particular, ''VideoGame/DukeNukem3D'' had a dedicated melee button years before ''Halo'', though it was nowhere near as useful. ''VideoGame/RiseOfTheTriad'' meanwhile did away with {{Hammerspace}} arsenals, albeit to a lesser degree - pistol, [[GunsAkimbo dual pistols]], an [=MP40=], one heavy weapon, and one magic superweapon.
* Back when the C64 was still kicking around, the arcade conversion of ''VideoGame/{{Gauntlet}}'' resulted in a [[http://user.tninet.se/~lrv840n/gauntletstyle/gauntletstyle.htm large number]] of similar games to appear, including ''Dandy'' (actually a {{reformulated|game}} version of the dungeon crawler for UsefulNotes/Atari8BitComputers that inspired ''Gauntlet''), ''Druid'', ''Gothik'' and ''Into the Eagle's Nest''. Some "Gauntlet clones" were actually better as they had an objective while ''Gauntlet'' was mainly aimed at making players want to keep inserting more coins: ''Avenger'' and ''Ranarama'' focused more on adventure than action. Though ''Gauntlet'' was never converted to the UsefulNotes/BBCMicro, similar four-player games titled ''Dunjunz'' and ''White Magic'' were produced.
* Want a headache? Try following the evolution of the Guitar Rock game genre:
** ''Guitar Freaks'' (Bemani/Konami)
** ''VideoGame/GuitarHero I, II, Rocks the 80s'' (Harmonix/Red Octane)
** ''Guitar Hero III and up'' (Neversoft/Activision who had bought Red Octane)
** ''VideoGame/RockBand'' (Harmonix/EA)
** ''Rock Revolution'' (Konami)
** ''VideoGame/PowerGigRiseOfTheSixString'' (745 Studios)
** ''VideoGame/{{Rocksmith}}'' (Ubisoft)
** And far too many more.
* Taomee is a fast growing Chinese company that makes very popular browser games in China aimed at children that copied not only the gameplay but sometimes the visuals of that game. Here are some examples of their games.
** ''Mole's World'' (''Club Penguin'')
** ''Seer'' and ''Seer 2'' (''Pokémon'')
** ''Magic Haqi'' (''Wizard 101'')[[note]]Ironically, Taomee has the rights to publish ''Wizard 101'' in China.[[/note]]
** ''Flower Fairy'' (''Pixie Hollow'')
** ''Magic Monster'' (''Moshi Monsters'')
** ''Boke Central Travels'' (''Poptropica'')
* Konami's ''Magician's Quest: Mysterious Times[=/=][[MarketBasedTitle Little Magician's Magic Adventure]]'' can essentially be summed up as: ''AnimalCrossing,'' [[foldercontrol]]

[[folder: [[Recycled In SPACE but at ]]
WizardingSchool!]]
** Not a style of game but ''AnimalCrossing'' has helped popularize chibi-style casual games.
* {{Rare}}, in their SNES/N64 times, had great success imitating popular Nintendo series. DiddyKongRacing for example built on the success of VideoGame/MarioKart, but adding an adventure mode and more vehicles. Prior to that, ''VideoGame/DonkeyKongCountry'' was ''VideoGame/SuperMarioWorld'' [[RecycledINSPACE in the jungle]]. They eventually got tired of doing that, though, birthing VideoGame/ConkersBadFurDay, originally another cutesy platformer.
** They've done it again. The {{Xbox 360}}'s Avatars, which were developed by Rare, look suspiciously similar to Nintendo's Miis.
* Although not the first spaceflight "simulator", ''VideoGame/WingCommander'' spawned a lot of them, from good ones like the ''VideoGame/XWing'' and ''VideoGame/{{Freespace}}'' series, to... well, others.
** Some space "sims" differentiate themselves by doing away with SpaceIsAir and SpaceFriction. ''IndependenceWar'', ''{{Terminus}}'', and the old ''Frontier: {{Elite}} II'' separated themselves from the rest in this manner.
* The use of isometric projection. Nobody's sure whether ''VideoGame/QBert'', ''VideoGame/{{Zaxxon}}'' or ''Ant Attack'' got there first (''Ant Attack'' might have been the first to actually use the word "isometric"), but what people are certainly sure of is that ''Knight Lore'' is the one that blew it apart into the behemoth it became, inspiring a slew of similar games from the crud (''Molecule Man'', ''Return of R2'') to the self-recycling (''Alien 8'', ''Pentagram'') to the sublime (''VideoGame/HeadOverHeels'', ''Get Dexter'') to the just plain weird (''Movie'', ''Sweevo's World'').
* ''VideOGame/GearsOfWar'' didn't introduce the concept of duck and cover shooters but they are the most famous for making such a game enjoyable. Now it seems like there are two ways to do a shooter game, traditional FPS or ''Gears of War'' style.
* PlatformHell, while first started by ''Jinsei Owata no Daibouken'' and ''Super Mario Forever'', was codified by ''KaizoMarioWorld'', leading to a huge flood of imitators made purely for either the difficulty or to annoy people on Youtube and other video sharing websites (and half the examples on PlatformHell did this, complete with the exact same traps as Kaizo itself).
* ''VideoGame/MariosPicross'' helped speed up the amount of nonogram games to soon follow, mostly in Flash form.
* Many urban-themed BeatEmUp were made to ride on the success of ''VideoGame/FinalFight''. Just look at ''VideoGame/StreetsOfRage'', ''[[VideoGame/RushingBeat Rival Turf!]]'', ''Burning Fight'' and ''Riot City''. Though some of these games wound up becoming popular in thier own right (mainly streets of rage)
** History repeated itself when Capcom tried to revive the Urban BeatEmUp with ''Final Fight: Streetwise''. Namco tried to take the wind out of Capcom's sails by making and releasing ''Urban Reign'' around the same time. Both games flopped.
*** The two examples are more cases of them trying to catch the Western crowd using "urban" themes, and like the "we want the Call of Duty audience" example, it alienated old fans and failed to bring in new ones. Sort of ironic as Streetwise's western development team wanted to make a true homage to the original ''Final Fight'' series.
* ''Flat Out'' is often nicknamed ''{{Burnout}}'s'' redneck cousin. Instead of crashes with cars only, they focus on cars crashing with the drivers being ejected.
* ''VideoGame/GodOfWar'', as well as popularising ActionCommands, seems to have [[TropeMaker spawned a genre]] of [[RatedMForMoney violent, gory]] third-person beat-em-ups with SociopathicHero protagonists. Examples include ''VideoGame/NoMoreHeroes'' and ''VideoGame/MadWorld'', but even the {{Wolverine}} movie based game is made in the style. The 2007 ''Franchise/ConanTheBarbarian'' game resembles ''God of War'' even further, right down to the spell-powers (which many Conan fans saw as a complete betrayal of the character).
* ''God of War'' itself followed ''VideoGame/DevilMayCry'' as a spectacle fighter, and both being successors of the BeatEmUp genre. In addition, the success of ''Devil May Cry'' led to the rise of stylish-action games (before ''God of War'') in the early 2000s. Mainly the type games with an end of level rank such as ''VideoGame/{{Bujingai}}'', ''VideoGame/ChaosLegion'', ''VideoGame/ViewtifulJoe'', ''VideoGame/{{Shinobi}}'' (PS2 version), and the ''VideoGame/NinjaGaiden'' reboot.
* The ''VideoGame/MarioParty'' games inspired a bunch of similar multiplayer "party" games like {{Shrek}} Party and Monopoly party.
** {{Nickelodeon}} even has their own free, online version called Block Party.
* ''VideoGame/ResidentEvil'' may not have invented the SurvivalHorror genre, but it ''did'' invent the name, and it proved the concept could sell. Cue ''VideoGame/SilentHill,'' ''VideoGame/FatalFrame,'' ''VideoGame/{{Carrier}}'', Capcom's own ''VideoGame/DinoCrisis,'' and so on.
* There is a natural law that goes something like this: "Given continued development and infinite time, all open-source [[FirstPersonShooter FPSes]] will eventually turn into ''VideoGame/CounterStrike''."
** If it happens to be a freeware, it will turn into a ''VideoGame/QuakeIIIArena''.
* Shortly after ''VideoGame/{{Fallout 3}}'s'' success, several RPG/FPS hybrids with a wasteland setting were announced.
** So far, we have ''FUEL'' (a Open Sandbox racing game set in post apocalyptica,) ''VideoGame/{{Borderlands}}'' (where the developers have gone so far to say they loved ''VideoGame/{{Fallout 3}}'', and decided to make the game, 'but with co-op'. It gets a little more confusing than that.), and ''VideoGame/{{Rage}}''.
* ''DefenseOfTheAncients'', an incredibly popular homemade custom map (bordering on GameMod) for ''VideoGame/WarcraftIII'', has spawned a commercial imitator in ''VideoGame/{{Demigod}}'', with more titles on the horizon. ''VideoGame/LeagueOfLegends'' is the product of the original creator of the map making a game out of it.
** On the other hand, the map has an essential genre within fanmade maps of ''VideoGame/WarcraftIII''... which is called Aeon of Strife, which was made in VideoGame/{{Starcraft}}, making Aeon of Strife the genre's TropeNamer, while ''DefenseOfTheAncients'' is more the TropeCodifier.
* ''VideoGame/CallOfDuty'' fans are instigating the future ''VideoGame/MedalOfHonor'' game is doing this, although technically it's the other way around, Infinity Ward being formed from people who worked on the early [=MoH=]'s. Go figure.
** And besides that, [=MoH=] is set in the War on Terror, in Afghanistan, while [=CoD=] 4 is set in Ultranationalist Russia.
** ''VideoGame/BattlefieldBadCompany 2'' does take a few plot elements from ''Modern Warfare 2'', but for the most part it's for the purpose of parodying them.
* Countless {{shmup}}s in the '90s imitated ''{{Raiden}}''... which itself was inspired by ''VideoGame/TwinCobra'' and other {{Toaplan}} shmups, as was Konami's ''Trigon / Lightning Fighters'', which [[DuelingGames came out the same year]] as the first ''Raiden''.
* ''{{Ever17}}'' is a popular VisualNovel. ''SoulLink'' is a less popular visual novel. ''Ever17'' is about a group of people trapped in an underwater theme park. ''Soul Link'' is about a group of people trapped in a hotel [-[[RecycledINSPACE IN SPACE]]-].
* ''{{Wizard 101}}'' is ''ToontownOnline'' in a magical school setting.
* {{First Person Shooter}}s and [=RPGs=] have been a [[BelligerentSexualTension Takahashi Couple]] for a while now, but it was ''Franchise/MassEffect'' that really woke up developers to the potential money involved. Ironically, while ''AlphaProtocol'' is often billed as ''Franchise/MassEffect'' [[RecycledInSpace IN A SPY SETTING]], and was launched on the wave that Mass Effect started, it's actually more of a SpiritualSuccessor to ''VideoGame/DeusEx''.
* Ever since ''{{Starcraft}}'' numerous games seem to have followed their theme on formation of factions. [[JackOfAllTrades Balanced]] Terrans, bio-tech Zergs, and [[HigherTechSpecies high-tech]] Protoss.
* ''LittleBigPlanet'' seems to have spawned a wave of co-op {{Platform Game}}s, as well as a run of console games with level editors.
* {{Nintendogs}} was popular enough to spawn a wave of virtual pet series. An especially tragic example is Ubisoft's Catz and Dogz titles: the game, by PF.Magic, pre-dated Nintendogs and was more comedic (such as being able to paint your cat or spritz it with water repeatedly). After the Learning Company/Mindscape/Brřderbund sales, Ubisoft owned the franchise and reinvented it except as an extremely girly knock-off of Nintendogs.
* Although RailroadTycoon started the "tycoon" brand, RollerCoasterTycoon started a wave of games, each with "Tycoon" in its name. By the time it died circa 2006, games like ''Fairy Godmother Tycoon'' were on the market.
* YoungMerlin tries very much to be a Zelda game with some new twists.
* {{Gameloft}}'s method of making games is copying a currently popular title's graphics, gameplay, and frequently even name, and releasing it onto a platform that doesn't have a version of the game they copied. In a way, they're the video game version of TheAsylum. Gameloft does at least try to make fun games and acknowledge that they're not exactly being original, and a lot of their products have received critical acclaim. Examples include:
** ''Gangstar'' (''VideoGame/GrandTheftAuto'')
** ''N.O.V.A'' (''{{Halo}}''/''TheConduit'')
*** Both ''N.O.V.A'' and ''The Conduit'' even feature [[spoiler: the main character being nearly killed after he learns that the government agency he works is covering up an alien invasion, only to be rescued at the last minute by a mysterious nonhuman entity known only as "Prometheus".]]
** ''Eternal Legacy'' (''FinalFantasy'')
** ''Modern Combat'' (''ModernWarfare'')
** ''Hero Of Sparta'' (''VideoGame/GodOfWar'')
** ''Zombie Infection'' (''VideoGame/ResidentEvil5'')
** ''GT Racing'' (''GranTurismo'')
** ''Dungeon Hunter'' (''VideoGame/{{Diablo}}'')
** ''Brain Challenge'' (''BrainAge'')
** ''Shadow Guardian'' (''{{Uncharted}}'')
** ''Star Front: Collision'' (''{{Starcraft}}'')
** ''Sacred Odyssey: Rise of Ayden'' (''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' and ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'')
** ''Crystal Monsters'' (''{{Pokemon}}'' and MonsSeries in general)
** ''Castle of Magic'' ([[ReferenceOverdosed Numerous classic 16-bit platformers]])
* On the same vein as Gameloft, Triniti Interactive has made their fair share of [[SerialNumbersFiledOff blatant clones]] of popular games for the iPhone, which they sell individually and in their ''GAMEBOX'' compilations. To be fair, they have made some decent original stuff and sometimes acknowledge their sources of inspiration. Examples include:
** ''Chicks'' (''VideoGame/{{Lemmings}}'')
** ''Neander Block'' (''VideoGame/{{Bejeweled}}'')
** ''Archer 3D'' (''WiiSportsResort'' Archery)
** ''Bubble Master'' (''VideoGame/{{Pang}}'')
** ''Robo Rush'' (''VideoGame/SuperMarioBros1'')
** ''Super World Adventures'' (''VideoGame/SuperMarioWorld'', some influence from ''[[VideoGame/TheGreatGianaSisters Giana Sisters]]'' remake)
** ''Iron Commando'' (''VideoGame/{{Contra}}'')
** ''Dino Cap'' (''Zombieville USA'')
** ''Ada's'' series (''Sally's Salon/Spa/Studio'')
** ''Yoo!'' series (''Wii'' series)
** ''Bowman'' series & ''Knight's Odyssey'' (art style is very similar to the ''VideoGame/{{Patapon}}'' series)
** ''iPuppy'' series (''{{Nintendogs}}'')
* ''ProfessorLayton'' seems to be inspiring a subgenre of "cinematic game with quaint anime cutscenes and gameplay divided up into small, brainteaser-based chunks." One follower, ''Zack And Ombras Amusment Park Of Illusions,'' took a more mini-game based approach. And one DS title, ''ProfessorLautrecAndTheForgottenKnights'' features similar puzzles and anime cutscenes, but with a more traditional GentlemanAdventurer (with a BadassMustache, though the top hat is still Layton-esque) and more ThickLineAnimation.
* Thanks to ''VideoGame/{{Touhou}}'', all modern {{Shoot Em Up}}s have to feature [[TokenMiniMoe little girls]] and magic. FauxSymbolism is also common, thanks to ''Touhou'''s use of mythology. The few that don't bite pretty close to ''{{Gradius}}'', ''{{Raiden}}'', or ''GeometryWars''.
** Touhou's use of mythology is more fodder for characterization, not an attempt of symbolism, though it hasn't stopped some other shmups from going that path.
** Though various bullet hell games tend to copy CAVE's lead as they were the ones to popularize it.
* ''KatamariDamacy'', believe it or not. After the unexpected success of the game, {{Namco}} tried to follow up on it by creating other quirky, colorful games with a "growing" game mechanic, which resulted in ''NobyNobyBoy'' for the PS3 and ''The Munchables'' for the {{Wii}}.
* Steve Ballmer's claims that the {{Xbox 360}} is not a games console, but a "family entertainment center", along with his insistence that it was "the only console" with a variety of features, were [[http://www.youtube.com/watch?v=Z-BplG6cSlY systematically and viscerally debunked]] by the MachineCAST:
-->"'It's the only system where you are the controller.' To be honest, that last one's just weak. That's like me trying to sell you a bicycle by saying it's the 'only vehicle where you are the engine'! Leaving aside the fact, of course, that the Wii and PlayStation Move...well, exist."
* Ever since ''CallOfDuty 4: ModernWarfare'' introduced the at-the-time new and innovative class customization multiplayer ideology to the mainstream, many games have copied it exactly, including the experience points and ranking system. Most of them have also copied the "perks" that the ''Call of Duty'' games are known for. Examples include:
** ''VideoGame/BattlefieldBadCompany 2'' and ''VideoGame/{{Battlefield 3}}''
** ''VideoGame/BioShock2''
** ''VideoGame/AssassinsCreedBrotherhood''
** ''VideoGame/{{Crysis}} 2'', which even has customization in single player.
** ''VideoGame/TeamFortress2'' added loadout customization a while after its release.
** ''{{Killzone}} 2'' and ''Killzone 3''
** ''{{Brink}}'' has experience and customization.
** ''{{MAG}}''
** And more...
* The rather innovative destructible environment system of ''Infiniminer'', after it was made open-source, spawned dozens of clones, most of which weren't that successful. There were exceptions though, one of them being ''VideoGame/{{Minecraft}}''.
** ''Minecraft'', in turn, brought the genre into the mainstream, and it too inspired a wave of imitators. The most successful of these was ''VideoGame/{{Terraria}}'', which shifted the concept from a fully 3D environment to a 2D side-scrolling one, and added {{Metroidvania}} elements. ''Minecraft'' also inspired other games to mimic its blocky art style in various forms.
* ''VideoGame/SuperMarioBros3'' had many clones/imitations, including ''Mc Kids'', ''Bugs Bunny's Birthday Blowout'', ''Armadillo''(Japan only), etc.
* ''VideoGame/{{Contra}}'' imitations included Data East's ''Midnight Resistance'', SNK's ''Cyber Lip'', Treasure's ''VideoGame/GunstarHeroes'' (although it was made by former Konami employees who worked on ''Contra III''), Creator/{{Sunsoft}}'s ''Bay Route'' and Creator/{{Irem}}'s ''Gunforce''. ''Gunstar Heroes'' was itself imitated by ''Gunner's Heaven'' (also known as ''Rapid Reload'').
* ''Espial'' and ''HAL 21'' were both carbon copies of ''VideoGame/{{Xevious}}'', as was Creator/DataEast's ''Zaviga''. Another very similar ArcadeGame was Creator/{{Sega}}'s ''Gardia''. ''Alphos'' for the PC88 was apparently developed as a clone but released under license from Namco because this early Enix game resembled ''Xevious'' too much. The original {{MSX}} versions of ''VideoGame/{{Zanac}}'' also look a lot like ''Xevious'', as does the original ''VideoGame/ThunderForce'', which was actually dolled-up in Korea as ''Super Xevious''.
* Copying ''VideoGame/RType'' was quite the thing for a long time (e.g. ''VideoGame/{{Pulstar}}'', Konami's ''XEXEX'', Creator/{{Allumer}}'s ''Rezon''), to the point that Creator/{{Irem}} ended up suing a company called Factor 5 for making ''Katakis'', a crass ripoff even by the very low standards of video game thievery.
* ''LovePlus'' made money in Japan, and attracted media attention (perhaps because of obsessive fans). In May 2011, the company Teatime created an adults-only game called ''[=Renai+H=]'' with similar gameplay.
* After ''JustDance'' became a surprise hit, several similar dance games were made, for the {{Wii}}, {{Xbox 360}} Kinect, and {{Playstation 3}} Move, including ''DanceCentral'', ''DanceMasters'', ''DanceParadise'', ''{{Singstar}} Dance'', ''Country Dance''.
* Square's 3-D NES games ''VideoGame/The3DBattlesOfWorldRunner'' and ''VideoGame/RadRacer'' were clones/imitations of Sega's ''VideoGame/SpaceHarrier'' and ''VideoGame/OutRun'', respectively. Square's still earlier ''VideoGame/KingsKnight'' borrows a lot of elements from Konami's MSX game ''Knightmare''.
** Other ''Space Harrier'' derivatives/ripoffs included ''Rocket Ranger'', ''Cosmic Epsilon'', ''Attack Animal Gakuen'', ''Jimmu Densho Yaksa'' and the second level of ''Savage''.
** Other ''Out Run'' imitators in the arcades included Creator/{{Taito}}'s ''Top Speed'' (also known as ''Full Throttle'') and Creator/{{Jaleco}}'s ''Big Run''.
* Nichibitsu's ''Terra Force'' follows in the footsteps of Konami's ''[[{{Gradius}} Salamander (Life Force)]]'', alternating between vertical and horizontal scrolling, and featuring similar weaponry and {{attack drone}}s.
* ''Franchise/{{Castlevania}}'' was copied a lot, most blatantly with the SegaMasterSystem game ''Vampire: Master of Darkness'' and the PC98 game ''Rusty''.
* ''VideoGame/NinjaGaiden'' (NES) inspired ''Wrath of the Black Manta''(which also has elements of ''{{Shinobi}}''), ''VideoGame/ViceProjectDoom'', ''VideoGame/{{Shatterhand}}'', ''Shadow of the Ninja'' (which ironically was [[DolledUpInstallment dolled up]] as ''Ninja Gaiden Shadow'' on the GameBoy), the NES ''VideoGame/{{Batman|Sunsoft}}'' game et al.
** Speaking of ninjas, Irem's ''Ninja Spirit'' followed ''VideoGame/TheLegendOfKage'', but was far superior, although it was mostly overlooked.
* ''VideoGame/RollingThunder'' was imitated by ''VideoGame/{{ESWAT}} Cyber Police'', the aforementioned ''VideoGame/{{Shinobi}}'', ''Crime City'', ''Rough Ranger'', ''VideoGame/CodeNameViper'', etc. There were even two attempts to fuse it with themes from ''Film/JamesBond'' movies: ''VideoGame/SlySpy'' and ''[=ThunderJaws=]''.
* In the late 1970s to early 1980s, a large number of video game companies rushed to release their own ''SpaceInvaders''-like games. Some of these were hardly distinguishable from the original, e.g. Leijac's ''Space King'' and IPM's ''IPM Invader'' by two companies now better known as {{Konami}} and Creator/{{Irem}}, respectively. Of all the early imitators, [[NamcoBandai Namco's]] ''{{Galaxian}}'' is probably the best remembered, while Creator/{{Nintendo}}'s ''Space Fever'' and {{Sega}}'s ''Invinco!'' may be regarded as mere footnotes to history. ''TI Invaders'' for the TI99, ''Avenger'' for the UsefulNotes/VIC20, and ''Space Assault'' for the ColorComputer were first-party ''Space Invaders'' clones for systems that never received authorized ports.
* ''VideoGame/{{Pong}}'' ''Tennis'' and other clones were extremely common in the 1970s despite technology allowing to make different games. These came out with most of the first-generation video game consoles after the success of ''Pong'', which was released in 1972. Atari even [[http://mcurrent.name/atarihistory/pong-understand.jpg published an ad]] in May 1973 mocking the band-wagon behavior of their competitors.
* ''AceCombat'' inspired a few modern air combat games combining over-the-top scenarios and an unrealistic flight model. Examples include ''AirForceDelta'', the ''Sidewinder'' series (released in the west as ''Bogey Dead 6'' and ''Lethal Skies'') and more recently, ''VideoGame/{{HAWX}}''.
* ''{{Quake}}'' ended up being the leader in a different way - there are a whole slew of games running on its engines (particularly ''VideoGame/QuakeIIIArena''[='=]s) or derivatives of them (such as ''VideoGame/CallOfDuty'''s IW Engine or Creator/ValveSoftware's [=GoldSrc=] and Source), in comparison to the competing VideoGame/{{Unreal}} engine.
* ''MetalSlug'' led to an handful of fast-paced run and gunners with a cartoony yet intricate art style. Examples include ''Demon Front'', ''CT Special Forces'', ''Commando: Steel Disaster'', and ''VideoGame/AlienHominid''.
* ''Videogame/{{Pac-Man}}'' gave rise to such a wave of unauthorized clones that the arcade version of ''Ms. Pac-Man'' and the UsefulNotes/AppleII version of ''Pac-Man'' were originally developed as such. ''K.C. Munchkin'' for the Videogame/{{Odyssey2}} was close enough to get sued, though it became something a bit different. ''Munch Man'' for the TI99 was almost too much like ''Pac-Man'' in its prototype version; the final release had a different maze and the superficial substitution of laying chains for eating dots. ADK's ''Crush Roller'' ([[MarketBasedTitle also known as]] ''Make Trax'') similarly switched picking/eating stuff up to laying stuff down, and originally ran on an arcade board that cloned the ''Pac-Man'' hardware. Some developers of dot-collecting {{Maze Game}}s were a bit more inventive, and ''VideoGame/LadyBug'', ''Lock 'n' Chase'' and ''Mouse Trap'' were respectable enough games in their own right to see release on multiple platforms.
* ''LivingBooks'' inspired a whole slew of clones, done in a very similar format (Almost all of them had the option to read the story automatically, or read a page and click on everything). The most notable of these is the ''Disney Animated Storybook'' series, although several others had given it a shot too.
* The great wave of "''VideoGame/{{Breakout}}'' clones" actually followed the release of ''VideoGame/{{Arkanoid}}'', in whose wake came {{Arcade Game}}s like ''Gigas'' and ''Quester'', and on European 8-bit computers ''Batty'' and ''Krakout''.
** One game, ''Sorcerer's Maze'', is a Breakout clone made for the PS1. It was given a misleading title in order to fool gamers because it's [[NonIndicativeName just another Breakout clone]]. The game is actually fairly decent, and it has bosses.
* {{Pokemon}} spawned its share of imitators, like: {{Spectrobes}}, which gets lampshaded in Game Informer's review of the first game. Gotta Dig Up Fossilized Remains Of 'Em All!
* ''MiniRobotWars'' seems like a clone of ''VideoGame/PlantsVsZombies'', except that the game is in a horizontal view with platforms you have to place your units on.
** There are alot of ''Plants vs. Zombies'' clones in China, ranging from online role-playing games to arcade games.
* ''Singles: Flirt Up Your Life'' is essentially a [[HotterAndSexier mature]] copy of ''TheSims 2''.
* Activision quite obviously copied the ''VideoGame/CookingMama'' concept to a T and made it into ''Science Papa''.
* ''VideoGame/SuperMario64'' started the "Collect-a-thon" genre of platform games, spawning games like ''VideoGame/DonkeyKong64'', ''VideoGame/SpyroTheDragon'', ''VideoGame/{{Banjo-Kazooie}}'', the latter two ''{{Gex}}'' games, ''TyTheTasmanianTiger'', and the first ''JakAndDaxter''. As with most instances of this trope, the quality varies wildly.
* ''VideoGame/KungFuMaster'' led to other single-plane {{Beat Em Up}}s starring {{Bruce Lee Clone}}s: ''Dragon Wang'' for the SG-1000, ''Kung-Fu Road'' for the Super Cassette Vision, and ''China Warrior'' for the TurboGrafx16.
* Farmville is an interesting case. The game was inspired by Chinese web game called HappyFarm, which itself is inspired by HarvestMoon. Now with the popularity of social network farming games, Marvelous decided to follow the leader that was following Marvelous...
* ''VisualNovel/ThePortopiaSerialMurderCase'', especially its menu-based Famicom port, led to an enormous wave of murder mystery adventure games from Japanese video game companies in the 1980s; Creator/{{Irem}} and Creator/{{Taito}} produced licensed adaptations of popular mystery novels by Kyotaro Nishimura and Misa Yamamura, and even Creator/{{Nintendo}} jumped on the trend with the ''Famicom Detective Club'' series. This trend went unnoticed in English-speaking countries, because [[NoExportForYou very few of these games were ever localized]], though some of them (''VideoGame/DejaVu'' and ''[[http://www.hardcoregaming101.net/murderonthemississippi/murderonthemississippi.htm Murder on the Mississippi]]'') did begin as American computer games.
* Once again with the BeatEmUp genre, {{Konami}} also started something with it. This version of follow the leader went into three different directions:
** 1.) The success of ''TeenageMutantNinjaTurtlesTheArcadeGame'' led to the rise of the company itself doing arcade adaptions of popular cartoons/cartoons based on comic books, with up to 4 (6 for X-men) player co-op. Titles such as ''VideoGame/{{X-Men}}'', ''VideoGame/TheSimpsons'', and ''[[ComicBook/BuckyOHareAndTheToadWars Bucky O'Hare]]'' during the 90s.
** 2.) This also led a couple of "me too's" on {{Ninja}}s with weapons and 4 player co-op. Taito's ''VideoGame/TheNinjaKids'' (most of them wield bladed weapons) and Irem's ''VideoGame/NinjaBaseballBatMan'' ([[BatterUp all fight with baseball bats]], [[CaptainObvious duh]]). One of the stages in ''The Ninja Kids'' looks like April's burning apartment. The final stage in ''Ninja Baseball Bat Man'' takes place on top of a scaffold in New York, at night, just like the first stage of ''VideoGame/TeenageMutantNinjaTurtlesTurtlesInTime''. Both games failed in arcades not because they were bad, but due to poor advertisement and being over shadowed by other, and more popular beat'em ups and fighting games. In fact they had decent (''Ninja Kids'') and excellent (''Ninja Baseball Batman'') game play respectively.
** 3.) There were games that hitched on the TeenageMutantSamuraiWombats craze. Mainly the ''VideoGame/{{Battletoads}}'' franchise is guilty of this, but it started on the home consoles and worked its way up to the arcades. The console versions used lots of NintendoHard platforming to differentiate itself from other brawlers, but the arcade game is just a more straight foward brawler and plays more like ''VideoGame/DoubleDragon'' with gory finishers. Wow. Now that's a doozy!
* Jaleco's ''Ninja Jajamaru-kun'' series, after the first two games, abandoned its original style of gameplay in the later Famicom installments, which instead imitated ''DragonQuest'' (''Jajamaru Ninpou Chou''), ''VideoGame/TheLegendOfZelda'' (''Jajamaru Gekimaden'') and ''VideoGame/SuperMarioBros3'' (''Ginga Daisakusen'').
* The ''VideoGame/MonsterHunter'' series is huge in Japan, and has already inspired a handful of multiplayer-party-vs.-giant-monster successors, namely Creator/SquareEnix's ''VideoGame/LordOfArcana'', Creator/NamcoBandai's ''VideoGame/GodsEaterBurst'', and Creator/GameArts' ''VideoGame/RagnarokOdyssey''.
* Although it was a pre-existing franchise, when ''VideoGame/ZoneOfTheEnders'' got an installment for the GameBoyAdvance it ended up remarkably similar to the ''VideoGame/SuperRobotWars'' games on the platform, complete with a morale system and equippable parts.
* ''VideoGame/ModernWarfare'' didn't just create a lot of similar shooters using its concept. It also turned newer shooters to having MUCH darker narratives.
** And by "darker narratives", we mean "''Film/{{Red Dawn|1984}}'' as an FPS".
* To say that ''XuanDouZhiWang'' is [[AlternateCompanyEquivalent Tencent's Chinese equivalent]] of ''VideoGame/{{The King of Fighters}}'' is like dividing by 1; it's already implied. That being said, [[SincerestFormOfFlattery it does the job well enough]], but the blatant similarities to ''KOF'' (especially after the game was demoed by two of China's best ''KOF'' players) seem like a lawsuit waiting to happen.
** [[HilariousInHindsight For a bit of irony]], [[VideoGame/FatalFury Terry Bogard]] and [[VideoGame/TheKingOfFighters Benimaru Nikaido]] [[GuestFighter are set to be added to]] ''XD''[='s=] roster.
** Another game from Tencent is a ''Franchise/{{Pokemon}}''-like mobile game called ''Monster Combat''. Unlike many other ''Pokémon'' clones in China, this one has several differences in gameplay.
* After the success of the Wii, Sony and Microsoft joined in with the motion-control fad with Kinect and Playstation Move. Even though Playstation Move is widely regarded as a rip-off of the Wii, Sony actually had the idea of a motion controller since '''2001''', five years before Nintendo.
* ''SecretWeaponsOverNormandy'' inspired several arcadey story-driven WWII flight games. Followers include ''VideoGame/BlazingAngels'', ''VideoGame/HeroesOfThePacific'' and ''Combat Wings''.
* The ''Xak'' ActionRPG series began in the footsteps of the ''VideoGame/{{Ys}}'' series, and followed its format to the point of remaking the first two games as a single story on the PCEngine CD, much like ''Ys Book I & II''. Other ''Ys''-like games included ''VideoGame/{{Lagoon}}'', Technosoft's ''Shin Kugyokuden'' and Creator/DataEast's ''Makai Hakkenden Shada'' (whose title suggests ''VideoGame/TengaiMakyou Ziria'', whose highly-anticipated release came three months later).
* CompileHeart announced ''Monster Monpiece'', a Vita [=JRPG=] starring much fanservice and monster girls as enemies. It's likely not a coincidence that ''Monster Girl Quest'' was one of 2011-2012's more popular games beforehand. Oh, and they're [[http://www.youtube.com/watch?feature=player_embedded&v=31SF5DDMu8o not known for being subtle about it.]]
* A number of later NES/Famicom {{Platform Game}}s show a huge ''VideoGame/MegaMan'' influence, including ''VideoGame/MagicalDoropie'' (also known as ''The Krion Conquest''), ''Power Blazer'' (whose international version, ''Power Blade'', turned into a rather different game) and ''VideoGame/LittleSamson''.
* ''VideoGame/SuperMarioBros'' greatly spurred the development of {{Platform Game}}s for the NintendoEntertainmentSystem and later consoles, though surprisingly few took it as their primary model. Some computer games imitated ''Super Mario Bros.'' more brazenly, most notoriously ''VideoGame/TheGreatGianaSisters'', which was withdrawn under pressure of Creator/{{Nintendo}} almost immediately after it was published. (Maybe the makers should not have written "the brothers are history" on the cover of the C64 version...) Ironically enough, it got a remake on the NintendoDS of all platforms.
* Many ''VideoGame/RainbowIslands'' clones, such as ''Top Banana'', can be found on the UsefulNotes/{{Amiga}} ([[AndTheRest among other computer systems of the time]]), due to the game's popularity in the UK.
* "[[UpdatedRerelease HD remakes]]" of games are suddenly all the rage. Started as just a one-off thing for some classic games approaching ten years old (''VideoGame/SeriousSam'' and ''VideoGame/CallOfDuty'' were among the first[[note]]the latter also serving as a nice solution for the fact that until then the first game had been a PC-exclusive game in a fanbase primarily composed of console players[[/note]]), but now anything and everything that wasn't made for the XBox360 and PlayStation3 is getting an HD remake for those consoles.
* The hugely popular mod ''VideoGame/DayZ'' [[SarcasmMode inspired]] the makers of ''BigRigsOverTheRoadRacing'' to create an MMO zombie survival game called ''The War Z'', a game that [[CoversAlwaysLie contained none of the advertised features]] and being an obvious cash in towards people looking for ''DayZ'' or a game like it. Since then, ''several'' MMO first-person zombie survival games have started showing up on Steam, even though a couple of them are just ''The War Z'' being re-released under a different name because the original release was literally criminally deficient.
* ''Zyclunt'' (exported as ''Blade Warrior''), one of the first games developed by Korean studio Phantagram, takes its lead from ''VideoGame/{{Genocide}} 2'', a Japanese PC game that was not distributed in Western countries but had recently received an IBM-compatible port from a rival Korean company.
* You know how so many third person shooters have AlwaysOverTheShoulder camera? Yeah you can thank VideoGame/ResidentEvil4 for that. Not only that, it also popularized quicktime events and "realistic brown" environments. It's probably one of the most influential games of it's generation and it's influence is very, very present in this gen. Hell, VideoGame/DeadSpace might as well be called "''Resident Evil 4'', IN SPACE!!!".
** Also the sadly underrated ''VideoGame/ColdFear'' which is basically [[CaptainErsatz Resident Evil 4]], complete with brain parasites, mutants, and the [[NarmCharm lovably cheesy voice-acting we all know and love]], but on a tanker with the most epic use of environmental hazards ever seen in a game.
* The PlatformHell ''VideoGame/IWannaBeTheGuy'' was based off a Japanese flash game called ''The Life-Ending Adventure''... and when the latter game was finished, [[spoiler:[[RecursiveAdaptation its final areas are based off of IWBTG, with The Kid as the final boss!]]]]
** Likewise inverted in [[VideoGame/IWannaBeTheGuyGaiden the sequel]] - part of level 1-3 is based off the first game, and it starts [[spoiler:right where ''The Life-Ending Adventure'' starts its ''own'' recreation!]] WordOfGod confirms this was intentional.
* The original ''VideoGame/{{Dragon Quest|I}}'' practically created the EasternRPG, and ''VideoGame/{{Final Fantasy|I}}'' and ''VideoGame/{{Phantasy Star|I}}'' were only the two most successful of the many imitators springing up in its wake, which also included ''VideoGame/GloryOfHeracles'' and ''Momotaro Densetsu''. ''VideoGame/MOTHER1'' tried hard to be different in terms of setting and aesthetics, though its gameplay was still pretty much the same.
** DragonQuest itself was explicitly inspired by the first ''VideoGame/{{Wizardry}}'' game (which Yuji Horii was enthralled by; the original concept behind the game was to create something that combined the combat system of Wizardry with the overhead view of ''VideoGame/{{Ultima}}''. The first FinalFantasy drew on the granddaddy of the RPG itself, TabletopGame/DungeonsAndDragons, both in terms of VancianMagic (a distinction shared by Wizardry) and monster artwork and design.
* Before ''VideoGame/PunchOut'' had its NES release endorsed by Mike Tyson, Elite Systems Ltd got an endorsement from a RealLife prizefighter for its own knockoff, ''Frank Bruno's Boxing''.
* ''VideoGame/PAYDAYTheHeist'' was heavily inspired by Valve's ''VideoGame/Left4Dead'' series by taking the core concept of tight teamwork and enemies that rush the players in large swarms, but with SWAT teams instead of zombies. The game has done incredibly well and Valve even helped the developers create the crossover No Mercy DLC. The sequel still retains the core concepts of the first game, but differentiates itself from Left 4 Dead by having character class skills and weapon mods.
* ''WorldOfTanks'' [[AllegedlyFreeGame free-to-play model]] has spawned thinly veiled clones using the exact same mechanics - ''VideoGame/MechWarrior Online'''s primary gamemode is a copy+pasted version of ''World Of Tanks'' base capture/team annihilation. ''Online'' uses an identical "garage" system (renamed to "mechbay"), and like in ''Tanks'', ''Online'' has no-respawn gameplay. And both have [[RevenueEnhancingDevices obscenely expensive cosmetic items]].
* ''VideoGame/DwarfFortress'' prompted a several games based around what can best be called "Dwarf management" (such as ''Dwarves!?'', ''A Game of Dwarves'', and ''Survivors of Ragnarok''), as well as a number of other games in its general style, like ''Towns''. Most of them play differently in one way or another, though, and all of them try to offer an alternative to Dwarf Fortresses' somewhat steep learning curve and minimalist graphics.
* ''[[VideoGame/ResidentEvil3Nemesis Resident Evil 3: Nemesis]]'' was not the first game to include a near-unstoppable, ImplacableMan enemy that repeatedly shows up with a single-minded focus on killing/stopping you, but it was one of the most popular and influential. After ''Nemesis'', this sort of enemy started showing up frequently in a variety other games (a good example being ''VideoGame/SilentHill2'''s Pyramid Head), to the point where other games in the ''Franchise/ResidentEvil'' series tried to copy this success with their own versions of Nemesis.
* In the early 1990s, Naxat Soft organized the Summer Carnivals as a rival to Creator/HudsonSoft's Caravan series, both being contests to see who could score the most points in a certain number of minutes. The game featured in Naxat's first annual contest, ''Seirei Senshi Spriggan'', was developed by Creator/{{Compile}}, who had also developed ''[[VideoGame/BlazingLazers Gunhed]]'' for Hudson to use in their '89 contest. For Summer Carnival '92, Naxat developed ''Alzadick'', a short game strongly reminiscent of the ''VideoGame/StarSoldier'' series that was Hudson's mainstay.
* Creator/{{Capcom}}'s ''Gun.Smoke'' was closely imitated by the European computer games ''Desperado'' and ''Wanted'' (alias ''Outlaw''); ''Desperado'' actually became an authorized version of ''Gun.Smoke'' in the UK.
* "We want the ''VideoGame/CallOfDuty'' audience." These words have marked countless game series for death and will mark countless more to come. Game companies try so hard to make their games appeal to said audience that they alienate fans of previous games in the series (apparently the companies assume that they [[UndyingLoyalty will just buy it anyway]]). Meanwhile the ''Call of Duty'' audience doesn't really care about much else but ''Call of Duty'', so the game falls flat and the franchise is considered a lost cause due to poor sales. You would think people would stop trying, but ''Call of Duty'' makes '''''so goddamn much money''''' that it's hard for them not to.
** This could extend to the whole craze of "Western-developed remakes of classic Japanese series" as the two best known examples (''VideoGame/CastlevaniaLordsOfShadow'' and ''VideoGame/DmCDevilMayCry'') have encountered mixed reviews from old fans at best and not so much interest from would be new ones. This trend was mainly caused by various Western games (such as GTA and [=CoD=]) making more money in the US than most Japanese-made games.
* The success of the physics-based stunt bike-racing game ''VideoGame/{{Trials}}'' spawned two imitators: Tate Multimedia's ''Urban Trial: Freestyle'' and Bakno Games' inventively titled ''Motorbike''.
* Creator/{{Koei}}'s breakout success with ''VideoGame/NobunagasAmbition'' inspired other Japanese VideoGameCompanies to create their own JidaiGeki TurnBasedStrategy games. Examples include Creator/GameArts' ''Harakiri'', Creator/{{Irem}}'s ''Hototogisu'', Namco's ''Dokuganryu Masamune'' and [[Creator/TelenetJapan Wolf Team]]'s ''Zan'' series. Given the lack of appeal of these games to non-Japanese players, it's surprising that even one of the imitators (Hot-B's ''Shingen the Ruler'') was localized.
* Arcade rhythm game which uses collectibles as part of its game mechanic started with ''Anime/PrettyCure'' arcade, followed by ''[[Anime/HimeChenOtogiChikkuIdolLilpri Lilpri - Yubi Puru Hime Chen!]]'' & ''Love&Berry'' by Creator/{{Sega}}, ''[[VideoGame/PrettyRhythmAuroraDream Pretty Rhythm]]'' by Takara Tomy and ''VideoGame/{{Aikatsu}}'' by Creator/NamcoBandai.
* Many, many SuperMarioWorld ROM hacks attempt to copy either BrutalMario, KaizoMarioWorld or both. Sometimes it's fairly 'subtle' (like how Scarlet Devil Mario 2 takes many a level idea from the former and recodes them), sometimes it's a deliberate homage (ala Mario's Wacky Worlds ripping off Kaizo Mario's first level to annoy ProtonJon) and sometimes it's blatant enough that any commercial publisher would probably sue as a result (Super Mario Kollision and Hammer Bro Demo 3 take entire levels from said games, complete with the graphics, music and level design).
** For the more general ROM hacks that attempt to copy the success of Kaizo Mario World or similar hacks, many designers try to be as brutally difficult as the original hacks or cranks the difficulty UpToEleven. The massive flooding of ROM hacks that try to be as difficult as possible slowly killed off ROM hacks in general.
* The Horace games for the UsefulNotes/ZXSpectrum, though never entirely derivative of arcade games, were fairly close in spirit. ''Hungry Horace'' played like ''VideoGame/PacMan'' but with a very different approach to maze design; the first screen of ''Horace Goes Skiing'' loosely resembled ''VideoGame/{{Frogger}}''; and the final screen of ''Horace and the Spiders'' was very similar to ''VideoGame/SpacePanic''.
* The RealTimeStrategy Genre that doesn't fall under the PointBuySystem is either "CommandAndConquer Style" or "StarCraft Style". Even point buy RTS games can be said to have actual combat based off these two.
* The {{Commodore 64}} game ''Uridium'' had a few imitators, including ''Ultima Ratio'' and ''Mirax Force''. ''Psycastria'' for the UsefulNotes/BBCMicro was more popular than that platform's official conversion of ''Uridium''.
* The UsefulNotes/{{Amiga}} ShootEmUp ''Blood Money'' takes blatant inspiration from the contemporary Creator/{{Irem}} ArcadeGame ''Mr. Heli''.
* ''Franchise/MortalKombat Trilogy''[==]'s "Brutality" {{Finishing Move}}s are quite obviously their interpretation of ''VideoGame/KillerInstinct''[==]'s Ultra Combos.
* Much as there is the ''Diablo'' clone, Japan also has the ''VideoGame/{{Wizardry}}'' clone. The games ''really'' hit it off in Japan for being [[NintendoHard harder than hard]] first-person dungeon crawler [=RPGs=], and the Japanese version of the series has more than 20 entries. The games had a notable influence on the earliest ''Franchise/ShinMegamiTensei'' games, as well as ''VideoGame/EtrianOdyssey''. There's also the Japanese ''[[NoExportForYou Generation Xth]]'' trilogy, which is [=MegaTen=]'s even more cyberpunky ScienceFantasy ''Wizardry'' cousin.
* ''VideoGame/SurgeonSimulator2013'' became an instant hit with the gaming community for having the concept of playing as a clumsy surgeon who only operates with one hand and his fingers move individually with different buttons, making gripping tools difficult but funny to handle as the surgeon tears out all the vital organs to reach the one organ he has to do a transplant on. Several games have followed the trend of badly controlled "simulator" games with various results, such as ''Probably Archery'' (which tries to mimic ''Surgeon Simulator 2013's'' bad controls a little ''too'' well) and ''VideoGame/GoatSimulator'' (has everything as a total wreck for shits and giggles with the exception of any GameBreakingBug). The success of ''Surgeon Simulator 2013'', and ''Goat Simulator'' also caused a slew of copycapts to create their own "X Simulator" games on the concept of being clever with things like ''Rock Simulator'', ''Water Simulator'', and even a ''Black Screen Simulator'', reaching the status of a DiscreditedMeme.
* The success of the NeoGeo inspired the creation of several arcade arcade boards with easily-swapped game cartridges. Examples include the Creator/{{Taito}} F3, Creator/{{Capcom}}'s CPS Changer (which was basically a consolized release of the venerable [=CPS1=]), Creator/{{Jaleco}}'s Mega System 32, Kaneko's Super Nova System and IGS's [=PolyGame=] Master. Creator/DataEast's MLC System went for interchangeable daughterboards instead, though Data East's own Neo Geo games were more successful.
* ''AmnesiaTheDarkDescent'' inspired an explosion of first-person SurvivalHorror {{indie game}}s taking what separated ''AloneInTheDark'', ''ResidentEvil'' and ''SilentHill'' from their action-packed predecessors and [[UpToEleven pushing it even further]]. So much so that the "wandering a dark place avoiding a monster" genre quickly became a parody of itself, with hordes of inexperienced developers making [[TheyJustDidntCare low-effort]], [[NightmareRetardant lower-execution]] {{freeware}} titles in entry-level engines such as UsefulNotes/{{Unity}} and GameMaker. Case in point, SomethingAwful founder Rich "Lowtax" Kyanka has a [[LetsPlay/GamingGarbage YouTube channel]] dedicated to such "projects" and these sorts of games are the predominant genre.
* ''VideoGame/{{Slender}}'' has had similar impact in the Indie Survival Horror genre, taking the "first person helplessness" mechanics of ''Amnesia'' and distilling it into a [[StrictlyFormula simple formula]] of item collecting and {{Jump Scare}}s in a minimalist environment. Unsurprisingly, countless home-brew spinoffs have been unleashed upon the Internet and, just as unsurprisingly, are one of the most common targets of Lowtax's channel.
* The huge success of ''VideoGame/AoOni'' (it's even got a movie and novelization now) led to the boom of the "Oni Game" genre (4-ish people trapped in a ClosedCircle with a PaletteSwap of the aforementioned Oni as the [[ImplacableMan implacable stalker]]), and the RPG-Maker Horror Game genre (which itself has been helped along more recently by titles like ''VideoGame/{{Ib}}'' and ''VideoGame/TheWitchsHouse'').
* ''VideoGame/OperationWolf'' set the model for most {{Light Gun Game}}s of the late 1980s. ''VideoGame/LethalEnforcers'' revamped it for the 1990s with [[DigitizedSprites digitized graphics]], which were then taken up by Creator/DataEast's ''Locked 'N Loaded'' and (ironically) ''Operation Wolf 3''.
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