The popular mobile physics game Angry Birds is rather similar to many other physics-based projectile games, most notably Armor Games' 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.
This has in a strange way become somewhat of a Discredited Trope, 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, Half-Life and GoldenEye 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 Call of Duty 4, at least; now the only FPS's that aren't Call of Duty clones are 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 Sprint Meter are particularly popular).
Myst sparked a slew of point-and-click CD-ROM adventure-puzzle games, hastening the death of the older LucasArts/Sierra Online adventure genre.
In spite of MUDs and GMUDs languishing in obscurity for ages, their day would only really come in the rechristened form of MMORPGs. The entire MMO craze was started with Ultima Online, refined with EverQuest and Lineage, then given a further kickstart by the massive success of World of Warcraft.
World of Warcraft in particular has spawned a number of imitators, Tabula Rasa and Age of Conan 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.)
In defense of the poor MMOs that don't have eleven million subscribers, one of the things Blizzard is known for is taking existing formula and refining them into a highly polished product. World of Warcraft, at least in its original release, had very little that was actually new to the genre, rather it took existing aspects of MMORPGs, fleshed them out and made them more accessible. It's not surprising that these refinements have propagated themselves to later games in the genre.
Guild Wars is one of the other successful RPGs. 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. Guild Wars 2 seems to be trying to go even farther, with such things as completely eliminating a class for The Medic; 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.
City of Heroes. When Marvel Comics 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. There was lots of hype, but the game never materialized. Then DC Comics announced they would make an MMO for the Sony Playstation 3. Er, maybe the Champions-based MMO will be good? The guy leading it was president of the City of Heroes development team...
Saints Row 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 PlayStation 2-era GTA games, at a time when Grand Theft Auto IV was trying to be more serious and realistic.
The massive success of Capcom's Street Fighter II resulted in a massive glut of fighting games; big-name arcade manufacturers rushed to produce such knockoffs as 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.
Capcom actually sued Data East, the makers of the copycat Fighter's History. Data East won on 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 Clothing Damage gameplay gimmick.
The Guilty Gear series is seen by many to have paved the way for a whole subgenre of doujinshi fighting games with similar mechanics.
Tokimeki Memorial pioneered the Dating Sim genre with a clean but lovable game, showing that these games weren't just for the hentai. This trend continued with Kanon (ironically, itself an H-Game), which spawned many other H and non-H romance games that focused on the story and characters.
One of those followers was Memories Off, which established itself the genre of clean games with sad stories.
This still happens with the 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 Katawa Shoujo, who is already spawning some independent imitators, including one based on mental rather than physical defects.
The PlayStation's other killer app, Metal Gear Solid, spawned a lot of stealth-game imitators that failed to realize that the glory was as much the story as the sneaking.
Bizarre aversion: Syphon Filter 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 Stealth-Based Game 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 PlayStation 2).
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 Brain Age and Big Brain Academy games for the endless stream of portable Edutainment Games 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 Birdman Syndrome. In short, Wii Sports 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 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 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 Up to Eleven and plagiarized half of the Wii's library.
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 upcoming 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 Hilarious in Hindsight.
Sony's PS3 and Vita combo, and Microsoft's smart glass, following the announcement of the Wii U.
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.
After the Tamagotchi fad (itself strongly reminiscent of the Pet Rock) and the virtual pet craze it inspired swept the world, hoards of Gotta Catch Them All video games, Collectible Card Games and Mons Of The Week anime were spawned in its wake, and have been a popular market segment to this day.
Stealth levels, after the success of Metal Gear Solid (these often ruined otherwise great gamesnote 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).
The Full Motion Video "Interactive Movie" genre. While it had existed in more basic form using analog video controlled by a computer (I.E.: Dragon's Lair,) 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 B-Movie and a Choose Your Own Adventure book. Occupying somewhere around So Bad, It's Good 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 Visual Novel, and there often only thanks to overlap with adult games.
Tomb Raider and Lara Croft herself spawned many copycat attempts.
Which is pretty funny considering that its road to success can be described as Indiana JonesmeetsPrince of Persia… IN 3D. When the Prince and Indy made the jump to 3D, they were both seen as shameless ripoffs of Ms. Croft's efforts.
To be fair, the first POP and Indy games in 3D did take a lot from the Tomb Raider formula. However, the later games for both series went some way to changing that (not that that stopped the comparisons), to the point that when Tomb Raider was revived with Legend many mechanics felt like they'd been raided from the tombs of a certain Persian royal family.
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 MMORPGs open-world game that followed inn of MMOs and Diablo clones often incites accusations of Diablo killing the western RPG genre from fans.
To elaborate on the previous entry- Rogue, the Genre Popularizer 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 Might and Magic series started a new trend of Group Based RPGs in the late '80s and '90s, including the excellent Baldur's Gate. 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 Heroes of Might and Magic spin-off of the Might and Magic 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 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.
X-COM 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 The X-Files 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 Commandos.
Halo is a good example, as almost every FPS these days has copied the 'recharging health bar' thing (to varying degrees of success). It also eliminated the Hyperspace Arsenal concept that most 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 Half-Life had grenades and melee, but only as specific weapons in the character's Hyperspace Arsenal (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 primary/secondary weapon layout. Some games (like F.E.A.R., Gears of War, and Darkwatch) have built explicit melee options or even enitre combo systems based on a dedicated melee button.
Worth noting is that Duke Nukem 3D had a dedicated melee button years before Halo, though it was nowhere near as useful.
Halo itself was remarkable for bringing many earlier concepts into a single game. (Vehicles, Recharging Health, adhesive grenades, there's probably a few more.)
Rise of the Triad did away with Hammerspace arsenals well before Halo did, albeit to a lesser degree (pistol, dual pistols, an MP40, one heavy weapon that's usually a missile launcher, and one magic superweapon like the baseball bat).
Back when the C64 was still kicking around, the arcade conversion of Gauntlet resulted in a large number of similar games to appear, including Dandy (actually a reformulated version of the dungeon crawler for Atari 8-Bit Computers 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 BBC Micro, similar four-player games titled Dunjunz and White Magic were produced.
Want a headache? Try following the evolution of the Guitar Rock game genre:
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 Currently in development hell. And ironically, Taomee has the rights to publish Wizard 101 in China.
The use of isometric projection. Nobody's sure whether Q*bert, 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 (Head Over Heels, Get Dexter) to the just plain weird (Movie, Sweevo's World).
Gears of War 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.
Platform Hell, while first started by Jinsei Owata no Daibouken and Super Mario Forever, was codified by Kaizo Mario World, 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 Platform Hell did this, complete with the exact same traps as Kaizo itself).
Mario's Picross helped speed up the amount of nonogram games to soon follow, mostly in Flash form.
Many urban-themed Beat 'em Up were made to ride on the success of Final Fight. Just look at Streets of Rage, 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 Beat 'em Up 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.
Call of Duty fans are instigating the future Medal of Honor 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.
Battlefield: Bad Company 2 does take a few plot elements from Modern Warfare 2, but for the most part it's for the purpose of parodying them.
Ever17 is a popular Visual Novel. Soul Link 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 IN SPACE.
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 Railroad Tycoon started the "tycoon" brand, RollerCoaster Tycoon 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.
Young Merlin 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 The Asylum. 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:
Both N.O.V.A and The Conduit even feature 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".
On the same vein as Gameloft, Triniti Interactive has made their fair share of 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:
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.
Katamari Damacy, 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 Noby Noby Boy for the PS3 and The Munchables for the Wii.
"'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 Call of Duty 4: Modern Warfare 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:
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 Minecraft.
Minecraft, in turn, brought the genre into the mainstream, and it too inspired a wave of imitators. The most successful of these was 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.
Super Mario Bros. 3 had many clones/imitations, including Mc Kids, Bugs Bunny's Birthday Blowout, Armadillo(Japan only), etc.
Contra imitations included Data East's Midnight Resistance, SNK's Cyber Lip, Treasure's Gunstar Heroes (although it was made by former Konami employees who worked on Contra III), Sunsoft's Bay Route and 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 Xevious, as was Data East's Zaviga. Another very similar Arcade Game was Sega's Gardia. Alphos for the PC-88 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 Zanac also look a lot like Xevious, as does the original Thunder Force, which was actually dolled-up in Korea as Super Xevious.
Copying R-Type was quite the thing for a long time (e.g. Pulstar, Konami's XEXEX, Allumer's Rezon), to the point that 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.
Love Plus 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.
In the late 1970s to early 1980s, a large number of video game companies rushed to release their own Space Invaders-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 Irem, respectively. Of all the early imitators, Namco'sGalaxian is probably the best remembered, while Nintendo's Space Fever and Sega's Invinco! may be regarded as mere footnotes to history. TI Invaders for the TI-99, Avenger for the VIC-20, and Space Assault for the Color Computer were first-party Space Invaders clones for systems that never received authorized ports.
PongTennis 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 published an ad◊ in May 1973 mocking the band-wagon behavior of their competitors.
Ace Combat inspired a few modern air combat games combining over-the-top scenarios and an unrealistic flight model. Examples include Air Force Delta, the Sidewinder series (released in the west as Bogey Dead 6 and Lethal Skies) and more recently, HAWX.
Quake ended up being the leader in a different way - there are a whole slew of games running on its engines (particularly Quake III: Arena's) or derivatives of them (such as Call of Duty's IW Engine or Valve Software's GoldSrc and Source), in comparison to the competing Unreal engine.
Metal Slug lead 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 Alien Hominid.
Pac-Man gave rise to such a wave of unauthorized clones that the arcade version of Ms. Pac-Man and the Apple ][ version of Pac-Man were originally developed as such. K.C. Munchkin for the Odyssey2 was close enough to get sued, though it became something a bit different. Munch Man for the TI-99 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 (also known asMake 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 Games were a bit more inventive, and Lady Bug, Lock 'n' Chase and Mouse Trap were respectable enough games in their own right to see release on multiple platforms.
Living Books 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 "Breakout clones" actually followed the release of Arkanoid, in whose wake came Arcade Games 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 just another Breakout clone. The game is actually fairly decent, and it has bosses.
Pokémon 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!
Farmville is an interesting case. The game was inspired by Chinese web game called Happy Farm, which itself is inspired by Harvest Moon. Now with the popularity of social network farming games, Marvelous decided to follow the leader that was following Marvelous...
2.) This also lead a couple of "me too's" on Ninjas with weapons and 4 player co-op. Taito's The Ninja Kids (most of them wield bladed weapons) and Irem's Ninja Baseball Bat Man (all fight with baseball bats, 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 Teenage Mutant Ninja Turtles: Turtles in Time. 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 Teenage Mutant Samurai Wombats craze. Mainly the 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 Nintendo Hard platforming to differentiate itself from other brawlers, but the arcade game is just a more straight foward brawler and plays more like Double Dragon 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 Dragon Quest (Jajamaru Ninpou Chou), The Legend of Zelda (Jajamaru Gekimaden) and Super Mario Bros. 3 (Ginga Daisakusen).
Another game from Tencent is a Pokémon-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.
The XakAction RPG series began in the footsteps of the Ys series, and followed its format to the point of remaking the first two games as a single story on the PC Engine CD, much like Ys Book I & II. Other Ys-like games included Lagoon, Technosoft's Shin Kugyokuden and Data East's Makai Hakkenden Shada (whose title suggests Tengai Makyou Ziria, whose highly-anticipated release came three months later).
Compile Heart 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 not known for being subtle about it.
A number of later NES/Famicom Platform Games show a huge Mega Man influence, including Magical Doropie (also known as The Krion Conquest), Power Blazer (whose international version, Power Blade, turned into a rather different game) and Little Samson.
Super Mario Bros. greatly spurred the development of Platform Games for the Nintendo Entertainment System and later consoles, though surprisingly few took it as their primary model. Some computer games imitated Super Mario Bros. more brazenly, most notoriously The Great Giana Sisters, which was withdrawn under pressure of 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 Nintendo DS of all platforms.
"HD remakes" of games are suddenly all the rage. Started as just a one-off thing for some classic games approaching ten years old (Serious Sam and Call of Duty were among the firstnote 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), but now anything and everything that wasn't made for the Xbox 360 and PlayStation 3 is getting an HD remake for those consoles.
The hugely popular mod DayZinspired the makers of Big Rigs: Over the Road Racing to create an MMO zombie survival game called The War Z, a game that 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 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 Always over the Shoulder camera? Yeah you can thank Resident Evil 4 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, Dead Space might as well be called "Resident Evil 4, IN SPACE!!!".
Likewise inverted in the sequel - part of level 1-3 is based off the first game, and it starts right where The Life-Ending Adventure starts its own recreation!Word of God confirms this was intentional.
Dragon Quest itself was explicitly inspired by the first 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 Ultima. The first Final Fantasy drew on the granddaddy of the RPG itself, Dungeons & Dragons, both in terms of Vancian Magic (a distinction shared by Wizardry) and monster artwork and design.
Before Punch-Out!! had its NES release endorsed by Mike Tyson, Elite Systems Ltd got an endorsement from a Real Life prizefighter for its own knockoff, Frank Bruno's Boxing.
PAYDAY: The Heist was heavily inspired by Valve's Left 4 Dead 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.
Dwarf Fortress 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.
Resident Evil 3: Nemesis was not the first game to include a near-unstoppable, Implacable Man 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 Silent Hill 2's Pyramid Head), to the point where other games in the Resident Evil 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 Hudson Soft'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 Compile, who had also developed Gunhed for Hudson to use in their '89 contest. For Summer Carnival '92, Naxat developed Alzadick, a short game strongly reminiscent of the Star Soldier series that was Hudson's mainstay.
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 Call of Duty 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 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 (Castlevania: Lords of Shadow and DmC: Devil May Cry) 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 Trials spawned two imitators: Tate Multimedia's Urban Trial: Freestyle and Bakno Games' inventively titled Motorbike.
Many, many Super Mario World ROM hacks attempt to copy either Brutal Mario, Kaizo Mario World 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 Up to Eleven. 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 ZX Spectrum, though never entirely derivative of arcade games, were fairly close in spirit. Hungry Horace played like Pac-Man but with a very different approach to maze design; the first screen of Horace Goes Skiing loosely resembled Frogger; and the final screen of Horace and the Spiders was very similar to Space Panic.
Much as there is the Diablo clone, Japan also has the Wizardry clone. The games really hit it off in Japan for being 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 Shin Megami Tensei games, as well as Etrian Odyssey. There's also the Japanese Generation Xth trilogy, which is MegaTen's even more cyberpunky Science FantasyWizardry cousin.
Surgeon Simulator 2013 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 Goat Simulator (has everything as a total wreck for shits and giggles with the exception of any Game-Breaking Bug).
The success of the Neo Geo inspired the creation of several arcade arcade boards with easily-swapped game cartridges. Examples include the Taito F3, Capcom's CPS Changer (which was basically a consolized release of the venerable CPS1) and IGS's PolyGame Master. Data East's MLC System went for interchangeable daughterboards instead.