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.
Call of Duty and Battlefield would later help pave way for realistic first person shooters, including most of the staples of the "modern FPS" subgenre: grounded movement, aim down sights, Regenerating Health, cinematic campaigns, etc. When their sequels featured modern weaponry such as Call of Duty 4, modern shooters became the norm for the genre, such that most FPS's released around that time that weren't "CoD clones" were 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).
It goes back full circle in the late 2010s, though. With the respective series having lost its magic and mainstream tastes starting to grow tired of the "modern shooter" genre, DOOM (2016) would be one of the major factors in turning people towards the genre's roots of fast-paced, lateral movement and guns-blazing combat. Many FPS games released around that timeframe would follow suit.
Myst sparked a slew of point-and-click CD-ROM adventure-puzzle games, hastening the death of the older LucasArts/Sierra 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). 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.
WoW also has an in-universe example. To fight the undead, the Order of the Silver Hand created a powerful holy sword that came to be known as the Ashbringer. To fight their enemies, the Scarlet Crusade sought to forge a weapon of equal power to the Ashbringer and used similar forging methods to achieve that goal. Their result, sabotaged from within, was Light's Wrath.
Guild Wars 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. 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.
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 scènes à 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.
Art of Fighting was also the first fighting game to have powered-up Super Moves and a Mana Meter to regulate them, a gameplay mechanic countless other titles (including Super Street Fighter II Turbo) subsequently copied.
The Guilty Gear series is seen by many to have paved the way for a whole subgenre of doujin fighting games with similar mechanics.
The success of Mortal Kombat 9 inspired many subsequent fighting games to feature an increased focus on the single player Story Mode. Street Fighter V, Marvel vs. Capcom: Infinite and Tekken 7 were all particularly blatant about this, even using the same shifting perspective narrative style employed by Mortal Kombat. It's now extremely common to see a fighting game's Story Mode touted by the creators as a selling point instead of the afterthought it used to be.
Tetris inspired the entire Falling Blocks genre of video games. Its success was also the reason why the Game Boy was filled with Sokoban clones. The amount of puzzle game rip-offs on the Game Boy definitely exceeds 20, making it possibly one of the most extreme cases of this trope in gaming history.
Though some earlier Falling Blocks games had competitive multiplayer, it was Puyo Puyo's success (itself being an indirect response to the aforementioned popularity of Street Fighter II) that inspired developers to make puzzle games with head-to-head combat as the main attraction. The various imitators it spawned during the 1990s include Baku Baku Animal, Battle Balls, Deroon Dero Dero (Tecmo Stackers), Hebereke's Popoon, Panic Bomber, and Taisen Puzzle-dama (Crazy Cross). Even Capcom itself couldn't avoid the game's success, which resulted in the creation of Super Puzzle Fighter II after a failed attempt with Pnickies (which went so far as to license the Puyo Puyo gameplay from Compile).
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.
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. Wii Sports Resort, like its predecessor, led to a whole mess of sports minigame games with a tropical theme, like Vacation Isle: Beach Party and Big Beach Sports. Almost all of these were predictably terrible, but M&M's Beach Party is unarguably one of the worst, looking and playing like something released a decade earlier.
Sony and especially Microsoft attempted to directly copy 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 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 WiiU.
After Nintendo created two mini retro consoles: the NES Classic Edition in 2016 and the Super NES Classic Edition in 2017, Sony made the PlayStation Classic in 2018. Other companies followed suit with mini versions of their oldest consoles, with limited success.
The original plans for the PSP looked just like the GBA SP, only with a disc slot.
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 the dedicated MGS-ripoff level 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.
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 and open-world games, these MMOs and Diablo clones often incite accusations of Diablo killing the Western RPG genre from fans. There is also a specific aspect of Diablo that has been copied numerous times, even by games that are not otherwise Diablo clones: Color-Coded Item Tiers. The ability to roughly judge an item's quality with a quick glance was so well-received, that slews of other games adopted not only the concept, but identical colors and names for the levels. By now the scheme is considered tradition, to the point that it's considered annoying for a looter game not to use it or to mess with the colors too much.
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 M&M that popularized it.
The series Heroes of Might and Magic spin-off of the Might & 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 III, 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 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.
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 1 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 and has to put away his current weapon to pull out grenades before he can throw them, while Master Chief can club someone with anything he can pick up and toss grenades regardless of what he's carrying). 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 F.E.A.R., Gears of War, and 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, Duke Nukem 3D had a dedicated Quick Melee button years before Halo, though it was nowhere near as useful. Rise of the Triad meanwhile did away with Hammerspace arsenals, albeit to a lesser degree — pistol, dual pistols, an MP40, one heavy weapon, and one magic superweapon. MIDI Maze, way back in 1987 on the Atari ST, introduced Regenerating Health to FPS games, and Jurassic Park: Trespasser was one of the best-known games before Halo to use it.
Halo 2 in particular changed how online gaming was played forever. Just some of the many things that they brought to the table were: friend lists, pre-game lobbies, in-game clan recognition, parties, text and voice messages, proximity voice, matchmaking, playlists, and skill based ranking. Then keep in mind, this is about a third of what Bungie had planned to do.
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. There were also a few imitators in the arcades: Konami's Devil World and Data East's Shackled.
The "guitar game" subgenre of Rhythm Games has had massive amounts of this. To begin with, they started as Guitar Freaks, created by Bemani. Harmonix created their own version, Guitar Hero, using music better suited for North American and European audiences and adding two more buttons to the guitar peripheral. After a few games of this, Harmonix split off into making a Spiritual Successor, Rock Band, while Neversoft took over development duties for the Guitar Hero series for III and beyond. Rock Band, besides featuring practically identical guitar gameplay as Guitar Hero, added support for drums (which itself could be seen as copping from the sister series of Guitar Freaks, Drum Mania) and vocals, along with a character creator. The fourth Guitar Hero installment, World Tour, took these elements. Meanwhile, Guitar Hero created several band-specific spinoffs (for Aerosmith, Metallica, and Van Halen), which Rock Band later did (for The Beatles and Green Day). Guitar Hero 5 featured a less "heavy" setlist, focusing on more varied genres rather than the hard rock and metal-oriented soundtracks of previous games, much like Rock Band did, along with changing its vocal system to be more like that of Rock Band. 5 also borrowed the "Unison Bonus" gameplay element from Rock Band, which requires players in co-op to play a brief section of a song perfectly to obtain bonuses.
Taomee is a 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.
Harvest Moon: Magical Melody is from a series older than AC but looks much more like it than previous games. The art style is divisive both with fans as casuals, as it's not considered as endearing and polished as Animal Crossing and makes the game seem too childish.
They kept doing this after switching to Microsoft. The Xbox 360's Avatars, which were developed by Rare, look suspiciously similar to Nintendo's Miis. In the game department: Viva Piñata was an attempt at recreating the PokémonGotta Catch Them All craze, and Kinect Sports was the response to Wii Sports. Rare may have gone over to Microsoft, but they still look to Nintendo for inspiration.
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, Call of Duty-style FPS or Gears of War style third-person shooter.
Many urban-themed Beat 'em Up were made to ride on the success of Double Dragon. Just look at Final Fight, Streets of Rage, Rival Turf!, 64th Street: A Detective Story, Burning Fight and Riot City. Though some of these games wound up becoming popular in their own right (mainly Streets of Rage). Capcom later tried to revive the urban beat 'em up with Beat Down: Fists of Vengeance and Final Fight Streetwise. Namco tried to take the wind out of Capcom's sails by making and releasing Urban Reign around the same time. All three games flopped. They tried 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.
FlatOut is often nicknamed Burnout's redneck cousin. Instead of crashes with cars only, they focus on cars crashing with the drivers being ejected.
This is a case of Older Than They Think, as Onechanbara, a series that started off as a cross between DMC and Dynasty Warriors, had a dodge mechanic where pulling it off successfully would slow down time and a high damaging counter attack. Though Bayonetta's would have an influence on the later games starting with Z: Kagura. The games would have end of level ranks going from bronze to platinum, stages were shorter, and had verses similar to Bayonetta. No More Heroes has Dark Step, which puts it in a similar case like Onechanbara too.
Shortly after Fallout 3's success, several RPG/FPS hybrids with a wasteland setting were announced, such as FUEL (a Open Sandbox racing game set in post apocalyptica,) Borderlands (where the developers have gone so far to say they loved Fallout 3, and decided to make the game, 'but with co-op'. It gets a little more confusing than that.), and Rage.
Club Penguin paved the way for more children's browser Massively Multiplayer Online Role Playing Games, such as Pandanda, Panfunote The former is about red pandas, while the latter is about giant pandas,Kung Fu Panda World, Fantage, and Animal Jam. Many of them were simply blatant Club Penguin ripoffs, while some did break the mold and add new twists to the genre. However, in The New '10s, this trend declined, with many of Club Penguin's followers (and even Club Penguin) shutting down, most likely due to the rise of Mobile Phone Games, causing kids to stare at lightweight phones rather than bulky laptops.
Funnily enough, a game which started as a mod creating a new genre had a mod that started a new genre in itself. Dota Auto Chess was a hugely popular custom game for Dota 2, so much so that even other companies made their own Auto Chess games, including on League of Legends and Hearthstone. The game also had a case of the original creator and the base game splitting off to create their own versions of the game. Dota Auto Chessrebranded into simply Auto Chess, while Valve created Dota Underlords.
Call of Duty fans believed the 2010 Medal of Honor game did 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 '10 is set in The War on Terror, in Afghanistan, while Modern Warfare is set in Ultranationalist Russia.
Battlefield: Bad Company 2, another landmark shooter of its generation. does take several plot elements from Modern Warfare 2, but for the most part it's for the purpose of parodying them.
Nintendogs was popular enough to spawn a wave of virtual pet series. To name some: I Love My Dogs, Paws & Claws: Pampered Pets, Pet Paradise Resort 3D, Puppies 3D, Puppies World 3D, and I Love Dogs! Cute Puppies!. An especially tragic example is Ubisoft's Catz and Dogz titles of Petz games: 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/Brøderbund 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 2007, 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:
N.O.V.A (Halo/The Conduit). 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:
Thanks to Touhou Project, all modern Shoot Em Ups have to feature little girls and magic. Faux Symbolism is also common, thanks to Touhou Project's use of mythology. The few that don't bite pretty close to Gradius, Raiden, or Geometry Wars. 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.
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:
Ironsight from Aeria Games goes above and beyond and straight up is a free-to-play Call of Duty in all but name, including almost identical gunplay, attachment systems, perks, killstreaks, game modes, enough so that it's basically the worldwide version of the actual (Chinese-only) free-to-play Call of Duty Online.
The rather innovative voxel based destructible environment system of Infiniminer, after it was made open-source (because the source code got leaked), 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 Survival Sand Box 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. Minecraft, being the "indie" success story, also gave indie games tons of influence and visibility across the gaming community.
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 and several sequels on Nintendo consoles afterwards.
Super Mario Bros. 3 has many clones/imitations that copy its world map selection and/or diagonal level design, including Mc Kids, the first Tiny Toon Adventures, Armadillo, etc. Famously, Commander Keen combined this with Start My Own, since id Software created it after Nintendo declined the idea of porting Super Mario Bros. 3 to the PC.
For Super Mario World, it wasn't limited to just the game itself. Many, many ROM hacks attempt to copy either Brutal Mario, Kaizo Mario World or both (in particular, the latter went on to codify the Platform Hell subgenre, though there were precedents such as Jinsei Owata no Daibouken and Super Mario Forever). 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, though their spirit and tropes rejuvenated thanks to Super Mario Maker and its sequel.
Super Mario Maker and Super Mario Maker 2 have the player create their own levels and upload them to share with other players. A lot of common elements in levels are doors and pipes that lead the player to their death, throwing in tons of enemies for the sake of it, putting enemies above the screen so that the player can't see them until it's too late, or even using glitches that can cause the player's game to freeze. Because such elements are popular among certain popular uploaders (and people that leave a nasty comment to tell the person off wound up giving a star/like anyway since comments gave one by default for quite a long time), a lot of uploaded levels are filled with copycat elements that do nothing but frustrate the player.
Mario's Picross helped speed up the amount of nonogram games to soon follow, mostly in Flash form.
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-98 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.
Square's 3D NES games The 3-D Battles of WorldRunner and Rad Racer were clones/imitations of Sega's Space Harrier and OutRun, respectively. Square's still earlier King's Knight 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. And other Out Run imitators in the arcades included Taito's Top Speed (also known as Full Throttle) and Jaleco's Big Run.
Nichibitsu's Terra Force follows in the footsteps of Konami's Salamander (Life Force), alternating between vertical and horizontal scrolling, and featuring similar weaponry and attack drones.
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. Namco'sGalaxian was the most popular variation on the Space Invaders theme, spawning an incredible number of bootleg knockoffs and derivative games as well as several official sequels. Less creative Space Invaders imitators included Nintendo's Space Fever and Sega's Invinco!, which are merely footnotes in the histories of these famous video game companies. 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.
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 published an ad◊ in May 1973 mocking the band-wagon behavior of their competitors.
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 the more modern day, it's shifted over towards the competing Unreal Engine - while third-party usage of the Q3A and original Unreal engines were about equal and slightly favoring the former in the old days, now there's only about a dozen releases on the Doom 3 engine versus half a thousand on Unreal Engines 3 and 4 each.
Metal Slug led to a 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! Yo-Kai Watch is heavily inspired by Pokemon and was popular enough to give the series a run for its money in Japan, becoming a rival Cash Cow Franchise not soon after the second game came out.
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...
Konami started something with the Beat 'em Up genre. This version of follow the leader went into three different directions:
This also led 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. 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.
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).
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, which was in fact an Action RPG at one stage of its Troubled Production and 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.
"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 an obscure PC-exclusive game in a series which had a fanbase that had since shifted to primarily compose 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. And, like many other examples, many of the later imitators completely miss the point - whereas the Serious Sam HD games are true remakes with updated graphics, animations, models, and the like, most of the later examples are closer to half-assed remasters that are simply upscaled to 720p and often include various bugs, weird omissions, and sometimes even run noticeably worse on the superior hardware for no apparent reason.
The hugely popular mod DayZ inspired 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.
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.
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 obscenely expensive cosmetic items.
War Thunder has similar 'tech tree' mechanics, base capture, and garage, with Freemium play
Dwarf Fortress prompted several games based around what can best be called "Dwarf management" (such as Dwarfs!?, A Game of Dwarves, and Survivors of Ragnarok), as well as a number of other games in its general style, like Towns, Stone Hearth and RimWorld. 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.
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.
Koei's breakout success with Nobunaga's Ambition inspired other Japanese Video Game Companies to create their own JidaigekiTurn-Based Strategy games. (A secondary inspiration for some was NHK's taiga dramas, which were reaching their ratings peak.) Examples include Game Arts' Harakiri, Irem's Hototogisu, Namco's Dokuganryu Masamune and 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.
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 Surgeon Simulator 2013, and Goat Simulator also caused a slew of copycats 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 Discredited Meme.
The success of the Neo Geo inspired the creation of several 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), Jaleco's Mega System 32, Kaneko's Super Nova System and IGS's PolyGame Master. Data East's MLC System went for interchangeable daughterboards instead, though Data East's own Neo Geo games were more successful.
Five Nights at Freddy's, which likely took some cues from Amnesia The Dark Descent, has its own following of copycats and parodies where every game always seems to take place in some sort of establishment where you have to avoid robotic animals and are only limited to using whatever you have on hand instead of just getting up and running away. Almost every game trying to ride off the success of Five Nights at Freddy's just rubs out "Freddy" and use their own name.
Slender has had similar impact in the Indie Survival Horror genre, taking the "first person helplessness" mechanics of Amnesia and distilling it into a simple formula of item collecting and Jump Scares 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.
Lemmings was a Bizarre Puzzle Game that involved saving little green-haired creatures from horrific deaths. All the other "save-'em-ups" that followed, like Builderland, Gulp!, Troddlers and Creepers (and the indie reimaginings like the Animesque game Shoujo Attack!), were popular only for a very brief period of time and are now totally forgotten, whereas their inspirator is still known today and spawned a number of sequels and spin-offs.
Version 0.9 of Super Smash Bros. Crusade takes part of its character roster from the official Wii U and 3DS instalments, such as Pac-Man and Little Mac (though other characters, such as Duck Hunt Dog and Mega Man, were already in the game far before those games were even announced). Also, some stages were inspired by Super Smash Flash 2, despite the community choosing the stages trying hard not to choose stages from that game fearing that they would become essentially the same stage (the stages that were copied though are unique—Casino Night Zone in Crusade looks visually different than Casino Night Zone in Flash 2).
Parasite Eve 2 attempted to piggyback on the success of Resident Evil by using the same elements, such as fixed camera angles that change between "screens", Tank Controls, a conspiracy group that one of the supporting characters is a part of, said group using a monster to further spread The Virus, etc. The game itself wasn't bad overall, but for many, it didn't feel like a Parasite Eve game compared to the first one.
The success of Gran Turismo spurred the creation of a large number of simulation racing games on consoles. Direct competitors include Sega GT, Driving Emotion Type S, Auto Modellista, Group S Challenge, Enthusia Professional Racing and, of course, Forza Motorsport.
Unturned spawned a Unity asset called Unit Z, which is an asset pack that looks like Unturned and plays like it. So many people have uploaded just the complete asset packs alone on Steam that it's reached epidemic levels of absurdity.note The asset packs from the Unity asset store is to help new and upcoming game developers get a feel on how things work and are to build upon the assets with their own ideas. Many people prefer to just upload the assets and game concept as is without altering a single thing or buy a bunch of assets and throw them together without doing anything original themselves.
It took a while for the Skylanders clones to arrive, due to the technology involved, but the "Toys-to-Life" genre has started to gain a host of imitators, from Hasbro's Beam Box amongst plug-and-play versions, with Disney Infinity and LEGO Dimensions being closer to Skylanders's systems. Even Namco Bandai got in the fray with Kamen Rider Summonride, except it never caught on. Nintendo's amiibo are like Skylanders for the entire Nintendo Library. The business model of Skylanders continues to be imitated by various other toys that don't use a console, such as Playmation and Infinite Arms. Of course, if you trace the roots of all this, it goes back to Mattel's HyperScan, but people would rather forget howunderpoweredthe console is. And if you trace that, it goes all the way back to Nintendo's e-card reader for the Game Boy Advance.
Super Sprint inspired a wave of top-down racing games from UK companies. Codemasters found success on 8-bit formats with BMX Simulator and Grand Prix Simulator, while Leland produced the Arcade GamesIvan "Ironman" Stewart's Super Off-Road and Danny Sullivan's Indy Heat. Other British imitators included Rally Cross Challenge and Super Cars, the latter featuring large scrolling courses instead of the single screens that Sprint-likes can usually be distinguished by. Sega's Rough Racer (1990) was one of the last and least successful Super Sprint imitators.
Arcade After Dark blatantly took many of it's mechanics from Namco's arcade game Deadstorm Pirates such as enemy types and even the wheel for steering and dodging portions.
The Road Rash series spawned a similar Electronic Arts effort on the Sega Genesis called Skitchin', a roller-blade racing and stunt game. Both games each had heavy metal/grunge soundtrack and the concept of cash bonuses for winning races and fighting off opponents.
The Momodora series has its own imitator in the form of Chinese-made Successor of the Moon. Interestingly enough, Momodora: Reverie Under the Moonlight's devs made their own clone in the form of Minoria.
The mostly forgotten Will Rock is this to Serious Sam (which already was partially inspired by Duke Nukem): both games were made by an Eastern European team and featured a lone sarcastic "hero" shooting thousands of bullets against gigantic hordes of mythology-inspired creatures in huge arenas. The only major difference is that Will Rock's enemies were based on Greek instead of Egyptian mythology.
Not only does the game copy the Battle Royale template popularized by Fortnite and PUBG, but it also has Hero Shooter elements taken straight from Overwatch and Paladins. Ironically, Apex Legends carved out its own niche by emulating two "hot trending" genres, making it more unique compared to standard examples of either.
Fortnite has a habit of copying mechanics and ideas from other Battle Royale games just to stay ahead.
The Battle Royale mode was made to cash off the success of PlayerUnknown's BattleGrounds. The number of differences between the two allowed Fortnite to escape such scrutiny even with Bluehole Studios' attempt to sue Epic Games for copying them.
When Call of Duty: Black Ops 4, released in October 2018, it brought in zombies as NPCs of the Blackout Battle Royale mode. About two weeks later, Fortnite introduced cube monsters into their Battle Royale mode as well. Though this is heavily debatable, since Fortnite already had zombie-like 'Husks' in its universe long before the Battle Royale mode was ever a thing.
When competitor Apex Legends released in February 2019, it brought with it two mechanics that proved too popular for Epic Games to resist slapping into Fortnite at the first opportunity. First came the "ping" system, which allows players to mark locations, loot, enemies, and a slew of other important items and actions for teammates with the press of a single button. The second was the Reboot Cards and Respawn Vans, which were inspired wholesale by the player respawn mechanic from Apex. In Chapter 2, Fortnite also added the unlockable loot vaults that first appeared in Apex Legends Season 3.
Nintendo saw huge success with their release of the NES and SNES Classics, which are miniaturized versions of those consoles that come preloaded with several games. Nintendo's success with their releases of their classic games prompted others like Sony, Sega, and Atari to make their own "classic" consoles with varying levels of successnote Though, Atari and Sega have had other plug-and-play consoles for years prior to the NES Classic. There's even a PC Classic for old DOS games.
On a meta front, it seems that Valve Software's Steam itself has become the platform of choice for copying by other AAA company seeking to build a networking client that not only facilitates master server for videogames, but also with an online store feature to cut production costs and sell direct to customers, complete with profile library and achievement tracker. Ubisoft originally launched Uplay as a Copy Protection method, but it turned into something similar to Steam, and then Electronic Arts launched Origin with the main purpose being to take Steam head-on (although to this day, it end up bare-bones), then GOG.com launched its Galaxy client, although this more to facilitate online playing (although regular setup still can be downloaded from the owned games part of the website as a "backup"). Blizzard even revamp the Battle.Net client for their games (and later, Activision's games), turning it from a network hub into a Steam-like client. Then Epic Games joined the fray with Epic Store, even courting indies and AAA developers and publishers alike with exclusivity deals, causing a massive Fandom Rivalry.
Karoshi 2.0 and Lab 13 were both released around the same time on Yoyo Games in 2008, inspiring a bunch of puzzle platformers with unorthodox solutions that were nowhere as succesful as either Karoshi or Lab 13.
Unlike the DS and 3DS, the Nintendo Switch didn't have a Nintendogs game on launch. That's where the third party Little Friends: Dogs & Cats comes in. It looks and plays very similarly, though it lacks many features (such as having fewer pets and not letting you bathe your pets).
Cube World follows in the footsteps of Minecraft by having a blocky look for its aesthetic, a crafting system, and procedural generated worlds. Unlike Minecraft, Cube World focuses more on exploration and combat and has a class system like an RPG.
Upcoming Kickstarter project Enchanted Portals came under scrutiny for being a run-n-gun game that looks very similar to Cuphead, right down to the cartoony style and the playable characters' animations.
Identity V is a rather obvious clone of Dead by Daylight, but it is still an interesting example due to a small piece of trivia; Netease Games, the developers and publishers of Identity V, asked permission to borrow some of DBD's mechanics by Behaviour Interactive. Behaviour said yes, and the game started development. Basically, developers asked if they want DBD to be ripped off.
Whenever a game made in Roblox gets really popular to the point where Youtubers start making videos of it, there are bound to be so many imitators that it creates a whole genre.
Piggy. Roblox Youtuber Flamingo made a video of Piggy that was so popular, it kickstarted the whole "evil guy chases you while you have to collect required items around the room to use them and then escape" genre of Roblox games. Later, he made a video where he and his friend play various Piggy games. Most of them involve players being trapped some place, and one of them controls the character that is supposed to hunt them down. The players usually get a head start on finding the required items to use to progress toward escaping. There will usually be a Jump Scare if you get caught by the hunter.
Camping. The original Roblox Camping game did so well, that it started a whole genre of story games. A few being Airplane and its sequels, High School, and later (by the same creator of Camping), Camping 2. Most of these story games have some sort of field trip to some place, with the intention of nothing going wrong, when all of a sudden, a monster chases them and you have to survive the monster. Most players will die during the course of the game.
Vampyr owes a lot of its lingo and mechanics to White Wolf's Vampire: The Masquerade. In the game, a vampire refers to fellow vampires as "kindred" and the vampires made by other vampires as "progeny," which are both standard terms in Vampire: the Masquerade. In the gameplay mechanics of both games, vampires use their blood to power supernatural abilities and must refill their blood by feeding. Fire and the claws of supernatural beings inflict "aggravated damage," which requires special effort to heal.
Observation, released in 2019, has a number of superficial similarities with The Turing Test: both puzzle games, both set in space (one in a space station, one on a moon), female main characters (Emma Fisher and Ava Turing), computer characters with short male names (S.A.M. and TOM). Gameplay, however, is very different.
While DLC and post-launch content had been around before, Destiny began marked the point where premium games began to be developed with years of post-launch support in mind, which is called the "live service" or "games as a service" model. The most obvious clones have been Hello Games' No Man's Sky, Rare's Sea of Thieves, Bethesda's Fallout 76, BioWare's Anthem, and Square Enix's Marvel's Avengers, with the most successful being Blizzard Entertainment's Overwatch. These games usually features lots of grinding, an emphasis on multiplayer, and lots of in-game cosmetics and items to purchase. This also began spreading to games that weren't trying to copy Destiny, such as with Ubisoft, who moved all of their games to a live service model,
Deckbuilder Slay the Spire launched a sort of sub-subgenre within the category of Roguelike, typified by relatively quick encounters that conclude with an offer to choose between usually three options that will help for the rest of the run, health that carries-over between encounters with limited opportunities to heal, and an "ascension" system that allows the player to gradually increase the difficulty of the game by adding modifiers that are fairly minor separately but stack together to substantially toughen the game at higher levels. This includes other deckbuilders such as Monster Train and GriftLands and even games that are otherwise quite different such as Hades.