Albert Khusainov's profile

Copycats in game industry

Topic in fact is not new. And I do not pretend I will say something totally new, but I'll try to come to question from my own point of view and maybe something goo will be as outcome.
 
In modern world we are surrounded by copies. It is very in human (and not only human btw) nature to copy someone's deeds, behaviour, techniques.
 
Is this absolute evil? Surely not. But as in every matter this behaviour should be balanced by proper unique-creativity. 
 
Modern world strives not only for comfortable existence with old practices (though this moment never disappeared) but also for maximum efficiency in the limited time box. To make something new is surely risky, unpredictable and can lead to loss of money and time, which also means losing more money.
 
Copies don't survive too long - surely no longer than original product. But enough time to bring profit.
And they could be really successful - cause people want usually to play "the same beloved great game" but with some differences - copy can provide this.
 
Even more - paradoxically, but copy can overrun original on later development stages. But this is some other story.
 
As I mentioned above - problem is in disbalance. If you concentrate more and more on copying others products, methodics, design, ways of doing business...
In fact you can soon stand before action at law for piracy. But it is again another story.
 
In longer perspective you can meet problems like:
 
- repeating other ones mistakes. None is ideal.
 
- fail risk. Still the copy - is not original. And still you have a serious chance of copy will fail due to different reasons. You can use wrong business environment or miss some key feature seemed unimportant.
 
- ambitions. Until you'll stop concentration on copying - you will never get true success. Whatever time it'll take. And some day you may face a threat - you will have no choice but to create something new and you will not be able to do this.
 
- in fact people don't like mass-copycats. If you have 1-2 copies of your favorite product - it is ok, but if more people can start thinking tired of such type of a developer or publisher easily. You can't clone the same thing forever.
 
- previous point in fact is not so problematically - just find new object to copy in time. But. Do not forget about your own employee.
 
Let's consider this point more carefully. As was said before though people inclined to be copycats - they do not always want to be them and soon getting tired from this - especially if they are not initially doing some work meant to created something new. 
 
Programmers, artists, designers, even project managers can soon got tired make copy work again and again. That is also applicable to more global processes. 
 
Tiredness leads to decrease in work quality and speed. The more intelligent work your employees do - the more essential becomes this moment.
 
That is also a moment of personnel interest of work - most employees, especially talented once, from time to time start seeking for new horizons and opportunities. If you want to keep them on board - new opportunities should appear fast - new tasks, new peaks to reach, new projects.
 
So in conclusion - in all spheres of life balance between using old ways and new ways is a key to successful and effective development.
Copycats in game industry
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Copycats in game industry

Problems of clones and copycats

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