(no title)
tks2103 | 11 years ago
In this case, I think the mechanics were the difficult thing to create. And the mechanics took months to refine.
Looking at the history of Threes -> 1024 -> 2048, I think the business incentive for copying and polishing existing game designs is clearly superior to the business incentive for designing a novel mechanic. Why make a novel mechanic when someone can just copy it? That strategy is too risky.
I think the story of these games is a microcosm for the game industry as a whole. More game sequels are released than original game ideas. And I think that has to do with the incentives we create for game developers.
I think the creator of 2048 has priced his value about right. He knows what he brought to the table, but he thinks his contribution is not the lion's share of what made 2048 special. At the same time, he does not really know how to create a system that values innovative games more highly. And all the while, an opportunity to make a lot of money is whizzing by his head.
greggman|11 years ago
One, as original as Threes is it's unfortunately super easy to clone. 2048 being made in a weekend being proof. Yes I know it's not an exact clone. Let's say then it was very easy to make a similar game.
There are plenty of popular games that aren't easy to clone quickly. So I'd argue the lesson there is consider making something hard to clone.
Also, he open sourced the game. That effective says "please clone this". The license effectively implies "feel free to copy this to phonegap and publish it". Which once it was popular people did.
tks2103|11 years ago
Put another way, if a game developer thinks this: "This would be a really fun game! But it would be too easy to clone, so I guess I will not make it. I'll do something else." Is that a thought process that you would support?