Alex Parker returned to his second-floor studio and opened the app market, searching for recent new games. He also checked online for projects being tested by several major game companies.
Most new games from these companies are placed in experience stores, so even if they are not officially on the app market, there will be some buzz about them.
Alex finally found a short trial video of a new game by Generation Entertainment on a video site. The game was called "Sanctuary Defender."
"Hmm? Generation Entertainment is getting involved too, as expected."
"Any game made by Generation Entertainment deserves some attention."
Alex clicked on the trial video and began studying "Sanctuary Defender."
...
When a new game with an innovative mode becomes widespread, it inevitably leads to a wave of trend-followers and copycats.
"Plants vs. Zombies" has been popular for two months now. If other designers wanted to copy it, two months would be enough to create a game.
Alex was mentally prepared for this but didn't expect it to happen so soon.
"Plants vs. Zombies" can be considered a variant of a tower defence game. Still, its popularity far exceeds that of most tower defence games because its strategy elements can crush all other tower defence games.
For designers in this world, figuring out why "Plants vs. Zombies" succeeded isn't tricky. Any C-level designer willing to copy without shame can create a game similar to "Plants vs. Zombies."
"Moon Defense" is one such game, made by an infamous company and an unknown designer who spent two months reskinning the game.
The idea behind "Moon Defense" is clear: use the advantage of being free to attract some of the "Plants vs. Zombies" players, then recoup costs through ads.
They target players who don't want to pay for Plants vs. Zombies and who are bored with it.
However, Alex knew their plan was doomed to fail, so he wasn't concerned.
There are three reasons:
First, "Moon Defense" fears changing too many rules from "Plants vs. Zombies." Due to a lack of skill, the designer chose to copy the original's highlights, resulting in a game that's too repetitive for "Plants vs. Zombies" players. If it's identical to the original, why not play the original?
Moreover, the early levels of "Moon Defense" repeat the tutorial, which "Plants vs. Zombies" players are already tired of, severely affecting the gaming experience.
Second, this type of game isn't suitable for a free model.
Adding ads or selling premium services makes the game seem greedy. Compared to "Plants vs. Zombies," it will only receive a flood of bad reviews.
Third, the gameplay, skill settings, and level designs of Plants vs. Zombies perfectly match its worldview. Forcibly changing the art resources creates a disjointed feel.
As a result, many players find it unenjoyable without knowing why. Changing plants and zombies to gun turrets and bugs subtly alters the player's experience, significantly affecting their mood.
Therefore, Alex wasn't worried about "Moon Defense." This game was flawed from the start and would drown in criticism, struggling even to recoup costs.
This is a classic example of "failing to copy properly."
Apart from Fly Entertainment, which made "Moon Defense," a few small companies are also making knock-offs of "Plants vs. Zombies," but their quality is even worse and not worth worrying about.
The only game that caught Alex's attention was "Sanctuary Defender" by Generation Entertainment.
"Sanctuary Defender" is being designed by B-level designer Ben Quinn, who has had several successful games.
From the video, "Sanctuary Defender" seems similar to "Plants vs. Zombies," but calling it plagiarism would be a stretch as many similarities are vague.
"Sanctuary Defender" doesn't have the neat five lanes of "Plants vs. Zombies." Instead, its map features hills, valleys, and walls.
Players must set up defences around the "Sanctuary," like magic barriers, crystal towers, dragon nests, and warrior camps, to fend off demon attacks.
Regarding unit skills, difficulty, and expanded gameplay, "Sanctuary Defender" intentionally differentiates itself from "Plants vs. Zombies," with only a few units overlapping in characteristics.
If someone accuses "Sanctuary Defender" of copying "Plants vs. Zombies," many players would likely defend it.
Copying the essence without the appearance is the highest form of copying.
Reaching this level makes it hard to claim it's plagiarism since the core combat content is different.
However, it's clear that "Sanctuary Defender" draws inspiration from "Plants vs. Zombies," sharing similar core fun elements.
Alex sensed that it would likely perform well once this game was released. With Generation Entertainment's backing, it could even outshine "Plants vs. Zombies" in sales.
This is the power of distribution channels.
But the game is still in the testing phase. According to Generation Entertainment's plan, it would take about three more months to release officially.
The extended development time is likely due to additional content that dilutes any plagiarism accusations by adding more unique features.
Alex knew he had to speed up.
While not immediately threatening, this "plagiarism" incident proved that game companies in this world are just as sharp and shameless as those in his previous life.
In some ways, they might even be worse.
"Plants vs. Zombies" has only been out for two months, and several companies have already made knock-offs faster than in his previous world.
Fly Entertainment's "Moon Defense" is already exploring the free game model, while Generation Entertainment plans to co-opt the "Plants vs. Zombies" gameplay with "Sanctuary Defender."
Clearly, these companies aren't just sheep to be slaughtered; they're wolves ready to devour. They just haven't fully realized it yet.
Once they do, Alex's advantage will vanish.
Alex knew it was time to develop his next game.