Orrrrrrrrrrrrrrrrrr it wasn't as interesting before until it hit someone you knew and could talk to more easily.
Patrick's not a goddamn superhero who has an obligation to report on every story as some kind of objective colossus the moment it comes into existence. He can work on whatever he finds interesting for whatever reasons he finds them interesting.
Nice try, everyone knows Jeff is Matt Kessler's uncle.
I'm hardly holding Patrick to some hyperbolic standard here, it was merely a criticism of something that he even admitted in his tumblr post. The time to write an article about the shameless cloning of iOS game was 2-3 years ago. At this time it's accepted as standard (albeit scummy) in that industry.
Flushing the DNS got it working for me.
On Windows, run this in a cmd console:
ipconfig /flushdns
Up until a couple months ago, I would have agreed. But since Flappy Bird, it's clear Google at least has some type of off-the-record limits on clones (granted, that was unique situation, with far more clones than usual due to the publicity). Again, I'm not saying they should act as the arbiter of what is a clone and what's original (I mean, is anything really original anyway?), but I would like to hear their stance on it.I think the guy from China might have been playing it up a little, for sure. I'm with you there. Not the 2048 guy. He seems genuinely apologetic about the whole thing, and I do believe him. As for Apple/Google, I'm not even sure they're the right people to be talking to. How is Apple/Google going to figure out what is a clone and what isn't? That's why copyright on names works well, since it's easy. It's a direct copy. Game mechanics, which have been organically iterative for decades, are much harder to make a case for. What Apple/Google can do, however, is use curation on marketplace storefronts to highlight the original games, even if the clones are climbing the charts. All of this is not surprising from an open marketplace. But we are happier with a world where people can make, submit, and release games easier than ever, even if we deal with some of this? I am.
Up until a couple months ago, I would have agreed. But since Flappy Bird, it's clear Google at least has some type of off-the-record limits on clones (granted, that was unique situation, with far more clones than usual due to the publicity). Again, I'm not saying they should act as the arbiter of what is a clone and what's original (I mean, is anything really original anyway?), but I would like to hear their stance on it.
Also, not sure if you've seen it, but here's a good post on Reddit (yes, apparently they exist) from a practising IP attorney for a software company giving his thoughts on this.
I would have posted the tweet if I still had a copy of it.
Anyway, appreciate you guys keeping my feet to the fire on this one. I had deep reservations about writing about Threes, and knew the disclosure was not going to get met out of the way on anything that smelled funny.
I still think what happened with Threes opens up a complex set of issues that were worth exploring, and the Interview Dumptruck going up on Monday with Greg Wohlwend has a bunch of stuff that didn't make it into the story itself (i.e. patenting mechanics). The story was going to get killed for lack of an interesting angle, but then both the 1024 developer and 2048 developer got back to me.
But as someone that takes this job really seriously, I'm only able to keep perspective when other people tell me "hey, this doesn't pass the smell test." We may disagree on that, but I appreciate everyone bringing it up. I don't check this thread often, but you can always reach me at patrick@giantbomb.com or Twitter or Tumblr or a billion other places.
The time to write an article about the shameless cloning of iOS game was 2-3 years ago. At this time it's accepted as standard (albeit scummy) in that industry.
omg brad