PART 1:
Of course I do, and I really appreciate how much thought and effort you put into your response! (I’ll also thank you for not devolving into passive-aggressive pablum, as is common with discussion about indie games.) Yes, I was clearly goofing around with my harsh tone, but I genuinely do believe everything I wrote and continue to. As such:
But think about it: Lethal League (and Bomb Rush Cyberfunk) don’t just re-use
some elements of Jet Set Radio — they are built from the ground up to reference that game in every element of their design. You can’t play LL or BRC without thinking about the JSR. You can’t describe the former without referencing the latter. These games re-use the visual style, the control scheme, the camera angles, the literal same composer, all to make you think: “Hey, this is Jet Set Radio!”
But it
isn’t Jet Set Radio — it’s a copy. JSR introduced those iconic, recognizable aspects. That’s the game that’s been remembered by time. The other games are just copying its homework. If they
do have a unique game mechanic, why dress it up in an existing game’s set dressing? Why not remove all that reference nonsense so the original mechanic can shine through?
The answer, of course, is that the gameplay of LL and BRC doesn’t
really matter. What matters is reminding the player of Jet Set Radio — an established, popular, original game in its own right — which is why they re-use so many elements from it wholesale. It’s leeching off that game’s creativity and inspiration, because the developers likely don’t have any of their own. (If they did, they’d use their own aesthetic sense.) I think that is truly something to be abhorred — it would be in any other medium.
Undertale is a game that’s so unoriginal that it quite literally plagiarizes music from previous games outright — Megalovania is from a Brandish game, the winter area theme is from Kirby’s Block Ball, some of the music in the Omega Flowey fight is from Touhou, etc. etc., so it already loses any sympathy I’d be willing to grant it on a creative front. (I’m on mobile, but if I weren’t, you can bet I’d be linking these.)
Aside from that, it too is a game built from the ground-up to be like Earthbound. The camera angle is the same as Earthbound. The player character design is, too. On the original PC version (which is the one I played), you literally interact with the game world using your Z, X, and C keys, because those are the default keys you use in a SNES emulator. The second anyone looks at a screenshot of Undertale, they’ll think “Oh, it’s trying to be Earthbound.” That’s ridiculous, and you won’t find me celebrating it (among other reasons, but I digress).
Again, I’m not saying that these games don’t iterate, alter, or even improve on the original games, but the fact that they’re so close to previously-established ideas from usually completely-unrelated developers betrays the indie creators’ own lack of creativity and originality. (In my opinion.) That’s what I find regressive.
Really? Maybe I’ll be kind and grant you Mouthwashing and Papers Please, but every other game in that list is hardly what I’d call unique! Let’s take Dwarf Fortress or Vallhalla (not doing that stupid name, I’m talking about that anime drinking game) as examples. When you see either of those games, you
immediately know what they’re taking influence from — Nethack in the former case, and PC-98 games in the latter.
As long as you have a somewhat detailed knowledge of the video game scene — which I think is fair to grant to someone interested in an independent download-only pixel art PC game in the first place — you can see the “influence” immediately. These games just can’t exist without those references, because the references are, essentially, the whole point.
Could Dwarf Fortress (especially the roguelike mode) exist without
specifically referencing Nethack in its ASCII visuals? (The tiled version came way later after the game was released.) Could Vallhalla exist without the PC-98 games it’s so obviously drawing from? Of course not, because neither of these games are original enough to stand on their own without, essentially, copying another game’s ideas.
I know that, in the modern world, the term “plagiarism” has kind of been downplayed, and nobody really cares about it anymore. But I’ll also posit that, in the modern world, new video games tend to suck (IMHO), and I’m pretty sure there’s a correlation, there.
Very simple: Create a video game that uses a unique, original sense of gameplay and aesthetics that isn’t so similar to another game that it can be immediately identified as a copy. They did it before the modern indie space for at least 30 years — I know it can be done!
And what concepts would those be? (10 years ago was 2015, so let's think from there.) The buggering dialogue system from Undertale? The… I was going to mention some other mechanic from an indie game that’s been introduced as a snarky aside, but I can’t even think of one in jest.
The last 10 years of video games have mostly been awful (with some exception, and of course only in my opinion), so you’ll get no agreement from me on indie games being a net positive for the industry — the “low point” that I cited in an earlier post would suggest they haven’t.
I ain’t never heard of even a single one of those games and really have zero desire to look them up because I can already guess pretty easily what they’ll be and what they’ll look like from the names and today’s general indie environment alone, but if they
are truly original and creative — and I doubt they are — then they get a pass.
I know that’s not fair and unnecessarily cynical , but that's just the way it is. Indie games aren’t in my good graces, so I’m not interested in granting them any favours.
Here are literally ten of them. And those were just off the top of my head — I didn’t even mention Everhood, which plagiarizes Undertale! Oh my god, what a nightmare — see what I’m talking about when I say the word “ouroboros”? ??
I hit the character limit too, so more to come very soon!