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please dontwimp! @Sayo make brood war retro game club #6
Yesssssand yes cod zombies is freakin amazing
Steam being flooded with intentional nostalgia-bait is something I've complained about a lot too, but I wanna comment on this part a bit. RageBurner made an excellent point about games that were no longer deemed viable by publishers, and a single person simply went and *made* the kind of game no one else would. It's so much better than what came before, and clearly resonated enormously, that practically no one describes Stardew Valley as being "like Harvest Moon", they describe other games as being "like Stardew Valley". Yes, you mentioned your examples improved upon the originals, but I think creating something themselves that no one else would, and that millions of people clearly didn't know they wanted desperately, should be viewed as a victory of indie game development.Stardew Valley is Harvest Moon.
I have almost the exact same words in a maybe-article I'm kicking around about genre, if I can just ingest enough caffeine to write the rest of it.We get genres named specifically to limit imagination and creativity – roguelike (games like Rogue), Metroidvania (games like Metroid/Castlevania), "boomer shooter" (games like id games), et cetera.
I would add those games are also (to some degree) free to play, have massive social elements, and are available on basically every device, most importantly kid's phones.I'm not saying that if you like any of these games you're a dullard or something, but I do think they're a big reason why people younger than Millennials gravitate towards Roblox, Minecraft, and Fortnite over [INTERCHANGEABLE INDIE GAME #718942]. If you didn't grow up playing (or emulating) the very limited pool of Japanese console games that almost every indie game takes influence from, there's really no reason to play one over the other, because they're all – in a basic sense – the same. Their creators all speak, think, and are aged about the same, too, so why wouldn't they be?
It's more of a re-make/new viewpoint kind of thing.you should probably add some mods. there are some balancing mods and an expanded cooking one. i saw some mods to make zelda replace one of the sage spirits and purah had a spicy costume mod too.
botw had a good sense of exploration and mystery to it, but totk removed a lot of that and only covered the removal of the ancient shrines and divine beasts with a singular line of text in purah's journal and i think most people missed that completely. i learned about it in a video and i had completed all of the shrines and lightroots.
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a link between worlds is a sequel to a link to the past, right?
I'd go even further and say that 99% of these are actually worse than the games they are inspired on. You can have something like Deedlit whose movement technically flows better than Simphony of the Night, but completely missing the point because you can move so fast that you simply kill 99% of the enemies before they can even attack you. Undertale is objectively a much shorter and lazier game compared to Earthbound in pretty much everything, only that it hides the repetitiveness of the combat with that awful bullet hell gimmick. Most of these famous 2D indie plats are a one gimmick thing with little variety. And yet everyone talks as if they are the saviors of gaming.I'm not saying that any of these games don't develop or alter (or even improve!) elements of the games that they're based on. But I am absolutely saying that, from their conception, they're unoriginal – and, by definition, repetitive and tedious.
huh. i didn't recall much about it. i saw that the game grumps played it but i never got around to watching them play it. hopefully its interesting to play.It's more of a re-make/new viewpoint kind of thing.
I think the indie gaming space is fundamentally broken – just as much, if not more so, than the modern AAA space. And there's one big reason for it: lack of originality. Think about whenever you see a modern indie game get really big and popular, like Undertale (spit), Stardew Valley, or even UFO 50. Isn't it funny how about 95% of them are based on an older game? Undertale is Earthbound. Stardew Valley is Harvest Moon. UFO 50 is Action 52. Every modern Metroidvania is Super Metroid and/or Castlevania: Symphony of the Night. Lethal League/Bomb Rush Cyberfunk is Jet Set Radio. Minecraft is Infiniminer. Again and again. The same games. Repeatedly endlessly. FOREVER.
Minecraft is the sticky wicket to my argument, because I genuinely believe it is a medium-defining, progressive game that absolutely deserves to exist. But I had to list it because, like it or not, it's a game built on Infiniminer's foundation – Notch admits as much, and Zachtronic (developer of Infiniminer) agrees. At the very least, I'll say that Infiniminer, at the time, wasn't as heavily "inspiration overdosed" as something like Earthbound or Super Metroid is today.While I agree with the rest of your post, would like to point out that Minecraft, unlike the rest of your examples, presented a proper expansion of Infiniminer's formula.
I agree with you on a fundamental level, but Id like to offer a gentle counter point.
I've got no problem with people wanting to continue playing older games, but level with me here: do you really think the target audience of Wargroove is people who've already mastered all the previous Advance Wars games and are looking for a new challenge? Or do you think it's people who aren't Advance Wars experts, but have heard of the series and are looking to try a game like it? If it's the latter, why not just recommend them... Advance Wars? We're living in the future – you can play these games for free if you really want to, and anyone who's interested in a niche genre like turn-based strategy games based on 40-year-old Nintendo franchises can figure out how.Let me give you an example: take Wargroove and its sequel, plus some other upcoming Advance Wars likes. At face value you could say that there are too many of those and the market is saturated and unoriginal, but consider that N hasn't done anything with it since Days of Ruin; people miss it, people want to relive it in a new way.
I was also going to mention Balatro, but I haven't played the game yet and really know very little about it, so I didn't want to say anything either way. That being said... it's a card game/roguelike. As clever and good as it is, it's still a member of two of the most bloated genres in the entire indie game scene. Again, not saying that's a bad thing, but it's more than a little repetitive.Take a game like Balatro. You would probably (not without reason) scrunch your nose at the fact it has roguelike elements; yes, those are a tired thing and a crutch for lack of proper design in many cases, yet Balatro is a fresh, brainy take on poker that absolutely deserves its explosive fame.
Unfortunately, I hate all video games, so this will never happen. ;)All that said, it's obvious emotional investment is a big factor and if one doesn't like the basic premise and structure, nothing os going to change that, and that's fine. Maybe when someone properly iterates on a game you love, you'll fall in love with the scene again, haha.
Should it? If I create a homebrew version of Ocarina of Time and release it on Steam, is that a victory? Nintendo will never do it, and there's most likely a market for it. But what, aside from adding another game to the pile, have I achieved? If it's a victory, what has been won? Being the environment that Steam is (and this goes for any digital distribution platform), chances are that people won't even give my game a second look, so why wouldn't I want to do something unique that stands out, instead? Maybe that could be a "victory"... in a creative sense.Yes, you mentioned your examples improved upon the originals, but I think creating something themselves that no one else would [...] should be viewed as a victory of indie game development.
But this is kind of the crux of my argument – if you asked people what kind of car they wanted, they'd tell you a faster horse. Millions of people didn't know what they wanted during the third to sixth generation of games, so developers introduced a bunch of original new ideas, and they ended up being the best video games ever made. If you asked people what games they wanted in 1984, they'd have said better versions of Donkey Kong and Pac-Man, and the medium would have stagnated. (Which is part of why the 1983 crash happened!)and that millions of people clearly didn't know they wanted desperately
I dunno how much I buy this point. I'll reference Flash games again – every single one of those was built on the same engine, but they were all (well, they were mostly, but stick with me here) wildly different from not only each other, but from every other kind of "proper" video game on the market. I'm sure that certain engines do limit what kinds of games you can make, but in an era where essentially all of them are accessible, I don't think I'll accept engine limitations as an excuse – a poor craftsman blames his tools.There's fewer bespoke game engines in use with each passing year, CD Projekt Red is retiring their in-house solution from Cyberpunk in favor of Unreal Engine 5, for example.
I agree with this whole-heartedly, and, personally, think it's the way the medium should be going – open-ended games that keep you in control, always. We all love linear games with a good story, of course, but when I play Minecraft, I get a feeling that no liner game can give me: That it's my story. I control the pacing. I control the characters. I control where it starts, where it stops, and what direction it's going in. The game developer provides the set dressing, but, really, it's my game. You can't do that in any other medium.No borders. No walls, no fences. (That you didn't build yourself anyways.) Of course my little brother wants to show off his redstone-powered torture chamber, but most (younger) people I know seem to want games where they can pick a direction and travel at their leisure.
GOLD STAR!!!!!!!!!!!!!!! (UNDERTALE SUCKS)Undertale is objectively a much shorter and lazier game compared to Earthbound in pretty much everything, only that it hides the repetitiveness of the combat with that awful bullet hell gimmick. Most of these famous 2D indie plats are a one gimmick thing with little variety. And yet everyone talks as if they are the saviors of gaming.
I agree 100%. My take is that these are the games we should be celebrating, not "millennial Earthbound".That being said, there are a few more unique indie games, or at least original enough, one that comes to mind is Hypnospace Outlaw, but they are as rare as the good AAA.
I agree with this, too, but I don't think we can do anything about it at this point – video game culture terminology solidifies very quickly. (I still kind of dislike the term "roguelike", but whatever.) There's really no equivalent to an "indie game" in any other medium, because they don't have the level of distribution and societal recognition that games do. (This is even true in my world, literature, because self-published books have a massive stigma against them and are never celebrated.)But while we're on hot takes, the word annoys me whenever I see it. If it's independent, it's not part of a scene. If it's part of a scene, it's not independent.
Beautifully put.Every interesting medium has a golden age where it is authentically generative and vital––then that period ends, and there's a long postmodern/dancing-on-the-grave period, where old ideas get recycled with an ironic or self-reflexive coat of paint.
I have no idea what's going to happen in the future, but I do think that a "revival" is definitely what the medium needs to maintain relevance with newer, younger audiences. The 2020s have been a horrible decade for video games across the board (again, in my humblest of opinions), and industry people are getting laid off left and right, so it's hard not to think that we're currently in a low period.The industry may need to hit rock bottom first and completely fail to connect––then, potentially, a renaissance stage/golden age 2.0 might emerge.
Well of course, is iterating on things that inspire us creatively not worthwhile artistic endeavor? It's hardly a knock-off, and was a monumental effort by a single person, how could they (ConcernedApe) not call it an achievement? Heck, it's entertained millions, and inspires creative output every day for the last decade, from people sharing their farm designs, to countless modding projects, to fanwork, art and ficiton.Should it? If I create a homebrew version of Ocarina of Time and release it on Steam, is that a victory? Nintendo will never do it, and there's most likely a market for it. But what, aside from adding another game to the pile, have I achieved? If it's a victory, what has been won? Being the environment that Steam is (and this goes for any digital distribution platform), chances are that people won't even give my game a second look, so why wouldn't I want to do something unique that stands out, instead? Maybe that could be a "victory"... in a creative sense.
Yes, also exactly my point for why Stardew succeeded, I agree with you.But this is kind of the crux of my argument – if you asked people what kind of car they wanted, they'd tell you a faster horse. Millions of people didn't know what they wanted during the third to sixth generation of games, so developers introduced a bunch of original new ideas, and they ended up being the best video games ever made. If you asked people what games they wanted in 1984, they'd have said better versions of Donkey Kong and Pac-Man, and the medium would have stagnated. (Which is part of why the 1983 crash happened!)
Not exactly what I was saying, it wasn't a blanket excuse for familiarity, simply a contributing factor. (3D models in Unity games for example all tend to have "paper doll" design that irritates me to see, for example, regardless of the quality of the game itself.) Yes, the engines are accessible, but when there's only so many in use it's going to objectively limit possibilities.I dunno how much I buy this point. I'll reference Flash games again – every single one of those was built on the same engine, but they were all (well, they were mostly, but stick with me here) wildly different from not only each other, but from every other kind of "proper" video game on the market. I'm sure that certain engines do limit what kinds of games you can make, but in an era where essentially all of them are accessible, I don't think I'll accept engine limitations as an excuse – a poor craftsman blames his tools.
I'd say the 1983 to 1985 crash happened because developers had pushed the Atari 2600 to its technical/gamedesign limit. Games like Pitfall or River Raid were the best you could get out of the Atari 2600.Which is part of why the 1983 crash happened
Actually that's how I used to approach it when I was actually interested in playing (a couple of aeons ago), it's a virtual sandbox building toy, and that's how it was fun for me back then.Here's another "hot take" opinion: (lets see if I get another Dislike)
Minecraft isn't a video game.
Legos is a toy, not a game. You can play with it, but there is no win or lose state. No goals. Just a thing to play with.
Minecraft is just video Legos. Sure you can "beat" the ender dragon but that isn't really the goal. Its just one thing you can do.
I'm not saying it is a bad product; it's not. I'm just saying "game" is the wrong word.
I thought I was the only carbon based life-form that thought that way!Vigilante 8 & V8 2nd Offence are wayyyy better than any Twisted Metal game
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This has to win the thread because I've never disagreed with every syllable of such a long post before (had to delete most of the quote to stay within the character limit because I got carried away typing a response). Bravo, I'm attaching a $20 bill to a neighborhood squirrel and sending them your way as a prize.OK, you guys want a really hot take – i.e., something controversial that probably only I agree with? I'll fucking give you one so hot it'll melt your little ears off:
I think the indie gaming space is fundamentally broken – just as much, if not more so, than the modern AAA space.
I'd argue that it's like how GTA and Shenmue allowed you to not actually do the main mission and mess around.Here's another "hot take" opinion: (lets see if I get another Dislike)
Minecraft isn't a video game.
Legos is a toy, not a game. You can play with it, but there is no win or lose state. No goals. Just a thing to play with.
Minecraft is just video Legos. Sure you can "beat" the ender dragon but that isn't really the goal. Its just one thing you can do.
I'm not saying it is a bad product; it's not. I'm just saying "game" is the wrong word.
I've never disagreed with every syllable of such a long post before
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:I wanna poke around a bit and ask some questions in good faith if you're down to talk about it more
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!”The moment we start acting like Lethal League and Jet Set Radio are connected by anything other than certain aesthetic choices or that Undertale and Earthbound aren't extremely unique experiences from one another despite the former's obvious inspiration, ya lose me.
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.I don't see a Lethal Company, Balatro, Inscryption, VA-11 Hall-A, Mouthwashing, Furi, Dwarf Fortress, Papers Please and plenty other big indie hits as anything but unique experiences
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!What would one have to do to not get instantly slapped with the label of lazy or derivative
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.where almost every unique concept and new(ish) genre of game for the last 10ish years has come from or had its biggest hits within the indie space?
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.Nowhere but the indie space will create Lorn's Lure, Swordcar, Teocida, Fumes, Hyper Demon, 500 Caliber Contractz or Elation for the Wonder Box 6000.
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”? ??You mention tons of Undertale-inspired games releasing in the wake of its success but I struggle to think of many.
Okay, there's a lot I could comment on, but I'll just say that I think you have a very broad definition of plagiarism that most dictionaries wouldn't agree with.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!![]()
Bad news: Pikuniku is based on the PSP game Locoroco, down to the bloody title. (With added millennial politics writing, of course.) This is exactly the kind of thing I’m talking about. Even Lovely Planet is clearly pulling from Katamari Damacy (I actually like that game, but it still counts) and World of Horror is straight-up meant to be an old Apple II point-and-click a la Uninvited or Deja Vu.Pikuniku, Nidhogg, Projections, The Longing, World of Horror, Lovely Planet, Cruelty Squad, Risk of Rain 2, Return of the Obra Dinn, Kenshi, Echopoint Nova and just sosososososososo sooooooo many more titles are just oozing unique art styles, mechanics and wholly unique gimmicks within their respective genres.
Whether or not it’s doing more harm (the fact that we’re using that phrasing speaks for itself) is debatable, but think of what you wrote above — if innovation is supposed to be coming from the indie space, shouldn’t we hold it to a far higher standard than AAA gaming? Shouldn’t we be more strict and critical of it, not less? It’s like I said at the start: I think gamers are much, much too forgiving of these games, for all sorts of dumb reasons.is doing anymore harm than the 50th over-the-shoulder AAA game or the 100th AAA live service multiplayer fad.
Simply put: I’m looking for unique, creative, original games that don’t rely on directly pulling from another game’s aesthetics or gameplay to be fun, entertaining experiences in their own right. To wit, here are five examples:What exactly are you looking for and can you give any examples of that being done?
Mate, the fact that you’re willing to respond to my post in good faith and not just petty, passive-aggressive snark shows how much of an angel you are. I’m harsh about this stuff because it truly and legitimately annoys me, but I wouldn’t be writing all this if I didn’t believe it, and I really appreciate all your thought and effort.Again, I hope I'm not coming off confrontational or anything <3
Sonic does inspiration the right way — it uses its own unique aesthetics and gameplay to create an original game in a genre, not just copies what Mario did with a few token alterations. Sonic has undeniably its own visual style and mechanics that are completely distinct from Mario, and you don’t immediately think of the latter when you see a screenshot from the former. Sonic is a platformer — it isn’t a Mario clone.Sonic is derivative and boring just because Mario was a platformer before it,
That’s my point — if we embrace unoriginality like so many indie developers do, Old Maid is what we’ll be playing… forever. I want to play newer, better card games, not Gold Maiden: A Quirky Post-Modern Card RPG developed by Johnny Simpbrain for release on Steam.we don't want to spend the rest of our lives playing Old Maid, do we?
I won’t disagree (even though I kind of secretly do), but, again, I think we should hold indie games to a higher standard. I’m not willing to give either section of the industry a pass.And, lastly as was said, the AAA industry is infinitely more guilty of derivatism and repetition.
I'm not actually arguing that most of these games are plagiarizing each other to a criminal degree (Undertale 100% is, but the Japanese don't care), but seriously – they re-use a lot.I think you have a very broad definiton of plagiarism that most dictionaries wouldn't agree with.
This is interesting to me because I remember being a kid and not beating FF7 for over a year because the story for that game was just "something I could do". Nearing the end of disc 2 I would just endlessly explore the overworld and find new optional areas, grind out materia levels, breed chocobo or play minigames. In Shenmue I get sidetracked all the time just snuggling into a routine and enjoying the day-to-day life in a time period and region I will never get to experience for myself. Whenever I play Old School Runescape I am constantly playing sub-optimally by doing things haphazardly or spending more time exploring rather than doing suggested content in the suggested order.Minecraft isn't a video game.
Legos is a toy, not a game. You can play with it, but there is no win or lose state. No goals. Just a thing to play with.
Bad news: Pikuniku is based on the PSP game Locoroco, down to the bloody title. (With added millennial politics writing, of course.) This is exactly the kind of thing I’m talking about. Even Lovely Planet is clearly pulling from Katamari Damacy (I actually like that game, but it still counts) and World of Horror is straight-up meant to be an old Apple II point-and-click a la Uninvited or Deja Vu.
Again, with some exception on that list, why would I celebrate these games? They haven’t achieved anything — they’ve just repeated what’s come before. They may even be better than the old games they’re copying — World of Horror almost definitely is — but they’re still unoriginal and, yes, tedious.
My point is that I see neither as harming anything unless someone feels entitled to have a game appeal to them specifically for it to justify its existence. The reason people are too forgiving of these games is because ultimately there is nothing to forgive. The games that are extremely unique have their obvious place but so does the 50th card based roguelike. If I ask my friends who love that genre to distinguish between One Step From Eden, Slay the Spire or any other examples they could do just that either in setting, story or mechanics.Whether or not it’s doing more harm (the fact that we’re using that phrasing speaks for itself) is debatable, but think of what you wrote above — if innovation is supposed to be coming from the indie space, shouldn’t we hold it to a far higher standard than AAA gaming? Shouldn’t we be more strict and critical of it, not less? It’s like I said at the start: I think gamers are much, much too forgiving of these games, for all sorts of dumb reasons.