The Leaderboard: Defense of the Clones
Diablo III finally came out on May 15, 2012, 12 years after Diablo II. There were only four years between Diablo and Diablo II, far less time for the dungeon-crawler genre to stagnate or for the market to become oversaturated with games attempting to ape Diablo’s success. Ever since Diablo II first arrived at the tail end of the Clinton Administration, many games have tried to rekindle that peculiar Diablo magic. Clones usually don’t have the best reputation, often scorned by critics and players alike for a lack of innovation or a slavish devotion to obvious influences. Do clones deserve that treatment, though?
The many games that have tried to emulate the slick, satisfying gameplay delivered by Blizzard’s beloved franchise have been of varying quality, but the simple fact that they exist is important to the industry as a whole. Games rarely pioneer new genres, and the fact that so many developers and companies strive to achieve the greatness of a game like Diablo can only mean great things for consumers, especially when everyone’s looking for the next big gimmick.
Despite the stigma surrounding them, clones are actually a positive thing — they inspire other developers to imitate greatness. Just as a thousand me-too authors, pop stars, and filmmakers get their big breaks chasing the shadows of their heroes, so too do many of the creators in the videogame industry. It may sound strange, but continually attempting to replicate success can often result in projects that may surpass the original in terms of quality.
A picture-perfect example is Torchlight, erected at a time when Diablo III was more of a myth than reality. Arguably, it was a shining beacon of success in an industry where everything begins to look more than a little derivative. We all knew what blockbuster it was trying to emulate, but somehow it forged its own identity. Runic Games’ 2009 opus was a colorful explosion of loot and colorful illustrations that went tit-for-tat with all the delights of its dungeon-crawling forefathers.
It’s logical that it should have succeded, though, considering its pedigree. Torchlight sprung from Travis Baldree, the creative mind behind the brilliant Fate, and Diablo II co-designers Max and Erich Schaefer. Wrapped up with a budget price and attractive dressing with plenty to do in-game, Torchlight served as a perfectly acceptable adventure to both hold Diablo fans over until their next “real” fix and to win over players who had never played a Diablo before. For all intents and purposes, Torchlight was the Diablo everyone had been waiting for, only with a different name and some unfamiliar mechanics.
But really, that’s the heart of a successful clone — the same game with a different name and a different yet almost identical interface. It’s an interesting phenomenon, and one not completely accepted or appreciated by those who benefit from it the most — an entire community of gamers who aggressively demand greatness.
With all that said, it should be simple to discern what makes clones absolutely essential to keeping the industry afloat. In fact, we can break it down into three easy reasons:
It’s essentially free beta testing.