In Dying Light 2 the settings UI resembles the settings UI of modern Assassin’s Creed games (Origins, Odyssey, Valhalla)
Flappy bird CLEARLY uses super mario bros pipes and other assets. Out of all the things Nintendo sues people over, all the petty things, they somehow missed this one. Which is strange, because it’s like the one lawsuit that you see, and think “yeah…I get why Nintendo would sue.”, and it’s the ONE TIME Nintendo said “nah”.
I mean, they recently sent a cease and disist, as well as a channel strike to Retro Game Corps. Because he showed videos reviewing emulation devices. Not specifically Nintendo related. These are little handheld emulation devices, and the gameplay he showed in small clips of Nintendo games from the 90s. Nintendo felt that was potential lawsuit ready. So now he’s said he’s not going to say the name Nintendo, he’s not going to show any more footage with nintendo anything. They threaten to sue HIM but not flappy bird, which stole direct assets from their games, and sold this new game with their assets. No lawsuit there.
They sued blockbuster video for including game manuals in rentals.
They’ve sued countless people for making fan created games, which would be released for free.
They even sued a guy who spent 6 years writting, casting, shooting, and producing a full length live action Zelda movie. They released it online for about a week before it got taken down. Never to be downloaded by anyone who didn’t grab it right away.
I don’t understand.
Doom 2 totally ripped off Doom. Barely any changes.
Not sure why Doom devs didn’t sue.
Honestly, Quake would be a better example since it’s actually an entirely different game by the same developer.
Icewind Dale did the same with Baldur’s Gate. Not just the UI, they blatantly reused a lot of the assets too!
A lot of survival games have ripped off the a-bunch-of-random-items-in-boxes-at-the-bottom-of-the-HUD UI elements from Minecraft.
Raft and Rust, for example.
You mean a hotbar? Minecraft didn’t come up with that.
Every MMO since the beginning of time (and frankly minecraft is weird for being a 10 button hotbar rather than a 12)
Diablo was doing that long before Minecraft came along.
My goodness why didn’t I think of that.
If you go look at the HUD for even older games like Doom and Quake, you can see where that idea might have come from. Usually those “inventory slots” were for fixed items, namely ammo for the various guns, but having different things on different number keys was definitely in use back then. The new part, of course, was making a game mechanic out of changing the things under the number keys.
Have later games stolen it directly from Minecraft? Sure, but it’s such an obvious concept that someone else would have eventually invented it. In fact I’m not sure if Notch didn’t borrow it from something else that had that extra mechanic first.
And now it’s become a de facto standard like the positions of the clutch, brake and accelerator in a car. (And if you drive an automatic, the brake is still always to the left.)
It seems pretty fundamental, but fighting games have had pretty much the same basic UI layout since Street Fighter II. Before then there was a degree of variability as to how the different elements were laid out. Since SFII, it’s always been Timer in the middle and Health bars on either side of that.
A lot of games seem to be trying to make direct copies of the UI from Breath of the Wild. Palworld comes to mind.
I just want to voice the thought that “ripped off” is not a good term for this. It has a very negative connotation. The reality is, people try all kinds of stuff and whatever works sticks. That’s a good thing.
Command and Conquer had traditionally used a “right-pillar” control interface, with your map at the top. utility controls like “sell building” or “power down”, followed by a build selection screen below. There you had 4 panels you could select between - “main base” buildings, defensive buildings, infantry, and vehicles - and you could scroll up and down a given panel. So long as you had the right production building, you could select things to build from anywhere on the map. If a unit had a “special ability”, it would be triggered by double-clicking on the unit.
Come 2003’s Command and Conquer: Generals, the UI had been totally redone to resemble the layout of Blizzard’s wildly popular Warcraft 3: The control panel now sat at the bottom of the screen, with the map on the left. Building a particular kind of unit required you to select the building or unit that produced it. Selecting an individual unit gave you a list of
magic spellsspecial abilities it could take, such as using an alternative weapon or purchasing a particular upgrade.