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December 11th, 2011, 04:45
Originally Posted by Maylander View Post
Not quite sure what you mean by this - NWC didn't have to use King's Bounty as inspiration, considering they actually developed King's Bounty.

King's Bounty, Heroes of Might & Magic, Might & Magic etc was all created by Jon Van Caneghem. He's pretty much the creator of the whole genre as far as I know.
Yeah, but it was still the inspiration and basis for the games that followed it. That it was developed by the same company does not make it less true but more obvious. To suggest that one's own ideas do not inspire subsequent similar ideas is to suggest we don't build on the things we have already done. Of course they didn't have to use it as their inspiration for the Heroes games, but it would have been absolutely pathological not to considering it was their own creation. This is not a bad thing nor does it diminish the value of the games for which the original Kings Bounty provided a source of inspiration - be they the Heroes games or the later Kings Bounty games developed outside the company.

Other games created later in the same vein by other companies would of course also provide inspiration, though of a less direct sort. Games like "Kings Bounty: Armored Princess" would have provided invaluable sources of information and inspiration on possible ways to grow and improve the Heroes series - whether the fruits of this were implemented well or not is a matter of execution. Ideas kind of have sex like that - its a fundamental mechanism involved in how complex works of technology are improved. This sort of incestuous and iterative recycling of ideas and concepts is pretty much the norm in any industry where products grow in complexity and/or quality; it is only absent in systems which impose isolation and require creation of new things in a vaccum - this however always leads to regression. Despite the terminology that can be used to describe it, this process is a good and necessary thing.

Its pretty much how long term development works in all genres - ideas originating from one developer inspire the creations of other developers. The arguably derivative creations of others sometimes introduce their own innovations and improvements - some of these can be so significant that a derivative work may ultimately eclipse the original in importance. These new ideas in turn can serve as inspiration for that original developer's subsequent endeavors as they serve as the most powerful and relevant possible demonstrations of the possible improvements they themselves could make.

Perhaps you took the words "inspiration" to mean that a work is derivative. That was the meaning I intended, but that a derivative work is inherently less valuable or deserving of praise is a great misconception. Consider Half-Life; it is built upon the previous advances made in 3d first person shooters and inspired by some of the best story driven first-person games out there. It is probably more important in terms of the direction of subsequent games in that genre than any of the things it drew inspiration from considered individually (technical and artistic) and even licensed one of those engines. That it owes much to those games as sources of inspiration does not diminish its importance to the genre. That Gabe Newell worked on the development of quake - the engine licensed for the game - does not mean, as you seem to suggest, he did not draw inspiration from that product at least in terms of technical components. It actually makes the connection that much more obvious.
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