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Great Artists Steal


Ta-metru_defender

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Essays, Not Rants! 056: Great Artists Steal

When explaining what make the Mac so good, Steve Jobs quoted Picasso saying “Good artists copy, great ones steal.” In an interesting twist of fate, that quote often gets attributed to Jobs now instead of Picasso (who may or may not have said it first). It’s a fun quote that definitely is the background for the Mac, it’s also very applicable to, y’know, art. And here that means everything.

 

Especially Neill Blomkamp’s filmography. Who, you ask? You might know him from the Halo: Landfall short and as the guy Peter Jackson chose to be the one to direct the Halo film. When plans for the Halo film fell through, Jackson instead gave Blomkamp the resources for District 9, an amazing piece of serious science-fiction that showed a few shades of the Halo games in its design and look. It’s subtle, but there’s some resemblance.

 

E
nter Elysium, the trailer for which dropped earlier this week. It’s Blomkamp’s next film and it looks just as cool as District 9. It too has some stolen design influence. Let’s look at the titular Elysium. It’s a ring-shaped megastructure, like the titular Halo (which wasn’t the first, but more on that later). So we have that look, but it doesn’t look just like a Halo but like Mass Effect’s Citadel as well (the spokes and the interior design). Artificial world inhabited mostly by the rich? Looks like the Citadel’s Presidium to me. It’s an almost uncanny resemblance. But it’s not bad. It’s a good idea, and Blomkamp’s not just copying the idea, but he’s stealing it and mixing it into his own work. He’s using it for a different story.

 

Halo’s a thief too, particularly from the film Aliens. How much? Halo’s Wikia has an entire article listing them. Not only are the marines’ armor very similar, but Sergeant Johnson is more or less Sergeant Apone. They even have some of the same lines. More than that, the setting of a ringworld is similar to the titular structure in Larry Niven’s novel Ringworld. Halo took conventions, ideas, and designs (and a secondary character) and gave it a new life with a totally new story. Halo doesn’t feel or look derivative; that’s good stealing.

 

Uncharted is another culprit. Globetrotting treasure hunter who more often that not finds something with a supernatural power? Nathan Drake might as well be Indiana Jones without a whip. They’re often in similar predicaments: already up against lousy odds, everything goes wrong and they’ve gotta fumble —sorry, improvise— their way out. Nathan Drake is Indiana Jones set sixty years late. Yet the works as a whole are different enough. Uncharted’s supporting cast is more different and consistent than Indy’s and the plot and character arcs are very different. Uncharted takes what’s essentially the Indiana Jones mythos and reworks it for a more modern age. The end result is a fantastic video game that, for no small reason, has been called the best Indiana Jones video game.

The trick with stealing is to not take something wholesale and repeat it. As Steve Jobs said in the interview where he quoted Picasso: “It comes down to trying to expose yourself to the best things humans have done, and then try to bring those things to what you’re doing.” Just copying something isn’t enough, you have to blend it in to what you’re making. Look at Dungeons & Dragons. Much of the setting is taken from JRR Tolkien’s work; you’ve got Hobbits, Ents, and Balrogs (all of which had to be renamed in later editions). But Gygax and Arneson gave the world its own spirit, mixing in influences from other worlds as well. Super 8, Mass Effect, The Secret of Monkey Island; everyone steals from everyone else. The thing is to make it new, to make it work, to make it yours. Don’t copy; steal.

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I think that shouldn't be ignored in the Lego community either. A lot of people have derided the Legends of Chima theme as a Thundercats ripoff, but while it almost certainly finds inspiration in Thundercats and similar cartoons and media, it does something new with it. Many of Lego's non-licensed themes take similar inspiration from popular media. The Dino theme doesn't hide its associations with Jurassic Park. The Adventurers theme was a send-up of Indiana Jones (perhaps most evident in the globe-trotting Orient Expedition theme). Mars Mission shared a few cues with the Alien films (especially in the designs of the aliens), whereas Alien Conquest was an homage to early sci-fi and B-movies. The 2007-2009 Castle theme almost certainly drew from The Lord of the Rings and other high-fantasy stories. The list goes on and on. I have nothing against Lego's licensed themes (which pretty consistently deliver high-quality sets), but I absolutely love when they take a theme or setting common to popular media and make it their own in an original theme.

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Also, the one thing that powers all the progress in the entire scene of videogame-development, is essentially stealing.

If a game introduces a new mechanic, and it's good, it's more or less a given that a lot of future games are going to use it as well - the game that originally contained that mechanic doesn't even need to be good, the mechanic just needs to be usable enough. (Just like how a cake with the proper ingredients still ends up as rat poison if you leave it in the oven for too long)

Well-known examples of this would be First Person Shooters - or, as they used to be known, 'Doom-clones'. More recently, we've had 'DOTA-clones'; those are just called MOBAs (Multiplayer Online Battle Arena) now.

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