If one decides to start a creative project about their favorite thing, be it fanart, fanfic, fangame etc. , which approach do you prefer, the creatives involved fully dedicating themselves to recreating and recapturing what made the original works...work, or make an active choice to be derivative (this doesn't mean artists are ignorant about the original material, not necessarily)
How do you feel about either, and are there any other approach you can think of?
There's this guy who used to post at SFGHQ named Sam Beddoes who now runs Freakzone Games. He's made the official Manos: The Hands of Fate game, he did both AVGN Adventures, he's the project lead on that Toxic Crusaders beat'em'up, etc.
But he's an old guard Sonic head and I've heard him turn up on a couple of Sonic podcasts, specifically to talk fangames, and by his account he got really fed up with the Sonic fangaming scene when everybody became obsessed with perfectly replicating the Genesis games, because to him, all the creativity and magic went away.
I remember hearing that and both agreeing and disagreeing with him. And I have enough thoughts about it that I've actually considered doing a video about it, and about fangaming overall.
I think there is a stigma to replicating something perfectly that's very adjacent to people who are concerned about young artists who start out by tracing pictures other people have drawn. Plagiarism is a real, legitimate problem. But it's only a problem if you lie about tracing.
I'm of the mind that if you're starting out drawing, half the problem is just learning control. Tracing can be a valuable tool in helping you to understand hand motions and give you a perspective on the construction of an image. For the earliest beginners, I don't think there's any shame in starting out by tracing. It's building muscle memory. Just don't say you drew it.
Similarly, my game development skills went way, way, way up about the time I started to analyze and perfectly replicate existing games. Like, the long canceled Sonic Forever project used an early enough version of the Sonic Worlds codebase that I had to read the Sonic Retro Physics Guide and use their data on how to add Knuckles in from scratch. My code matched how he worked in the Genesis games almost 1:1, because it was largely me just interpreting the values into something Clickteam Fusion could understand.
Something similar happened when, in 2012, I started (and never finished) a remake of my famous Mario Blue Twilight DX fangame. That's when I started really paying attention to how the source games worked so I could get a better sense of how a Mario game needed to "feel" in order to be correct.
And that trend continued with every fangame project I worked on following that, like when I figured I could make my own version of Sonic 2's Hidden Palace Zone, since I wasn't happy with the Retro Engine version. The idea was to be accurate above all else. In some cases, I'd even watch recordings of official gameplay in slow motion just so I could see exactly how the game was created, and in some cases, count frame by frame the duration of certain actions.
And all of this just makes me think of when I showed a friend my game jam game, OverBite. He complimented me on how nice the controls felt, in that kind of backhanded way where he said "When did you learn to make games feel so nice?"
Because if you go back to those really early games of mine, they all feel like garbage to control. And I attribute it to putting in a lot of time pulling apart the nuts and bolts of real retro games and putting a microscope up to why they work the way they do. Deconstructing all of their little nuances and sub-states and then trying to put it all back together again in a different programming language.
You learn a lot when you're forced to stop and understand why a piece of code exists in the way it does. Why there are all these little edge cases that you never notice but still exist to make a game feel just a little better.
At the end of the day, yes, Sam was right. Games need to have creativity and seeking out the perfect replication of the Sega Genesis Sonic games can feel somewhat futile. Every SAGE for the last ten years, there will be at least three games that instantly vanish from my memory because they are basic, plain Sonic Worlds Delta fangames with no style of their own. They just want to make Sonic 4 and we've had a lot of different Sonic 4s by now.
But the thing about learning is, you gotta learn the rules before you learn why and where to break them, because breaking (or at least bending) all of those boring, standardized rules is where your personal style starts to emerge, and that personal style is ultimately what people are going to be interested in at the end of the day.
So I think it is vitally important to start at 1:1 exact recreation and once you've made a comfortable replica, only then should you start asking yourself what you'd change and why. Make sure you understand the material before venturing further. You gotta learn to do it right first.