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In summary:
The Master = The Collective Unconscious
Vineyard/Kingdom of God = Calling or life's work
The Scorching Heat / burden of the day = Rejection, Risk, Emotional anguish, Uncertainty
Wages = Inspiration, Support πΈ+π
Laborers = People working on manifesting an idea
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In my worldview - to be angry at some pattern of reality is to be "angry with God" and it's hard to look at trends or patterns that feel "unfair"
Truth is, there is a ton of value to the commons from Copycats, often rewards for those who create them.
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Never lose sight of the fact that imitation costs ~70% what innovation dies, with much lower risk if failure, and that sector pioneers usually end up with ~7% of a market once itβs mature. See Oded Shenker book, Copycats. ribbonfarm.com/2010/08/03/dow
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Inevitability of "clones" was one main objection we heard from investors during years of struggle to make ends meet
makes a good case imitation dynamics are a major reason we rarely see new paradigms in TFT
It's felt hard to welcome that
numinous.productions/ttft/#why-not-
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One thing that's interesting to me about your situation is that at least in the investment-return sense, you practically "dodged" this problem in the same way that game devs doβby getting enough revenue up front, in the period before copycats, to recoup investment. This isβ¦good?
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Copycat games are usually vastly inferior, especially the few that are free or open source. Is this also true for other software? If not, what's the difference?
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I don't think that's really true of games. 2048 copied Threes and crushed it in the market; Fortnite and PUBG; Candy Crush and Bejeweled; Dr. Mario and Tetris; Minecraft and Infiniminer; Warcraft and Dune II; etc etc etc.
Ditto software: Excel and Visicalc; Word and Bravo; etcβ¦
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Those are good examples! My mind went in the other direction, of old games/series that still haven't been topped by comparable games in their genre. Mario 64, Halo, Mario Kart, Smash Bros, WarioWare, Pokemon.
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I suppose the difference that emerges from the examples I gave is that games with higher budgets can have better graphics/spectacle/music/etc, whereas a big budget product like Photoshop can be replicated by a small team without losing much.
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Yes, that's an interesting point, and I think it's often true. Occasionally a software interface will have significant technical complexity as a real moat (e.g. CAD tools, scientific computation), but that's relatively rare.




