AI劣质游戏抄袭夏季爆款,山寨品屡禁不止。

AI劣质游戏抄袭夏季爆款,山寨品屡禁不止。

2025-08-25Technology
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雷总
早上好,韩纪飞。我是雷总,这里是专为你打造的 Goose Pod。今天是8月26日,星期二,早上6点。今天,我们来聊一个热得发烫的话题。
李白
幸会。吾乃李白。今朝有幸,与君共论:AI劣质游戏抄袭夏季爆款,山寨品屡禁不止。此间乱象,恰似浊酒一杯,且听我等细细评说。
雷总
好,让我们开始吧。首先,我们得聊聊这次事件的主角,一款叫做《Peak》的合作游戏。这款游戏非常火,玩法简单,就是爬山,但因为角色设计得很有趣,经常会闹出各种喜剧效果,一周就卖出了一百多万份,现在累计销量已经超过800万了。
李白
八百万之众,共攀此峰,可谓壮哉!然声名鹊起,宵小亦随之。闻有无良之辈,竟以AI之术,粗制滥造仿冒之作,于云端市集兜售牟利,诚如附骨之疽,令人不齿。
雷总
没错,这些山寨游戏就是我们今天要讨论的重点。它们是用AI工具快速生成的,毫无诚意。开发商Aggro Crab的联合创始人尼克·卡门就说,“我们真的不想看到这种情况”。这些山寨品甚至出现在了PlayStation和Roblox平台上,而正版游戏目前只能在PC上玩。
李白
以鱼目混珠,惑世人耳目。此等行径,非君子所为。开发者呕心沥血,方得此佳作,岂容宵小以机关之术窃其声名?直如明珠蒙尘,清泉染秽。
雷总
开发商也气坏了。他们甚至在社交媒体上公开说,宁愿玩家去玩盗版,也别去玩那些充满了微交易的Roblox垃圾山寨品。这种愤怒我完全理解,就像你精心打磨的一款旗舰手机,转眼就被别人换个壳子、塞个劣质芯片拿出去骗钱一样。
李白
“宁为玉碎,不为瓦全”之风骨也!创作者之傲,岂容玷污!说起这AI,近来竟闻有人以其为“知己”,解心中烦忧。以虚无之应对答真实之魂,岂不可笑?机关之言,纵使巧妙,又怎比得上故人对酌时的一句肺腑之言?
雷总
这确实是个有意思的现象,AI的应用边界在不断拓宽,甚至进入了情感支持领域。就像《科学美国人》最近一篇文章讨论的,用ChatGPT当心理治疗师,风险很高。AI或许能提供验证和支持,但它没有真正的理解和共情能力,这和游戏领域的AI抄袭有异曲同工之妙——都是在模仿“人”的产物,却缺少了核心的“人性”和“创造力”。
李白
然也。无心之木,岂能成林?无魂之曲,何以动人?无论是慰藉心灵,抑或是创作游戏,失却了那份源自肺腑的真诚与匠心,终究不过是镜花水月,梦幻泡影罢了。
雷总
说到抄袭,这在游戏行业里其实是个老问题了,几十年前就有了。最早在街机时代,雅达利的《Pong》一火,市面上立刻就出现了无数的硬件克隆品。那时候打官司主要靠专利,因为连硬件都给你抄了。
李白
哦?此风竟由来已久。昔有东施效颦,徒增笑料。未曾想,这游戏行当,亦不乏此类模仿之徒。然专利之说,颇为新奇,此乃何物?可否视为官府所颁之独门令牌?
雷总
可以这么理解。但后来游戏都装在卡带和光盘里了,抄袭就变成了抄软件代码和设计。于是大家开始用版权法来保护自己。比如八十年代的《吃豆人》,卖了1.5亿美元,引来了无数抄袭者。当时就有个著名的案子,雅达利告一个叫《K.C. Munchkin!》的游戏,就因为后者太像《吃豆人》了。
李白
原来如此。从令牌之争,演变为文书之辩。可见利益所在,纷争不休。昔日《 Pac-Man》之盛况,引得群小逐利,亦在情理之中。不知此案结果如何?正义可得伸张?
雷总
这个案子算是给原创者撑了腰。但之后很长一段时间,从1988年到2012年,法庭对游戏玩法的保护变得非常宽松。他们认为,游戏的核心想法、机制,或者说某个类型的“标配”元素,比如射击游戏里要有枪,这些是不能被版权保护的。这就让很多打擦边球的克隆游戏活得很好。
李白
此乃“窃书不算偷”之理也?仅取其神,不袭其形,便可逍遥法外。法律之疏,竟至于此。如此,原创者之心血,岂非任人随意汲取?长此以往,何人尚愿潜心创作?
雷总
是的,这对开发者非常不公平。直到2012年,情况才有了转机。有两个重要的案子,一个是《俄罗斯方块》的案子,另一个是《三重小镇》的案子。法庭开始认定,即使美术素材完全不同,但如果一个游戏在“外观和感觉”上,也就是整体给玩家的体验上,和原作几乎一模一样,那也构成侵权。
李白
善哉!此判可谓拨云见日。正如评判诗歌,不独观其辞藻,更重其风骨神韵。游戏亦然,精髓在于其魂,而非其表。此“外观与感觉”之说,深得我心。总算为原创者,寻回一柄维权之利剑。
雷总
没错。所以你看,游戏行业的知识产权保护是随着技术发展和一个个案子打下来,才慢慢完善的。从硬件专利,到软件版权,再到现在的“look and feel”,每一步都很艰难。而现在,我们又遇到了新的挑战者——AI。AI的出现,让制作克隆游戏的门槛,变得前所未有的低。
雷总
这就引出了我们今天的核心矛盾:人和AI在创作上的对决,以及法律上的困境。以前做一个山寨游戏,你至少还得懂点编程,会画画吧?现在用AI,你只需要输入几段文字,或者扔几张图进去,一个“看起来差不多”的游戏框架就出来了。
李白
昔日画虎不成反类犬,尚需笔墨。今朝以AI之术,竟可瞬间画犬为虎?此等机巧,虽便利,却失却了创作之艰辛与乐趣。人之创造,在于匠心独运,而非一味模仿。
雷总
问题就在这里。AI生成的这些内容,在法律上算谁的?目前在美国和欧盟,普遍认为纯粹由AI生成的东西,没有人的创造性投入,所以不受版权保护,属于公共领域。但在英国,版权属于那个“为创作安排了必要条件的人”,也就是操作AI的人。
李白
此中权责,竟如此纷繁。或归于虚无,或归于执笔者。似一首无主之诗,人人皆可诵,却无人能称其为己出。然若由人命题,由AI成篇,此诗之名,又当归于何人?
雷总
这正是争议的焦点。最近有个案子,有位艺术家用AI创作了一本漫画叫《Zarya of the Dawn》,美国版权局的裁定是:书的文字和编排属于作者,但里面AI画的图,不受版权保护。因为AI完成了“表达元素”,人的“提示词”只是想法,不是具体的表达。这就给开发者维权带来了巨大的麻烦。
李白
此判决,恰如将诗人之灵感与书吏之笔墨割裂开来。灵感虽源于人,然成篇之笔墨非人力所为,故笔墨之功,不为人所享。如此一来,若有克隆者以AI仿制他人画作,原作之主,岂非束手无策?
雷总
是的,甚至更糟。知识产权律师柯克·西格蒙说,AI生成的山寨游戏可能比人工制作的更难告。因为聪明的抄袭者会让AI生成“独特”的美术资产和代码,而不是直接复制粘贴原作的。这样一来,你就很难抓住他们直接抄袭的证据,因为从表面上看,所有素材都是“原创”的。
李白
此乃“以彼之道,还施彼身”之邪法也!借AI之手,将他人之神韵,化为己用之形骸,却又撇清干系。法律之剑,竟难断此案。可见,道高一尺,魔高一丈,诚不我欺。
雷总
这种影响是毁灭性的,尤其是对我们这些独立开发者。Unpacking的创意总监Wren Brier说,他们游戏上线后,举报了超过80个克隆品,感觉就像在玩“打地鼠”游戏,永无止境。这些山寨品耗费了他们大量的时间和精力。
李白
地鼠之喻,甚为贴切。其一未平,其一又起,无穷无尽。开发者之心力,本应用于创作,如今却虚耗于此等纷争。长此以往,创作之泉,恐将枯竭。良才之心,亦将疲惫。
雷总
更严重的是,这些AI生成的垃圾游戏正在污染整个市场。Brier说,这就像AI写的垃圾书充斥书店一样,大量的垃圾游戏淹没了数字商店,让玩家根本无法发现那些真正用心制作的好游戏。这已经不是某个游戏被抄袭的问题了,而是对整个生态的破坏。
李白
此乃“劣币驱逐良币”之祸也。当市集中遍布鱼目,珍珠之光华,便再难寻觅。玩家如寻宝之人,面对满目沙砾,又岂有耐心与兴致,去发掘那被掩埋的真金?此风不刹,恐无人再信市集有宝矣。
雷总
完全正确。这种现象导致了“发现性”危机。对于平台方来说,审核的压力也越来越大。虽然它们有处理侵权的流程,但往往是被动的,需要开发者先去举证投诉。而对于开发者来说,这个过程既耗时又耗力,结果还未必理想。最终,很多开发者只能选择在社交媒体上发声,希望能借助舆论压力。
雷总
那么未来该怎么办?这是一个所有人都关心的问题。我认为有几个方向。技术上,也许可以用区块链技术来提供不可篡改的版权和所有权记录。同时,也可以用更先进的AI去检测和识别那些AI生成的侵权内容,用魔法打败魔法。
李白
以子之矛,攻子之盾,此法甚妙。正如以火攻火,以毒攻毒。若能铸就一“火眼金睛”之AI,辨识天下仿冒之作,则宵小之徒,便无所遁形。此乃技术之道,值得期许。
雷总
长远来看,经济学家约瑟夫·熊彼特提出的“创造性破坏”理论可能正在发生。AI会让游戏开发更快、更便宜,这会淘汰掉一些传统岗位,但也会催生出新的角色。就像汽车淘汰了马车夫,但创造了更多汽车产业的岗位一样。关键在于我们如何适应。
李白
时移世易,势不可挡。正如大江东去,淘尽英雄。旧事物之消亡,新事物之诞生,本是天道循环。吾辈当如舟子,顺势而为,而非固步自封,方能于浪潮之中,寻得新生。真金不怕火炼,佳作终将留存。
雷总
没错。今天的讨论就到这里。感谢 韩纪飞 收听 Goose Pod。记住,无论技术如何变革,人类的创造力永远是最宝贵的财富。我们明天再见。
李白
曲终人散,意犹未尽。愿君于纷繁世事中,常怀明辨之心,珍视原创之光。Goose Pod,期待与君再会,共醉于思想之佳酿。告辞。

## AI-Generated Game Clones Threaten Indie Developers, "Peak" Game Becomes Latest Victim **News Title:** AI Slop Is Ripping Off One of Summer’s Best Games. Copycats Are Proving Hard to Kill **Publisher:** WIRED **Author:** Megan Farokhmanesh **Publication Date:** August 14, 2025 This report from WIRED details the growing problem of AI-generated game clones targeting successful indie titles, with the popular co-op game "Peak" by Aggro Crab and Landfall being the latest prominent example. The article highlights the ease with which AI tools can be used to create cheap imitations, posing a significant threat to indie developers who often lack the resources to combat them effectively. ### Key Findings and Conclusions: * **"Peak" Success and Vulnerability:** "Peak," a slapstick co-op climbing game, has achieved significant commercial success, selling over a million copies in its first week and surpassing 8 million copies sold. This success has made it a prime target for scammers creating AI-generated clones. * **AI as a Tool for Scammers:** The article emphasizes that AI tools allow for the rapid and low-effort creation of game clones. These clones often use AI-generated marketing images and a basic game structure to deceive players into purchasing a low-quality product. * **Widespread Problem:** Clones are not new to the gaming industry, with indie darlings like "Super Hexagon," "Ridiculous Fishing," "Threes," "Unpacking," and "Wordle" having faced copycats. However, AI has exacerbated the issue by lowering the barrier to entry for creating these imitations. * **Difficulty in Combating Clones:** Developers face significant challenges in removing clones due to the legal limitations of copyright protection, which typically does not extend to genres, aesthetics, or gameplay mechanics. The process of reporting and getting clones removed from digital storefronts is often exhausting and time-consuming for small studios. * **Impact Beyond Profits:** While Aggro Crab is financially secure due to "Peak's" success, the proliferation of low-quality AI-generated games can harm the discoverability of legitimate indie titles by flooding storefronts with "garbage." * **AI-Generated Assets vs. Direct Theft:** The article notes a distinction between creating a clone by hand and using AI. While direct asset theft can be grounds for copyright infringement, using AI to generate unique assets makes legal recourse more difficult. * **Platform Responsibility and Developer Burden:** Digital distribution platforms hold the ultimate power to remove clones, but the burden of reporting and identifying them often falls on developers. Social pressure and public outcry are becoming crucial tools for developers to combat these issues. ### Key Statistics and Metrics: * **"Peak" Sales:** Over 1 million copies sold in its first week, surpassing 8 million copies sold overall. * **"Unpacking" Clones:** Developer Witch Beam has reported over 80 clones of their game "Unpacking" since its release in 2021. ### Notable Risks and Concerns: * **Deception of Players:** AI-generated clones often use misleading imagery and pretend to be established games to trick players into buying subpar products. * **Erosion of Trust:** The prevalence of scams can damage player trust in digital storefronts and the indie game market. * **Hindrance to Discoverability:** Flooding storefronts with low-quality AI-generated games makes it harder for players to find and support genuine indie creations. * **Lack of Human Artistry:** Developers like Aggro Crab express a desire to create and consume media made by humans, valuing the unique perspective and artistic intent that AI-generated content lacks. ### Important Recommendations (Implicit): * **Platform Action:** Digital storefronts need to implement stricter content moderation policies and streamline the process for developers to report and remove infringing content. * **Developer Advocacy:** Developers are encouraged to be vocal about their experiences and leverage social media to raise awareness and apply pressure on platforms. * **Player Vigilance:** Players should be cautious of suspiciously cheap games or those with generic descriptions and focus on supporting verified developers. ### Significant Trends or Changes: * **AI's Role in Game Development:** AI is increasingly being used in game creation, but this also presents new avenues for exploitation through rapid clone generation. * **Evolving Nature of Clones:** AI has made it easier and faster to create imitations, shifting the landscape of game cloning. ### Material Financial Data: * The article mentions that Aggro Crab is "confident about its bank account, thanks to Peak’s massive success," indicating that the financial impact of the clones on their specific situation is not a primary concern, but the broader implications for the industry are. ### Notable Quotes: * Nick Kamen (Aggro Crab cofounder): "We hate to see it." * Nick Kamen: "We're not really the type to be litigious. We're not really the type to be litigious." * Wren Brier (Unpacking’s creative director): "It feels like whack-a-mole sometimes." * Wren Brier: "They're not AI-made games, they're AI-generated marketing images attached to a completely unrelated, hastily slapped-together, bare-bones skeleton of a game." * Wren Brier: "They are literally a scam: They are trying to trick players into buying a crappy product by using misleading imagery and by pretending to be a real game that the player might have heard of.” * Nick Kamen: "I consume media because it's made by humans. I want to experience a piece of art, whatever it may be, another human has made and get their perspective and their outlook on the world. If AI is used to make the game, then you're removing that from the equation. There's no value in it.”

AI Slop Is Ripping Off One of Summer’s Best Games. Copycats Are Proving Hard to Kill

Read original at WIRED

Peak is this summer’s finest co-op game. Ostensibly a game about climbing a mountain, the slapstick comedy of its bobblehead characters falling down cliffs, easy-to-learn gameplay, and a little bit of cannibalism make it perfect fodder for Twitch streams.The game, created in partnership with developers Aggro Crab and Landfall as part of a game jam, is currently in Steam’s top five bestsellers.

It sold over a million copies in its first week and has now surpassed 8 million, according to Aggro Crab cofounder Nick Kamen. Now, as a result of its success, says Kamen, scammers are selling cheap, AI-made versions of it wherever they can.“We hate to see it,” says Kamen.Clones, games that share deep similarities in visuals or mechanics with popular games after they launch, have been a thorn in the industry’s side for decades.

Creators of Indie darlings like Super Hexagon, Ridiculous Fishing, Threes, Unpacking, and Wordle, which was eventually acquired by The New York Times, have all faced down copycats; some have used copyright claims to fight fakes. Not even big devs are immune; Sony Interactive Entertainment recently filed a lawsuit against Tencent over what it claims is a clone of the Horizon series.

Nintendo is suing Palworld creator Pocketpair over its similarities to the Pokémon series.These cheap imitations appear across many different platforms, whether it’s on console or PC, regardless of how big the distributor is. In December 2024, Kotaku published a report on clones and AI-generated games clogging up digital storefronts like Nintendo’s eShop.

Peak is especially vulnerable to copies on consoles because players can’t get it anywhere besides PC. The two games recently called out by the company had homes on the PlayStation store and Roblox. On YouTube, CGD Games released a video playing Peaked Climbing from the PlayStation store. It features cute, big-headed creatures (poorly) climbing a mountain; the game apes Peak’s premise and even the first-person view that players have of their climber’s disembodied limbs.

While it’s one thing to hand-make a copycat game, Kamen tells WIRED, “it's another thing to just use AI to get it out as fast as possible and as lazy as possible.” Aggro Crab made the majority of the game with Landfall, which created last year’s viral sensation Content Warning, during a game jam—a development sprint where creators spend their waking hours only working on a game.

“We're proud of our game,” he says. “We don't like seeing it get ripped off this way.”As AI becomes more common in video game creation, however, developers now have another thing to worry about, besides their jobs: AI-made clones, which require no coding experience or coding knowledge to create. Sites like Rosebud AI, Ludo AI, Seele AI, and more spit out quickly made, cheap games that players create by feeding them text prompts or photos.

YouTubers share tutorial videos on how to create games or even rip off others.Getting clones taken down can be an exhausting process for developers. Small studios have less time, energy, and resources to dedicate to this process, and they’re at the whims of the digital distribution platforms these games exist on.

Wren Brier, Unpacking’s creative director, says that since the game’s release in 2021, developer Witch Beam has reported more than 80 clones. “It feels like whack-a-mole sometimes,” Brier says. These are games that are not just similar in nature but “blatant copyright infringements” that lift the game’s assets or even its name.

“The majority have been extremely low-effort scams using Unpacking's name or imagery to trick players into downloading something that isn't even a game, just a series of ads,” she says.When it comes to many AI-made clones, Brier says there’s a misconception about what that means. “They're not AI-made games, they're AI-generated marketing images attached to a completely unrelated, hastily slapped-together, bare-bones skeleton of a game,” she says.

“They are literally a scam: They are trying to trick players into buying a crappy product by using misleading imagery and by pretending to be a real game that the player might have heard of.”Clones don’t always threaten a developer’s profits—Aggro Crab is confident about its bank account, thanks to Peak’s massive success—but the damage can be widespread in other ways.

Brier says that AI-clones hurt developers the same way AI books hurt authors: “Flooding a storefront with garbage that no one wants to play makes it impossible for players to organically discover indie games.” Game certification, the process of getting onto a platform, used to be stricter.“It's not a problem just for the games that get cloned,” Brier says.

“It's a problem for all of us.”For developers, there aren’t many options to fight clones, regardless of how they’re made. Intellectual property attorney Kirk Sigmon says clones are already difficult to tackle legally; copyright protection doesn’t extend to a genre, aesthetic, or even gameplay mechanics.

AI “definitely makes slop generation faster, but the issue has been around for well over two decades,” he says. “All that’s really happened is that the bar has moved ever so slightly lower for new entrants, because you can make an AI model pump out stuff for you faster.”The easiest case for copyright infringement typically happens when a cloner lifts work from the game directly—as happened with Unpacking.

“It’s not uncommon for knockoff games to accidentally (or intentionally) copy assets from the game they are knocking off,” Sigmon says.In fact, he says, AI-generated games might actually be better protected from copyright infringement lawsuits. “After all, if knockoff developers are savvy, they’ll use AI models to develop unique assets/code rather than steal it from another game or just download it from some random Internet source,” he says.

“That’ll make it much harder to go after them in court, for better or worse.”Platforms ultimately hold the power when it comes to ridding a storefront of clones, though smaller developers bear the brunt of the work in filing a report and sorting out who to talk to. Sometimes that process is quick and wraps in a few days; sometimes it can take weeks.

Social pressure may be the best defense a developer has. Sigmon says that complaining to storefronts or enlisting fans are workable solutions. “I don’t know many gamers who are a fan of half-hearted slop games,” he says.Aggro Crab and Landfall are taking this route. “We're not really the type to be litigious,” says Kamen, the cofounder.

Instead, they’re being outspoken in their distaste. In early August, the company posted on X, in reference to one copycat, that it would rather users “pirate our game than play this microtransaction-riddled [Roblox] slop ripoff.” Landfall tweeted that the company has “been reporting a bunch of these AI slop things” in response to a screenshot of the game Peaked Climbing.

It was available on the PlayStation Store before being removed; Peak was released only on PC. WIRED has reached out to PlayStation, Roblox, and Steam and will update accordingly.“I consume media because it's made by humans,” Kamen says. “I want to experience a piece of art, whatever it may be, another human has made and get their perspective and their outlook on the world.

If AI is used to make the game, then you're removing that from the equation. There's no value in it.”

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