Ctrl+C, Ctrl+V, make money
The problem is not borrowing game mechanics. The industry has always developed by reinterpreting other people’s ideas. The problem is that now you do not have to reinterpret anything at all. Change the characters, the setting and a couple of buttons, invent a new name and send another clone to the app store.
AI only speeds up the process. Generated graphics, code, ready-made assets and templates make it possible to assemble prototypes at minimal cost. Development is gradually becoming an assembly line where the goal is to release the next attempt at making money as quickly as possible.
For some reason, everyone forgets that cheap production does not guarantee demand. Copying a successful game’s mechanics is much easier than copying its audience, marketing and economics. App stores end up filled with dozens of almost identical projects, most of which nobody will ever notice.
A digital rubbish dump for children
One particularly delightful aspect is that much of this content targets children. Endless clickers, basic simulators, pointless collections of mini-games and other digital rattles made purely to hold attention and display advertisements.
No particular idea, personal expression or even interesting gameplay. Just bright colours, constant rewards, pop-ups and mechanics designed to stop a child from closing the app for as long as possible.
Of course, a simple game does not need to make a philosophical statement. But when its entire value comes down to holding attention and generating ad impressions, it starts to look like industrial-scale production of digital rubbish.
The funniest part is that these projects can be commercially successful. The market does not necessarily need a good product. It needs a product that knows how to make money.
Exploiting the digital singularity
What we are seeing is an attempt to exploit the digital singularity itself. Tools become more powerful, production gets cheaper and the number of potential products is almost unlimited. Instead of using these opportunities to create something fundamentally new, people try to extract as much profit as possible from the falling cost of production.
Find a working mechanic, generate a dozen variations, upload them to the stores, buy ads and wait for one of them to take off by chance. Did it fail? No problem: the next batch is already in production.
This is the thinking of a content-farm operator rather than a creator. As the tools become more accessible, more people start doing exactly the same thing. The result is a paradox: making content is easier than ever, while finding anything worthwhile becomes harder.
This extends beyond games. The same model spreads to apps, websites, videos and other digital products. If production can be automated, someone will inevitably try to put it on an assembly line.
Surely it cannot get any worse?
It can. As development costs fall, the number of clones will keep growing and competition for attention will become even fiercer. App stores will resemble endless dumps where thousands of products fight for a few seconds of a user’s attention.
Somewhere in that stream, there will still be developers spending months making interesting games, thinking through their mechanics, visual language and player experience. Their work will compete with projects assembled in a couple of days on an automated production line.
The industry is also creating demand for an alternative. When there is too much identical content, value shifts towards originality, quality and a distinct authorial approach.
The question is how much more digital rubbish we will produce before we start valuing the things that made creating anything worthwhile in the first place.
There will be content. Lots of it. Substance, as usual, is another matter.



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