The problem is that people may not know the original sources of inspiration. I enjoyed Korsakovia quite a bit, and Dan Pinchbeck is one of my favorite game developers.(Read his thesis if you haven't yet.)
However, Korsakovia is inspired by Silent Hill, as I heavily implemented into White Night, so it's normal to have similarities. Furthermore, Korsakovia was about a mental disease, Korsakoff's Syndrome; and in White Night I took a further step and introduced a controversial topic, and I based my opinions on Ribot's Law, which perfectly fitted into story. The story of White Night also represents my very own thoughts about perception of reality and memory. (For an easier understanding, I can say I took a very specific kind of retrograde amnesia.) Nevertheless that, in any way, doesn't mean I took inspirations from Korsakovia. People who haven't played Silent Hill series probably won't understand. I know it, because I was accused to be a rip-off Korsakovia for a few times.
This is like Nightmare House 2. While it has nothing original in it (every single scare, story and design), people find it original and good because they didn't play the original games. Though I agree it was quite an enjoyable ride and qualified example, it didn't introduce anything new. I recognized every single scare and design element because I played almost all horror games since 1998 (starting with RE2).
And here comes the best part: I was accused to be rip-off of NH2. That entertained me a lot.
I took a few psychology courses and had serious discussions with a few instructors, so that I'd have a clean theory in my hands. Around March 2011, I did a reconstruction of the project, where White Night was decided to be a total conversion. That's when I based all my design on that theory (when 'remembering' & 'forget' came into scene). After that I added a new character, Dr. Patrick Parr; because without him, introducing the information and interpretation wouldn't blend into story and gameplay. I don't know where this puts me as a person who takes inspirations, but for me, best compliment for White Night was "Silent Hill in FPS" and I'd like it to be that way.
The thing is, which was a wrong step, I kept too many things abstract and left them to player's comprehension, in hope they would come up something never happened but also makes sense. I'm happy that it was a successful attempt to a certain extent, but I'm sad that it never got any other direction, where even the creator of Worry of Newport found 'generator failure after Sofia's intervention' irrelevant, while it was a obvious shot of understanding the reality of David.
But I still keep my evil smile because no one got to understand whole story yet