[casual_games] Gameplay patents
John Viguerie
clubvig at yahoo.com
Sat Feb 10 14:02:55 EST 2007
Quite an interesting thread...
I like the one from [adult swim]. I wonder how the
TimeWarner legal dept feels about it? Nevermind, I
think I know... just try to submit a game idea without
signing a Product Submission Agreeement.
Remember - post-facto, great ideas seem obvious.
If your idea is good enough to be "theft worthy", i.e.
its a truly innovative key piece of a future "hit", a
big company with a legal department and market power
is the prime candidate to wipe you out with your own
secret weapon.
I just dropped off a sixty-one page game technical
design document to my patent attorney yesterday - not
a single line of code - not a single pixel or vector
or even a formal graphic design treatment has been
performed... yet. Its just a much better conversation
with publishers/distributors/investors when your ducks
are in a row.
Nobody cares about misses, but hits will spawn a
thousand copycats.
If you don't have a patent attorney, make friends with
one. The ones I know work on stuff that is so
unbelieveably tedious and boring that they're happy to
READ A WELL CONSTRUCTED GAME DESIGN DOCUMENT for you
and offer a non-binding opinion before spending money
authoring foolish claims.
Admittedly, because of my licensed software and music
entertainment background, I think patents, copyrights
and trademarks "make the world go 'round." The EFF is
not buttering MY bread. There's a great book on the
subject by Pat Choate called "Hot Property: The
Stealing of Ideas in the Age of Globalization".
Don't get ripped-off. It's a bitter pill to swallow
when it happens, and it happens plenty.
John Viguerie
Character Media
--- Milt Michael <miltmich at telus.net> wrote:
> Ron,
>
> My purpose for patenting is to add value for
> investors.
>
> I don't see how it stifles creativity (other than
> the time it takes), in
> fact the process of explaining how your game is an
> improvement over previous
> games is a good exercise.
>
> I just hope the lawyers don't make more money than
> developers :)
>
> Milt
>
>
>
> -----Original Message-----
> From: casual_games-bounces at igda.org
> [mailto:casual_games-bounces at igda.org]
> On Behalf Of Ron
> Sent: Friday, February 09, 2007 2:46 PM
> To: IGDA Casual Games SIG Mailing List
> Subject: Re: [casual_games] Gameplay patents
>
> I think game play patents will be the death of
> creativity. Are you
> going to start suing members of this list? I know
> that comment sounds
> flippant, but it's a serious one that you should be
> prepared to answer
> and feel OK about.
>
> Ron
>
>
> Milt Michael wrote:
> > Although I'm no expert on patents, I am going
> forward with a patent
> > application for my game because I feel it contains
> new processes and
> > formulas that improve gameplay.
> >
> > I'd sure like to hear from others who have gone
> down this road though!
> >
> > Milt
> >
> > -----Original Message-----
> > From: casual_games-bounces at igda.org
> [mailto:casual_games-bounces at igda.org]
> > On Behalf Of Jose Marin
> > Sent: Friday, February 09, 2007 7:24 AM
> > To: casual_games at igda.org
> > Subject: [casual_games] Gameplay patents
> >
> > Hi.
> >
> > I've seen several games that have the same
> gameplay (almost clones).
> >
> > Is there "patents" on gameplay?
> >
> > Or on some game mechanism/interface?
> >
> > My concern is because we are about to launch a
> game that its gameplay
> looks
> > very much to a classic, but have many more
> features.
> >
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