[casual_games] Gameplay patents
Tom Hubina
tomh at mofactor.com
Sat Feb 10 14:55:39 EST 2007
As an exercise - Let's imagine what the casual game space would be like
if PopCap (based on Bejwelled) had received a patent for a system of
game play where three matching objects formed a chain that was removed
when combined - and all permutations there of (think - a patent that
would cover all match-3 based games).
Now let's imagine that patent wasn't awarded until 3 years after
Bejewelled came out (patents are valid for 25 years from the application
date, not the award date) and they decided to start going after everyone
with a match-3 variant.
I'm not sure if I think that would have been a good thing or a bad thing
but I think we'd have a lot of different titles in the Top 10 lists
today and quite possibly a lot fewer companies in the space.
We'd definitely have a lot more legal fees ;)
Tom
> -----Original Message-----
> From: casual_games-bounces at igda.org
> [mailto:casual_games-bounces at igda.org] On Behalf Of John Viguerie
> Sent: Saturday, February 10, 2007 11:03 AM
> To: IGDA Casual Games SIG Mailing List
> Subject: Re: [casual_games] Gameplay patents
>
>
> 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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