[casual_games] Gameplay patents
Adam Martin
adam.m.s.martin at googlemail.com
Sun Feb 11 08:05:23 EST 2007
its not property, and there is nothing illegal per se about infringing
it. Until it is tested in court, no-one knows if its valid (although
they may already know its theoretically invalid).
Please dont get seduced by the terminology that tries to equate ideas
to real property - its nowhere near as simple as that. infringing
patents is not theft, its infringement.
On 11/02/07, Jason Van Anden <robotissues at gmail.com> wrote:
> It sounds to me like you suggesting that if someone has gone to the
> trouble and expense of legally protecting their intellectual
> property, you would decide to violate this right based solely on
> whether you had more resources than your competitor. It seems to me
> that this is morally and ethically perverse, and ought to be
> discouraged more so than patents themselves. Does anyone (else) out
> there feel that (reasonable) patents are a good thing - or is
> "patents == bad" the general consensus of the casual games community?
>
>
> On Feb 11, 2007, at 7:11 AM, Jonas Beckeman wrote:
>
> > The substantial amount of time and money to get the patent approved is
> > *nothing* compared to what it will take to defend it.
> > The patent itself doesn't really give any protection, only when
> > tried in
> > court will you know if it's solid. It probably isn't (although your
> > lawyer
> > will work very, very hard to write a specification that is
> > impossible to
> > interpret), and then you'll only be left with a huge pile of lawyer
> > bills.
> >
> > But it's true some investors like software patents, however ridiculous
> > they may be - it looks good on paper and adds a whiff of the "serious"
> > research-intense industries.
> >
> > If I feel like infringing on your patent, I will assess your financial
> > status and if I think I have more resources than you, I'll simply
> > ignore
> > it. With more money, I'll wear you out in court, if it comes to that.
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