[casual_games] Gameplay patents
Tom Hubina
tomh at mofactor.com
Sun Feb 11 16:52:40 EST 2007
I'm not advocating this (yet) but it's something that I've been chewing on
since I posted my question about PopCap yesterday.
Why not patent gameplay? If someone had patented Match-3 for casual,
wouldn't the space be better off? Do we really need 300 variants on that
theme? Wouldn't it be great if the inability to make another match-3 variant
was removed - and that caused people to think about other games to make
instead of ripping off the "proven" way? Wouldn't we end up with a greater
variation in games on the portals, less dilution of brands, and a much more
healthy industry?
Tom
_____
From: casual_games-bounces at igda.org [mailto:casual_games-bounces at igda.org]
On Behalf Of Alex Amsel
Sent: Sunday, February 11, 2007 1:44 PM
To: IGDA Casual Games SIG Mailing List
Subject: Re: [casual_games] Gameplay patents
There is some confusion as to what is being patented here. John is being
careful not to refer to gameplay itself, but to software algorithms ("black
box"). With care, these can be worthwhile to patent, although there is
always the issue of defending them.
John Viguerie wrote:
At the end of the day its ink on paper.
The submission I mentioned is for software algorithms
and innovative data structures that are the
underpinning of the gameplay - not the gampelay or the
game itself - an important distinction... It may not
even be new, but the application of it likely is or at
least seems to be after a yoeman investigation.
Anything typically used in sw engineering specs like
Visio, CASE tools, DFDs(data flow diagram, showing my
age), etc. is appropriate.
In this case I used Open Office-ODP (ironically, a
powerpoint knockoff!): arrows, boxes, data structure
representations, jpg, gif, etc.
Most of all what's required that's sorely lacking...
DISCIPLINE. To take the time and effort to completely
think through and document an innovation and the
technology landscape into which it applies. Its
always more fun to just jam code.
Do as much as you can, read your own stuff as if
you're seeing it for the first time, when your idea
seems like its been dumbed down such that a
two-year-old can understand it, seek advice.
Patent-hating for philosophical reasons is just
irresponsible. But then again there are many
successful properties and personal fortunes built on
ip theft. In the RIAA/MPAA major media world its been
pretty cut-and-dried until only the last few years.
Now we have the "Danger Mouse" and "YouTube" models...
if you've got enough VC cash to finance the safe
harbor model, pay for the bandwidth while the wide
world seeds your site with misappropriated copyrighted
material, OR your game is so hot that the copyright
owners are inclined to JOIN instead of SUE, you just
might get there and become a billionaire... no patents
required.
A patent is simply a risk-mitigation tool, nothing
more.
--- Audry Taylor <mailto:talshannon at hotmail.com> <talshannon at hotmail.com>
wrote:
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.
What's the best resource for finding out how to
prepare a game design
document for patent? Does any website or book offer
up a sample document
that covers what sort of information needs to be
included?
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--
Alex Amsel
Tuna Technologies Ltd (Sheffield, UK)
Cross Platform Game Development
Tel: +44 (0)114 266 2211 Mob: +44(0)7771 524 632
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