[casual_games] Gameplay patents
hal at finitearts.com
Tue Feb 13 13:05:49 EST 2007
Have you noticed? Patents are a game.
Jason Van Anden 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
>> 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
>> 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
>> it. With more money, I'll wear you out in court, if it comes to that.
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