[casual_games] Gameplay patents
Jason Van Anden
jason at smileproject.com
Tue Feb 13 13:20:39 EST 2007
Ahh ... got it!
Jason Van Anden
http://www.smileproject.com
On 2/13/07, Hal Barwood <hal at finitearts.com> wrote:
>
> 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
> >> 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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