[casual_games] Gameplay patents
Vinny Carrella
vCarrella at iwin.com
Tue Feb 13 13:21:34 EST 2007
Agreed. Where's the design?
-----Original Message-----
From: Hal Barwood [mailto:hal at finitearts.com]
Sent: Tuesday, February 13, 2007 10:17 AM
To: IGDA Casual Games SIG Mailing List
Subject: Re: [casual_games] Gameplay patents
This doesn't resemble any design doc I've ever seen, unless subsections
5.5 and 5.6 are the bulk of the pages. It looks more like a pitch doc.
John Viguerie wrote:
> Sorry I got lost and didn't answer the question:
> structure of a game design doc.
>
> I start with the following sections:
> AUDIENCE: Who am I building this game for? If the answer is
> "everybody" then your work is not done. We live in a demographically
> and psychographically fragmented world (500 channels on cable). Its
> not the 1950's (three channels) or even the 1980's (13
> channels)anymore. Today's entertainment enterprises build products
> from the audience to the studio, not the other way around.
>
> TEAM: Does the team have enough representation from or specific
> knowledge/experience relevant to the audience to be successful,
> besides the tech or creative skills?
> This part is upfront because ideas without execution are worthless.
> The audience reading this document want to know about the capacity to
> execute, not a pie-in-the-sky.
>
> MARKET: The most extensive section of the document, because, well,
> building a great marketing plan is as important as building a great
> game, unless you're building it for yourself and then you can ignore
> the market.
>
> STRATEGY AND IMPLEMENTATION: This part is the WHY?'s as opposed to the
> previous sections (the WHAT?'s).
> There are decisions and rationales about the marketing approach in
> this part. Possibly contains launch, customer acquisition, and
> promotion strategies based on the previous sections.
>
> PRODUCT: As a matter of discipline, this goes last.
> The exercise of completing the sections in this order is meant to
> refine the product spec and identify any mis-matches between the
> audience, their behavior patterns, the distribution channels, the
> technology, the ecosystem partners, the team and the product. BTW
> this is not "we are using XXXX engine" which would be putting the cart
> before the horse. I would save that for a "Detailed Physical
> Architecture and Tools"
> document which, for me, is separate, distinct, and subsequent
> exercise.
>
> 1.0 AUDIENCE: Overview
> 1.1 AUDIENCE: Objectives
> 1.2 AUDIENCE: Mission
> 1.3 AUDIENCE: Keys to Success
>
> 2.0 Production Team Summary
> 2.1 Production Team
> 2.3 Production Team Skills, Locations and Facilities
>
> 3.0 Market Analysis Summary
> 3.1 Market Segmentation
> 3.2 Target Market Segment Strategy
> 3.2.1 Market Needs
> 3.2.2 Market Trends
> 3.2.3 Market Growth
> 3.2.4 Online Casual Gaming Statistics
> 3.3 Online Casual Market Analysis Summary
> 3.3.1 Online Casual Market Trends
> 3.3.2 Online Casual Market Growth
> 3.4 Online Casual Gaming Industry Analysis
> 3.4.2 Distribution Patterns
> 3.4.3 Competition and Buying Patterns
> 3.4.4 Main Competitors
>
> 4.0 Strategy and Implementation Summary
> 4.1 Strategic Underpinning of the Game Concept
> 4.2 Value Proposition
> 4.3 Competitive Edge
> 4.4 Marketing Strategy
> 4.4.1 Positioning Statements
> 4.4.2 Pricing Strategy
> 4.4.3 Promotion Strategy
> 4.4.4 Distribution Patterns
> 4.4.5 Marketing Programs
> 4.5 Sales Strategy
> 4.5.1 Sales Forecast
> 4.5.2 Sales Programs
> 4.6 Strategic Alliances
>
> 5.0 Flagship Product
> 5.1 Product Description
> 5.2 Competitive Comparison
> 5.2.1 Existing Comparable Online Casual Games
> 5.3 Pre-Production and Production Technology
> 5.4 Spinoffs - Future Products and Services
> 5.4.1 Other Brand Extension Possibilities
> 5.5 Graphic Design Treatments
> 5.6 Logical Game Architecture
>
> Yeah, a lotta work and "marketing b.s." goes into this. But once
> completed and fine-tuned, this structure provides a solid foundation
> for managing the execution of the development and marketing, and maybe
> even the financing and distribution agreeements.
>
> Good Luck.
>
>
>
>
> --- Alex Amsel <tuna at tunatech.com> wrote:
>
>> 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 <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?
>>>>
>>>>
>>>>
> _________________________________________________________________
>>>
>>>> Get in the mood for Valentine's Day. View photos,
>>>> recipes and more on your
>>>> Live.com page.
>>>>
>>>>
> http://www.live.com/?addTemplate=ValentinesDay&ocid=T001MSN30A0701
>>>
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>>>>
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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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