[casual_games] Gameplay patents

Tom Hubina tomh at mofactor.com
Wed Feb 14 13:55:44 EST 2007


Here's the deal ...

If id Software had wanted to croak everyone and not let anyone else make a
new FPS, then that's their right. They INVENTED it!!!

Honestly, I'm glad games like Duke 3D and Unreal Tournament were made but as
someone who is trying hard to come up with original game play designs I
don't like the idea that people can take what I've spent a ton of time and
energy developing and slap some different graphics on it and release it on
portals where it competes with my titles. What I really care about is the
ability for the person who invents something to be able to say how that
invention can be exploited by others. In id's case, they were licensing
their technology and they were better at making that tech than anyone else
for a very long time. They were smart enough to know that licensing that
tech was worth more money that preventing people from making competing
products.

In casual, there isn't any tech to speak of. It's 100% game play, and it
gets ripped off constantly without any improvements or changes. The
relatively low cost to create titles means that it's MUCH worse in casual
than in the days of the FPS.

My question is, would we have gotten to Half-Life and Counterstrike earlier
if people weren't so busy ripping off Doom / Quake / etc? Necessity is the
mother of invention, and if just doing a copy isn't enough you have to look
for something "more".

And how about this as a follow up question: If you can't make a copy of what
someone else has done, you're going to need to make something new if you
want to make a game. Isn't it better that we have people focused on making
things that no one has seen before, instead of focused on how to reproduce
the last thing that was a hit so they can cash in for a quick buck?

How about if publishers couldn't fund that kind of stuff (unless they want
to pay for a license), and instead the only thing they could put their money
into was original/innovative content? How many great ideas that never got
the chance to be made would suddenly find it possible to get funding?

Tom
(this is mostly a theoretical debate as it's based on the premise that we
have a revised patent structure for gaming content)



> -----Original Message-----

> From: casual_games-bounces at igda.org

> [mailto:casual_games-bounces at igda.org] On Behalf Of Lennard Feddersen

> Sent: Wednesday, February 14, 2007 10:12 AM

> To: IGDA Casual Games SIG Mailing List

> Subject: Re: [casual_games] Gameplay patents

>

> I don't agree with your last sentence Adam. We got from Wolf

> 3d to Unreal Tournament - IMHO pretty clearly a good thing as

> far as FPS players are concerned - because id software did

> not (in fact, quite likely Carmack created some of his

> competitors with his amazing code release policy) stop future

> innovation and enhancement upon which consumers got more and

> better products that they seemed happy to purchase. Many

> people were employed and new and strong companies were built.

>

> IMHO this is the strength of capitalism - somebody makes

> something that sticks so many people dive in and figure out

> how to make a better mouse trap. The very powerful computers

> we are now all enjoying came about because of this very

> marketplace mechanic - if early developers had been given

> technology patents that were too broad then we most surely

> would not be where we are today.

>

> Lennard Feddersen

> CEO, Rusty Axe Games, Inc.

> www.RustyAxe.com

>

> Lennard at RustyAxe.com

> P. 250-635-7623 F. 1-309-422-2466

> P. July & August 518-863-2317

> 5014 Walsh, Terrace, BC, Canada, V8G-4H2

>

>

>

> Adam Martin wrote:

> > On 14/02/07, Tom Hubina <tomh at mofactor.com> wrote:

> >

> >> We _should_ be able to patent UNIQUE game play. We

> _should_ be able

> >> to leverage some form of legal protection to stem the tide

> of rampant

> >> copycats that is absolutely destroying the casual games

> industry (buy

> >> me a drink at GDC and I'll talk your ear off about this topic).

> >> However, the current

> >>

> >

> > I'll bite. Where/when can I find you? :)

> >

> > I'll wager that the much faster and more appropriate

> solution to the

> > copycat problem is for the retail market to improve. My turn at a

> > provocative statement until GDC: claiming that the ease of cloning

> > games is destroying the casual games industry is like claiming that

> > the second-hand games market is destroying the mainstream games

> > industry - both are merely the customers showing that the

> industry has

> > fundamentally misunderstood what their market actually

> wants, or has

> > fundamentally failed to satisfy the needs effectively.

> >

> > Adam

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