[casual_games] Gameplay patents
Tom Hubina
tomh at mofactor.com
Wed Feb 14 14:36:20 EST 2007
Heh - fair enough.
I'm casting about to try to find ways of getting rid of the "bad clones" and
the deluge of un-original content in casual because I believe that it's
causing (has caused) irreparable damage to an industry that had a great deal
of potential.
Tom
> -----Original Message-----
> From: casual_games-bounces at igda.org
> [mailto:casual_games-bounces at igda.org] On Behalf Of Alex Amsel
> Sent: Wednesday, February 14, 2007 11:25 AM
> To: IGDA Casual Games SIG Mailing List
> Subject: Re: [casual_games] Gameplay patents
>
> Interesting debate on patents but I do have some more thoughts.
>
> Tom, I honestly think you're living in cloud cuckoo land if
> you think that's how it would work. I've got experience with
> big publishers, and their legal depts. If gameplay could be
> patented, rightly or wrongly they would chase down ANYONE
> coming close to what they have. Some do anyway, mentioning no
> names. That's what big business does even when they are in
> the wrong. I also know from experience that David vs Goliath
> legal action is not something you enter into lightly, however
> right you may be.
>
> The other thing you seem to have forgotten is that the
> corporates would have depts dedicated to creating &
> patenting, just as happens in other industries. In a creative
> industry like ours, that would be an incredibly bad thing.
> Imagine if an artist patented a particular art style - in my
> mind that's what you're saying. Now yes, I know there is some
> protection in patent law about this, but can you fight a
> court battle? Probably not.
>
> Patents are not for gameplay. This is regardless of the pros
> and cons of the patenting system, which isn't perfect.
>
> As for clones - yes it's annoying but that just means you
> have to have more than a good idea, you need to implement it well too.
>
> Zuma and Luzor vs Puzz Loop. Neither would have happened
> without Puzz Loop, but Puzz Loop (IMHO) is not a great game.
> Zuma and Luxor are superb. The core gameplay mechanic is the
> same and I'm pretty sure patenting the technique would have
> meant those "clones" not appearing.
>
> Remember, there are good clones and bad ones. It's all about
> creating content that your audience wants, and about
> implementation of ideas.
> Anyone who's been in the industry for a while will tell you
> that ideas are in plentiful supply, implementation of them is not.
>
> --
>
> 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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