[casual_games] Gameplay patents

oscar oscar oscar.oscar.oscar at gmail.com
Wed Feb 14 15:07:56 EST 2007


The industry's potential has not been irreparably damaged by copycats. The
improvements of gradual iterations are caused by emulation.

The whole of the industry's maturation (and yes, some stagnation) comes
entirely from people's duplication and reinterpretation of established
paradigms.

To enact some legal recourse to keep people from taking a base idea and
going somewhere else with it is to invite the complete closing off of
countless game types.

oscar

On 2/14/07, Tom Hubina <tomh at mofactor.com> wrote:

>

> 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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