[casual_games] Gameplay patents

Lennard Feddersen Lennard at RustyAxe.com
Wed Feb 14 12:42:01 EST 2007


There are some very basic game play mechanics - asteroids, space
invaders, Castle Wolfenstein 3D (the ~1991 version) that became genres.
Bejewelled became a genre. Making those game types the exclusive
property playground of the original developers would not be good for
anyone but the original developers and probably knock off companies in
territories where pursuing them would not be profitable due to their
lack of funds and enforcability issues. The publishers of each of these
products profited pretty well from being able to make cool games in the
right place and time. Also, in my understanding, at least the 1st two
examples made the companies and not the developers rich.

You can copyright and protect the look of your game. This is a good
thing. If somebody makes something that looks exactly like Bejewelled
then "hangin's too good for them". But that is not what we are talking
about. We are talking about protecting the well rewarded by stifling
future creativity and growth. I suspect my previous posts relay how
repugnant I feel that direction is - it leads to the kind of paranoia
that gets you DRM in Vista.

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



Tom Hubina wrote:

> There are _many_ problems with patents when applied to software, but they're

> all caused be the processes that are in place for a system that is

> antiquated. The system just can't handle the fact that the industry moves

> about 10x faster than it can handle. The result is a pure mess that's

> horrible for everyone involved.

>

> 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

> patent system is woefully inadequate for the task and the one group that

> could do something about copycats (the portals) have no financial incentive

> for doing so (they're turning to advertising to solve the financial problems

> they create).

>

> There's almost no value in patenting unique game play in casual. It will be

> roughly 3 years before you can exercise the protection and by then 50 (100?)

> or more knock offs will have been created, the companies that created them

> will have gone out of business or have liquidated all tangible assets, and

> the damage caused both to the patent holder and the industry in general will

> have long since past the point of relevant action.

>

> You can debate whether patents are evil or not till your blue in the face,

> but given the current system it's totally irrelevant since patents are

> basically ineffectual in casual games (and to a lesser extent games in

> general). At best you can hope for an increased valuation by some investors,

> but as Daniel James points out, they're probably not the kind of investors

> you want anyway.

>

> For my own two cents - patents aren't evil, they're just horribly broken.

>

> Tom

>

>

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

>> From: casual_games-bounces at igda.org

>> [mailto:casual_games-bounces at igda.org] On Behalf Of Milt Michael

>> Sent: Tuesday, February 13, 2007 10:57 AM

>> To: 'IGDA Casual Games SIG Mailing List'

>> Subject: Re: [casual_games] Gameplay patents

>>

>> Absolutely...I've really enjoyed reading all the banter from

>> both sides - this has been a great discussion!

>>

>> We've been debated two separate issues as I see it: 1)

>> whether it's worth a developer's time and money or not, and

>> 2) whether it is healthy for the industry or not.

>>

>> Me thinks it depends on your place within the industry and

>> what your resources are as to whether it's an advantage or

>> not. I probably represent less than 1% of the members of this

>> list. You might refer to me as a "basement inventor". Believe

>> me, most of my friends who have played my game and advised me

>> have exibited more fear of me losing my game than I feel.

>> There's a lot of fear and misunderstanding out there about

>> patents, trademarks, and copyright.

>>

>> I have a team member who is experienced in patents, but we're

>> a long way from having a development team or a distribution

>> channel, so I'm going ahead with one but not two as I we had

>> previously planned.

>>

>> I'm not going to patent gameplay as I think that is covered

>> mostly by copyright laws anyways, so it's not worth it. This

>> patent will be for a "device with game play".

>>

>> So, are patents healthy for the industry? You guys would be

>> better able to answer that one. What if PopCap had patented

>> the 3-link thing? Things would definitely be different!

>>

>> Maybe there would be an abundance of hungry programmers,

>> distributors, and investors :)

>>

>>

>>

>>

>>

>>

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

>> From: casual_games-bounces at igda.org

>> [mailto:casual_games-bounces at igda.org]

>> On Behalf Of Hal Barwood

>> Sent: Tuesday, February 13, 2007 10:06 AM

>> To: IGDA Casual Games SIG Mailing List

>> Subject: Re: [casual_games] Gameplay patents

>>

>> 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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>

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