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How to go about copyrighting a game?
#305077
01/12/10 20:10
01/12/10 20:10
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Joined: Aug 2008
Posts: 26 Arkansas, USA
willjones
OP
Newbie
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OP
Newbie
Joined: Aug 2008
Posts: 26
Arkansas, USA
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I am curious about what process should be followed to protect a game in general. I mean for example suppose I create a unique game and post it to the projects forum. Then someone else saw it and thought, 'oh that's pretty cool, only I could do it better' and then takes the same idea but makes their own version and then ends up selling it. Or, suppose I finish my game and decide it's commercial ready and start selling it. Someone sees the commercial version and decides to make their own version but using the same ideas or story line etc. What is the standard process of copyright protecting against this type of thing? Is it something to be concerned about in early stages of game ideas or just in the final stages of game completion? Is it expensive to protect or worth it? Also, what ways are there to do it?
Thanks.
[A7 Commercial]
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Re: How to go about copyrighting a game?
[Re: willjones]
#305082
01/12/10 20:42
01/12/10 20:42
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Joined: Dec 2007
Posts: 706 Schortens Germany
Landixus
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User
Joined: Dec 2007
Posts: 706
Schortens Germany
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you need a patent and a trademark(Worldwide) and much money to pay for this i know what you mean, but it will be hard to do that, what you think about. sry for my bad english.
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Re: How to go about copyrighting a game?
[Re: Landixus]
#305087
01/12/10 21:03
01/12/10 21:03
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Joined: Nov 2007
Posts: 1,143 United Kingdom
DJBMASTER
Serious User
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Serious User
Joined: Nov 2007
Posts: 1,143
United Kingdom
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Isn't a patent for something that is invented as a new process, machine or method? Don't think games come under that category unless maybe they bring a unique algorithm/method, eg MegaTexture.
Last edited by DJBMASTER; 01/12/10 21:04.
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Re: How to go about copyrighting a game?
[Re: willjones]
#305098
01/12/10 21:47
01/12/10 21:47
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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I mean for example suppose I create a unique game and post it to the projects forum. Then someone else saw it and thought, 'oh that's pretty cool, only I could do it better' and then takes the same idea but makes their own version and then ends up selling it. Or, suppose I finish my game and decide it's commercial ready and start selling it. Someone sees the commercial version and decides to make their own version but using the same ideas or story line etc. Even with a copyright, you are not able to protect this of your game. You can protect its name, its graphics and protect it from reverse engineering, but you can't protect the ideas for example of the gameplay itself. But, that doesn't mean that you have a big risk when you go public because it is quite seldom that someone grabs your ideas and makes a commercially successful game. And, if someone copies your game ideas, this won't be the reason if your game is no success. There is so much more than just finishing a game with a nice concept that you have to do to have success in selling your game.
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Re: How to go about copyrighting a game?
[Re: Redeemer]
#305100
01/12/10 22:15
01/12/10 22:15
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Joined: Oct 2007
Posts: 5,210 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
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trademark is only grants you the right of using the name and logo of the game as your... well, trade mark. It doesnt protect the contents of your game. For that you need to put the statement that redeemer is talking about.
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Re: How to go about copyrighting a game?
[Re: Quad]
#305105
01/12/10 23:10
01/12/10 23:10
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Joined: Aug 2005
Posts: 1,185 Ukraine
Lion_Ts
Serious User
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Serious User
Joined: Aug 2005
Posts: 1,185
Ukraine
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agreed, we cannot copyright every thing including pure ideas; I think, copyrighting ideas (gameplay itself, for example) will stop the progress I like PopCap's Jason Kapalka answer: Brandon Sheffield: Within the casual space, I've been having to revise my idea of what a "clone" is, because there's a lot of them. You could describe a lot of PopCap games that way, as well. Like AstroPop and Zuma. Since the casual space has a narrower focus, it seems really tough to know whether you're using a similar mechanic and tweaking it -- which happens all the time in larger games -- or functionally cloning. Jason Kapalka: We've been accused of ripping off of some games. At the same time, you don't usually hear people saying that World of Warcraft ripped off EverQuest. Or that Half-Life ripped off Quake. The similarities are pretty close; you can't imagine how World of Warcraft could have existed without EverQuest. It's not possible. Or any of games now, without World of Warcraft.
I don't know; it's kind of a tricky thing. Personally, I like if games borrow stuff from our games, then add something new to it. I'm usually pretty happy about that. Puzzle Quest or Jewel Quest, or some other games where they've taken the Bejeweled mechanic and done something interesting with it, I generally feel pretty cool about that.
And I hope that when we do things that are building on earlier game mechanics, that we also at least add something new to it. What sucks is if you make a clone or a derivative game that is worse than the original, and doesn't really add anything.
If you're iterating on it, and adding something that wasn't there before, if it enhances the field of game design, I think that's worth doing. That may be different from what a legal definition would be, but, [it's] the moral/ethical [definition]. If you actually make the game better, you could argue that you have a right to do it.
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Re: How to go about copyrighting a game?
[Re: Doc_Savage]
#305113
01/12/10 23:25
01/12/10 23:25
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Joined: Aug 2005
Posts: 1,185 Ukraine
Lion_Ts
Serious User
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Serious User
Joined: Aug 2005
Posts: 1,185
Ukraine
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lol. to Doc_Savage like type in skype to wife: "kissing you" but into a wrong window
Last edited by Lion_Ts; 01/12/10 23:28.
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