glass
(he, him)
Specifically, they patented the tap mechanic, I believe.Gryffyn said:Didn't Wizards get a patent on collectible card games a while back, since they published the first one?
glass.
Specifically, they patented the tap mechanic, I believe.Gryffyn said:Didn't Wizards get a patent on collectible card games a while back, since they published the first one?
Najo said:First off, a patent has to add three distinct and new improvements to an existing invention to be approved as a patent. Magic got its patent because it added value to card games. 1) It was collectible and players built their decks from a supply of cards that is different from other players. 2) It had tapping to show resource use. 3) It had a mana pool, giving the game an intangible resource each player generates and uses.
If a card game uses these features together, Wizards can technically sue them for the life of the patent. This is not always in wizard's best interest. Often games come along and violate the patent (Spoils being one of them). But it is not worth it to wizards to go after them because they do not threaten Magic's throne.
Star Wars (from Decipher) is a good example of a game that purpose built its self with the patent in mind. It could use 2 but not all 3 of the features. So, a game can come non-random and have tapping and build your deck from a assortment of cards and a "mana" pool. It could have random cards and tapping but no "mana" pool etc. Star Wars choose to find another way to deal with tapping by just using activation of "mana" to power everything and have no tapping.
To my understanding (and I believe Ryan Dancy said this in the open letter about the TSR acqusition) that role playing games are impossible to patent at this point in the industry.
The best way to OWN a game is with good gameplay, great artwork, quality pieces and a solid Brand and Trademark that people rememeber and are drawn to. The overall package can be owned, and it is there that you market your product and get people to play your game. Again, Cranium is a good example of a company doing this successfully then using their niche market in Starbucks and gaming stores to grow out into the mass market with off shoots and kid variant games. Nothing in the game is patent worthy, nearly all of it is copyrighted (artwork) and trademarks (character names, cranium clay, etc).
glass said:Specifically, they patented the tap mechanic, I believe.
Large "ignore lists"? My guess anyway...helium3 said:Also, is it just me or do most of the posters at ENWorld rarely bother to read anyone else's posts before posting?
Simon Marks said:One of the things I have researched is Patents relating to games.
The US and European Union have different laws in this regard. US patents can be applied to games, in the EU they can't.
http://www.epo.org/patents/law/legal-texts/html/epc/2000/e/ar52.html
Article 52, 2C of the EU Patent convention explicitly excludes 'methods for...playing games'
Oldtimer said:It also explicitly excludes software... and still software patents get issued here.![]()
Dragonblade said:Besides patents only last a few years (I believe 7?).
helium3 said:Suing someone that's infringing your patent is ALWAYS worth it. If you don't sue (or at least notify the infringer that you may sue) you pretty much lose the rights to the patent from that point on. I'm not familiar with "The Spoils", but I'm guessing it either doesn't infringe on WotC's IP or some sort of an agreement was worked out that you just aren't privy to.
Najo said:Ok, I am not a lawyer, but i have done research on this subject. Patents apply to inventions and copyright to artistic expression the artwork and the product identity material (such as the named Greyhawk spells, gods, monsters etc in 3.5). Trademarks are logos, brand names and other owned names that are designated as a trademark or registered as a trademark. Dungeons and Dragons and WOTC's logos are trademarks.
Najo said:First off, a patent has to add three distinct and new improvements to an existing invention to be approved as a patent. Magic got its patent because it added value to card games. 1) It was collectible and players built their decks from a supply of cards that is different from other players. 2) It had tapping to show resource use. 3) It had a mana pool, giving the game an intangible resource each player generates and uses.