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Worlds of Design: What Game Designers Need to Know About IP
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<blockquote data-quote="pemerton" data-source="post: 7773480" data-attributes="member: 42582"><p>[MENTION=463]S'mon[/MENTION], I don't know the "Spears" case but will look it up when I get a chance. I know the other one because when it was being argued a copyright colleague was discussing it with me, precisely around the interesting issue of what constitutes non-literal/non-textual copying. I've obviously got nothing useful to contribute to the technical analysis (and certainly am not going to try and one-up Laddie J) but in my mind, probably going back to those conversations with my colleague, are notions like the "structure" or the "conceptual architecture" of a work.</p><p></p><p>When it comes to RPGing, it seems that so few cases are run - in part, I assume, because it's not really worth anyone's time and/or money - that it will be a long time before any of the relevant issues are properly sorted out in relation to this particular genre of work.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7773480, member: 42582"] [MENTION=463]S'mon[/MENTION], I don't know the "Spears" case but will look it up when I get a chance. I know the other one because when it was being argued a copyright colleague was discussing it with me, precisely around the interesting issue of what constitutes non-literal/non-textual copying. I've obviously got nothing useful to contribute to the technical analysis (and certainly am not going to try and one-up Laddie J) but in my mind, probably going back to those conversations with my colleague, are notions like the "structure" or the "conceptual architecture" of a work. When it comes to RPGing, it seems that so few cases are run - in part, I assume, because it's not really worth anyone's time and/or money - that it will be a long time before any of the relevant issues are properly sorted out in relation to this particular genre of work. [/QUOTE]
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