Secondly how dare we say it took a game designer 30 seconds to come up with a mechanic that *seems* simple. Haven't you ever designed a game (anything) before and been knee deep in that process? It may take a year to come up with something that a kindergartner could think of in a minute... we now must judge the creative process... scarey.
Actually, my point came from experience. I've designed lots of mechanics in only 30 seconds. I do it all the time. Lots of us here on the site can do it. That doesn't mean that all game mechanics are easy to create. It also doesn't mean that whole games are easy to create; if anything, I'm with yogurt, that it would make more sense to patent a whole game than an individual mechanic.
This is part of my concern with the potential practice of patenting mechanics, that someone could patent a bunch of game mechanics that he came up with and then use the patent to extort money from companies and designers. This kind of thing has happened in the past, in a different context: there was a case a while back where a kid and his father discovered that they could make pretty good money by registering domain names (like "www.msdw.com") and then selling them to companies (like Morgan Stanley Dean Witter). I'm afraid that the patenting of mechanics could benefit hucksters just as much as the hard working designers that you're worried about.
Yes independent sources can come up with similar ideas... or your hard work and/or creative mind can be ripped off.... in both cases this is exactly why you go and protect yours as soon as you are able... and if you are not able, but the other indepenent source is able (he worked a little harder, sacraficed a little more)... he is somehow evil?
No, I haven't made a single moral judgement in the entire conversation up to this point, and I don't appreciate your projecting one onto me. I'm actually in a similar situation to this right now, where a game that was just released (Shadows over Camelot) has a traitor mechanic, somewhat similar to a mechanic that one of my games also has. By being first to market with this mechanic, they have a significant advantage. I'm willing to accept that (although I don't think it has anything to do with the designers working harder or sacrificing more). What I wouldn't think was fair would be if, simply by being first to market, they were allowed to dictate to me whether or not I was permitted to sell my game or not.
Or flip it around the other way; let's say I had had the money and wherewithal to patent my traitor mechanic. Even if I wasn't in position to sell the game myself, should I be able to cripple Days of Wonders' release of their game, simply because I previously had a similar idea?
Note that I'm talking specifically about games here, not intellectual property in general. The games world doesn't currently work this way (patenting of mechanics) and I'm simply saying that I like the status quo. But in general, I'd say that I don't know if I really am in favor of the "race" aspect of intellectual property laws. I like the idea that you shouldn't be able to steal someone else's idea. I don't like the idea that someone else can, simply by being first to the patent office, prevent you from benefitting from an idea that did not actually derive from the patent holders' work.
You don't think I'm entitled to intellectual protection for an idea that many other people could come up with!!!???
I don't think you're entitled to a protection for an idea that is trivial.
I mean, according to this way of thinking, first I have to go through my creative process, whatever that may be, perhaps it takes me 5 years to come up with the idea to *tap* a card. So be it. Then I have to be judged on if that was too long to come up with that idea, against some threshold to see if it *counts* as a justifiable idea (in who's eyes again?)... but wait there's more... NOW I have to also think about if what I did finally come up with just happens to be something that many other people could maybe also come up with, because if it is, then Bob or Mary down the street may think of that idea too in the next few decades, and that wouldn't be fair to them or the population of people who think of ideas, so I better just leave it free and clear and try for an idea that I know for a fact other people won't think of... ever.
No, that's not what I'm saying at all. I claim that you could take your idea to market and try to sell it and benefit from it.
-Jeff
"Patent people" means anyone that supports the system as it now exists for games, without regard for the flaws and loopholes within that system. It was not directed at you or anyone else on this forum. I don't know you, so I really don't know if you are a "patent person".
Bottom line is, IMHO, by their sheer nature, games (and board games in particular) fit exponentially better into the copyright concept of "published works" (board game components are manufactured, but board games are published). Neither copyright or patent law fully address the protection required to properly protect a game. So, we end up with a mish-mash of duplicity trying to protect them with something that neither set of laws were intended to cover. It's hard to imagine that anyone would object to tweaking copyright laws so that a game designer would get the *same* protection for a game as they get under the duplicitous situation that currently exists (that is, of course, unless the driving force is greed).
Actually Lee, I did find your use of "chief" derogatory, especially since I am new here, and you don't know anything about me.
Later...
Tony Williams
Josdan Games