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Afraid Someone Will Steal Your Game Design Idea?

Lemeowski writes "Game studios go to great lengths to protect their IP. But board game designer Daniel Solis doesn't subscribe to that philosophy. He has spent the past ten years blogging his game design process, posting all of his concepts and prototypes on his blog. Daniel shares four things he's learned after designing games in public, saying paranoia about your ideas being stolen "is just an excuse not to do the work." His article provides a solid gut check for game designers and other creatives who may let pride give them weird expectations."

140 comments

  1. NDAs by Anonymous Coward · · Score: 1

    Didn't we have several articles before this one discussing how abused the NDA is in software development? Games are no different.

    1. Re:NDAs by Anonymous Coward · · Score: 0

      And it's easy for this guy to say. All he seems capable of coming up with are shitty card games.

      I've been working on a game project for the past few years that is quite unlike anything else out there, story-wise, presentation-wise and gameplay-wise. Because I am the only person working on it, it's taking a long time and I would not want some company to get hold of my ideas without them first agreeing to pay me to use them. NDAs are pretty worthless here in California, so that wouldn't work.

  2. He clearly doesn't design for the App Store by Anonymous Coward · · Score: 1

    Your game won't be copied until it is successful, than there will be a dogpile of imitators.

    1. Re:He clearly doesn't design for the App Store by Anonymous Coward · · Score: 0

      The App Store? You sound like a n00b. This has been going on for as long as gaming (not just video gaming) has been a commercial venture.

    2. Re:He clearly doesn't design for the App Store by Cruciform · · Score: 2

      The scale in which is takes place now is much higher due in part to imitation on the app store.
      There's a cottage industry of businesses which do nothing but duplicate every element of a newly successful game except the art.
      It's not just like the Tetris clones we used to see, but companies who monitor up and coming games and work to duplicate and capitalize on them in mere days.

  3. It's actually a good idea. by Gman2725 · · Score: 3, Insightful

    He's creating a public record of his ideas and innovations by blogging in this way. It seems like it would encourage people to steal them, but could also be used in court to prove he had the ideas first. It may or may not hold up in court in the end, but at least it gives him the opportunity to get the credit he deserves publicly for his innovations.

    1. Re:It's actually a good idea. by Anonymous Coward · · Score: 0

      Ideas are not protected so this has zero relevance in court.

      The guy generalizes from his experience to that of others, but the fact that it worked for him doesn't mean it will work for others. There are already enough copycats out there, just look at an app store, no need to encourage them further.

    2. Re:It's actually a good idea. by binarylarry · · Score: 0

      You sound like an amazing lawyer.

      I hope you'll share more of your legal wisdom with us.

      --
      Mod me down, my New Earth Global Warmingist friends!
    3. Re:It's actually a good idea. by rolfwind · · Score: 2

      Genius is 1% inspiration and 99% perspiration.

      We have this collective modern notion that someone gets a great idea and then makes millions off of it. That's simply not how it works in most cases, it never really did and that's what makes patent trolls and the system that rewards them so egregious - they do the 1% at most (and more than likely not buy it or simply take a preexisting idea) and leech off those that do the other 99%.

    4. Re:It's actually a good idea. by Stumbles · · Score: 1

      I think what he is doing amounts to creating the digital equivalent of "prior art". IANAL but prior art has been used in past cases to nullify at patents. Since everyone nowadays seems drunk on the notion of patenting every and any thing I think he might be on to something. Copyright can figure into his publicly documenting his ideas.

      --
      My karma is not a Chameleon.
    5. Re:It's actually a good idea. by Anonymous Coward · · Score: 0

      t seems like it would encourage people to steal them, but could also be used in court to prove he had the ideas first.

      Your blog posts are not going to be allowed as forensic evidence in a courtroom unless you pay a bunch of cash to have an expert certify that you didn't just fake the whole thing.

      He's creating a public record of his ideas and innovations by blogging in this way.

      Maybe. Or maybe he's stealing other people's ideas and posting them on his blog to make it appear that he thought of them first.

      gives him the opportunity to get the credit he deserves publicly for his innovations

      Nope, not at all. You don't get any credit for an idea unless you can convince the "Court of Public Opinion" that you came up with it, in which case you get "lip service" credit. The only other way you'll get credit is if you protect your ideas in some fashion, for example copyright or some type of vetted publication.
      Copyright is not an inherent 'right'... by publishing his ideas without copyrighting them he is abandoning any claim of rights or ownership to them. So if he was successful, and tried to copyright a finished game, he'd find it very difficult to prevail in a courtroom when people straight out rip off his ideas.

    6. Re:It's actually a good idea. by N0Man74 · · Score: 1

      Well said, though I personally find patent trolls to be even more despicable than even you describe.

  4. Ideas are a Dime a Dozen by Jah-Wren+Ryel · · Score: 4, Insightful

    Ideas are a dime a dozen ... what matters is execution. That's not just for games but pretty much everything in life.

    --
    When information is power, privacy is freedom.
    1. Re:Ideas are a Dime a Dozen by Anonymous Coward · · Score: 1

      Ideas are a dime a dozen ... what matters is execution.

      Some of the lecturers in my department are ULTRA paranoid about people stealing their research ideas. They also tend to be the people who work on things which nobody else understands (because it's impossible to have a casual conversation with them about their work and they deliberately hold things back in papers) or who get quietly labelled as crackpots.

      On the other hand, people who are quite open about their work tend to get a lot more interest, more input from people with different specialities and more offers of collaboration.

      Ideas are indeed a dime a dozen, and execution can be greatly helped by people with different expertise or viewpoints on the matter. People who will outright steal your work are few and far between, and their reputation generally precedes them.

    2. Re:Ideas are a Dime a Dozen by umafuckit · · Score: 2

      Some of the lecturers in my department are ULTRA paranoid about people stealing their research ideas. They also tend to be the people who work on things which nobody else understands (because it's impossible to have a casual conversation with them about their work and they deliberately hold things back in papers) or who get quietly labelled as crackpots.

      On the other hand, people who are quite open about their work tend to get a lot more interest, more input from people with different specialities and more offers of collaboration.

      Ideas are indeed a dime a dozen, and execution can be greatly helped by people with different expertise or viewpoints on the matter. People who will outright steal your work are few and far between, and their reputation generally precedes them.

      I see this too, but the specifics really depend on the field. In my field it's very competitive and densely packed and most people have become protective and secretive as a result. They don't work on stuff that's weird or unusual, either. When the whole field behaves this way, being secretive doesn't diminish interest in one's work but it does increase the tension between research groups. Knowing who is likely to steal your work doesn't help. Once the field becomes secretive, people are unwilling to even present their data as a talk or poster unless it's either quite near fruition or unless what they're doing is so far-out that nobody else could possibly copy them. Even in the latter situation, though, I've seen people be incredibly secretive about their current projects. Sad, really. We'd all make more progress if we pooled together.

    3. Re:Ideas are a Dime a Dozen by Nicros · · Score: 1

      This. I have a friend who had a great (he thought) idea and went to a bunch of different venture capitalists to try to raise funding. The first few he walked in with an NDA and asked them to sign- they told him to GTFO with your little NDA, nobody here cares. The only question they were interested in answering was whether he was the kind of individual who could execute on his idea.

    4. Re:Ideas are a Dime a Dozen by Full+of+shit · · Score: 0

      Pretty much true. The things they're afraid of revealing aren't IP, they are BI. Compare the Apple watch phone leak - an idea straight out of the 1950s or 1960s, there's no IP on that concept. The only thing that got Samsung andothers on the same track was the BI that Apple were allegedly on that track

      --
      The problem is not the TSA or the NSA. The problem is the USA.
    5. Re:Ideas are a Dime a Dozen by Anonymous Coward · · Score: 0

      Yes and if you're really innovative there's not enough life for you to implement all your ideas yourself, so if you want more cool stuff faster you'd want other people to "steal" your ideas on the condition they actually implement them (rather than patent troll them).

      I'm worried about people copying my ideas patenting stuff and then sitting on them, collecting toll and slowing down the rate of progress. But if they actually implement things, that's just great.

    6. Re:Ideas are a Dime a Dozen by zlives · · Score: 1

      Elon would like to disagree, and present his new idea of a space elevator

    7. Re:Ideas are a Dime a Dozen by LetterRip · · Score: 1

      Ideas are only a dime a dozen if you have obvious ideas.

    8. Re:Ideas are a Dime a Dozen by Daniel+Dvorkin · · Score: 2

      In my field it's very competitive and densely packed and most people have become protective and secretive as a result.

      I think that's a sign of a research field in need of something new and big. Immediately after a major discovery, there's plenty of good, interesting work on its implications, and people tend to want to talk about their work with each other. Once the low-hanging fruit has been picked, the paranoia sets in as people start trying to (stretching the metaphor a bit) shake the tree to dislodge others from the higher branches. "Paradigm shift" is a grandiose and over-used term, but something along those lines is helpful, some new area where people can do good work without worrying about being one of a thousand people doing exactly the same thing. E.g., bioinformatics was starting to show signs of getting a bit stodgy until epigenetics took off, which created all sorts of new opportunities both theoretical and applied--everything from algorithm development to drug design. Fortunately for me, this happened right about the time I was looking for a postdoc. ;) Whatever your field is, I hope it opens up again soon.

      --
      The correlation between ignorance of statistics and using "correlation is not causation" as an argument is close to 1.
    9. Re:Ideas are a Dime a Dozen by pipatron · · Score: 1

      New way to develop products - merely pretend you're building some cool thing, hope that another company will steal the idea and do it first.

      That way you don't actually have to get bored with the messy details, but can go out and buy the finished product later.

      --
      c++; /* this makes c bigger but returns the old value */
    10. Re:Ideas are a Dime a Dozen by Anonymous Coward · · Score: 0

      Ideas are a dime a dozen, so are patents, welcome to the future of technology brought to you by ex-nsa contractors and google employees thanks to first to file.

    11. Re:Ideas are a Dime a Dozen by Daniel+Dvorkin · · Score: 1

      Ideas are only a dime a dozen if you have obvious ideas.

      Every artist, every scientist, everyone who does anything that requires any creativity at all has more ideas per day--per hour, per minute--than they can possibly bring to fruition. Most of them are silly, but some of them are very good. And there's really only one way to find out which is which (hint: suing someone else for "stealing" them isn't it).

      --
      The correlation between ignorance of statistics and using "correlation is not causation" as an argument is close to 1.
    12. Re:Ideas are a Dime a Dozen by blahplusplus · · Score: 4, Insightful

      "Ideas are a dime a dozen ... "

      People SAY this but they don't know what it means. MEDIOCRE ideas are a dime a dozen, GOOD IDEAS are hard to come by. There are tonnes of small things game developers could do when they are endlessly rehashing some first person/third person shooter and they NEVER do it. One can only conclude: They've never had the idea. Because many fantastic and quality ideas are cheap and easy to implement. I look over a game like Rage and I can only shake my head at the level of idiocy and lack of scope control on that project. They put way too much emphasis on graphics so most of their budget was sucked up by stuff that really didn't matter. Knowing what ideas/aspects of the game to put emphasis on is absolutely CRITICAL and that requires knowing WHAT IDEAS HAVE VALUE. Idea's are the schematic for a game, so saying 'ideas are a dime a dozen' sounds wise in principle but HAVING THE WRONG ideas (schematic) for a game means you'll be developing it in the wrong direction. So ideas are in fact critical at every point else you can't make decisions concerning quality.

      Someone out there has some killer ideas that no one can understand the value of, because if you're good at game design and coming up with ideas for gameplay. You need someone at your skill level or higher to understand their value.

      The real issue is dunning krueger.

      "The Dunning–Kruger effect is a cognitive bias in which unskilled individuals suffer from illusory superiority, mistakenly rating their ability much higher than average. This bias is attributed to a metacognitive inability of the unskilled to recognize their mistakes."

      "Actual competence may weaken self-confidence, as competent individuals may falsely assume that others have an equivalent understanding."

      http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect

    13. Re:Ideas are a Dime a Dozen by interkin3tic · · Score: 1

      Definitely true in science. Some scientists act as if telling someone their preliminary results will cause someone else to steal the data and publish first. More likely, sharing results before they're published will result in better networking and valuable collaborations. At a minimum, if someone else IS working on the exact same thing, you can coordinate and publish at the same time so neither lab gets the scoop on the other, and the papers make a bigger splash together.

      I'm no senior enough to say ALWAYS blab about your data, but my thesis adviser was, and she said in her 25 years, she had always been open with unpublished data.

    14. Re:Ideas are a Dime a Dozen by umafuckit · · Score: 1

      I think that's a sign of a research field in need of something new and big. ... Whatever your field is, I hope it opens up again soon.

      Without getting into details, it's biology with a popular genetic model organism. I think you're right: the problem is to some degree the lack of a big new thing that opens many doors simultaneously. The other problem is that only a restricted range of things are being studied but there is constant development of new tools (which is, of course, a good thing). The result is that the next experiment is always fairly obvious. So lots of low-hanging fruit and you want to be the first to pick. What's really annoying, however, is when someone picks it before you, does a shitty job, and gets their paper published somewhere high profile.

    15. Re:Ideas are a Dime a Dozen by chuckinator · · Score: 1

      I've heard this way too many times: "We've got a world class idea! Now we need to go round up some propeller-heads, ahem, I mean developers, to make it happen." Ideas in your head are worth squat. Ideas on paper are worth marginally little more unless you put some effort into figuring out answers for the mandatory engineering design questions. Ideas in code are worth quite a bit, but only if the code actually works or is very, very close to working.

    16. Re:Ideas are a Dime a Dozen by Anonymous Coward · · Score: 0

      The real issue here is that you think you didn't just state the obvious. And then you link to the Dunning-Kruger effect as if we needed to be educated on it. And it has no relevance to your point. All you did was point out that good ideas are valuable and bad ideas aren't. And then it seems like you assert that a good idea requires someone smart to understand it.

      WTF?

    17. Re:Ideas are a Dime a Dozen by ikarys · · Score: 0

      "People SAY this but they don't know what it means. MEDIOCRE ideas are a dime a dozen, GOOD IDEAS are hard to come by."

      I have to disagree with this. Before there was Google, there was thousands of people working on "search" who understood the end game but not how to get there. Thousands of smart people. Same thing with Facebook. Same thing with gearboxes, mechanical engineers, designers, chemists, business ventures, computer games, medical research etc.

      Good ideas are easy to have and hard to execute - and I don't necessarily mean complex to execute. There many obstacles of getting things done: timelines, finance, communication, competence, team.

      P.S. - I'm trying to figure out if there is irony with regard to Dunning–Kruger in your post, my post or both :)

    18. Re:Ideas are a Dime a Dozen by Anonymous Coward · · Score: 0

      silence your plebeian tongue, genius may be stolen at the discretion of the military industrial complex, it says so in the rule book.

    19. Re:Ideas are a Dime a Dozen by Jmc23 · · Score: 1

      You got to love what capitalism has done to science!

      --
      Don't complain about syntax, grammar, or spelling. There is no.hell like input on android.
    20. Re:Ideas are a Dime a Dozen by greg1104 · · Score: 1

      If you're paying a dime for a dozen ideas, you're being ripped off. Most ideas don't actually work out when you try them, so their average value is less than zero.

    21. Re:Ideas are a Dime a Dozen by Daniel+Dvorkin · · Score: 1

      Without getting into details, it's biology with a popular genetic model organism.

      Yes, I could see how that would be a problem. My dissertation depended heavily on data from model organisms (D. melanogaster and S. cerevisiae) but that was a matter of using them as well-vetted data sources as test cases for algorithm development, not really trying to learn new things about the biology of the organisms themselves. Now, when I apply my methods to human data, I can make a case for credibility by saying, "Well, we know it works in flies and yeast ..."

      FWIW, bioinformatics can always use more biologists; too many of us come from the CS/math side and really need collaborators who can keep us grounded in the reality of living organisms rather than running away with "hey, look at this cool algorithm!" So if you're interested in moving over, there's an opportunity there. In any case, I really do hope things get better soon.

      What's really annoying, however, is when someone picks it before you, does a shitty job, and gets their paper published somewhere high profile.

      My program director once said that the best way to get a highly cited paper was to be the first to do something and do it wrong. He wasn't recommending it, though.

      --
      The correlation between ignorance of statistics and using "correlation is not causation" as an argument is close to 1.
    22. Re:Ideas are a Dime a Dozen by rubycodez · · Score: 2

      funded it

    23. Re:Ideas are a Dime a Dozen by SolitaryMan · · Score: 1

      Hyperloop was not an "idea", but an Engineering Design.

      There is one hell of a difference.

      Oh yeah, and it is free for anyone to "steal".

      --
      May Peace Prevail On Earth
    24. Re:Ideas are a Dime a Dozen by minstrelmike · · Score: 1

      Ideas are a dime a dozen ... what matters is execution. That's not just for games but pretty much everything in life.

      It's the same in the publishing biz. n00bs are worried about other people stealing plots or characters.
      Published authors worry more about finishing the book. Ideas aren't much of anything until you attempt to implement them.

    25. Re:Ideas are a Dime a Dozen by minstrelmike · · Score: 1

      ... On the other hand, people who are quite open about their work tend to get a lot more interest, more input from people with different specialities and more offers of collaboration.

      The paranoia sounds almost exactly like the results of the stack ranking they perform at MicroSoft.

    26. Re:Ideas are a Dime a Dozen by Anonymous Coward · · Score: 0

      Missing the point.
      Facebook was a great idea, but a social network was something lots of people did before, and still do. The key to their success was in how they did it and the moment they chose for it.

      The same goes for games. For instance, there are lots of transportation sims, like Transport Tycoon. There are games that copy the idea perfectly, but use full 3D or make minor changes, things that don't change anything from the original idea but completely change the end result.

      Or the Diablo series. There were/are lots of games similar to each one in the brand at those times. Diablo brought very few new things, a lot of the features were blatantly stolen from other games. But while a lot of similar games existed, very few gave attention to those crucial details that made Diablo so successful.

      As the saying goes, "God is in the detail." and in an extremely competitive market like the game industry I think a lot of people are learning it the hard way.

    27. Re:Ideas are a Dime a Dozen by gnupun · · Score: 1

      Good ideas are easy to have and hard to execute - and I don't necessarily mean complex to execute.

      Doesn't good execution require a foundation of good ideas (ideas to properly execute), among other things? These ideas are secondary in nature to the main idea, but they are still ideas. So are ideas still trivial or useless?

    28. Re:Ideas are a Dime a Dozen by geekoid · · Score: 1

      A bad engineering design.
      oh, and one that was in OMNI magazine decades ago.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    29. Re:Ideas are a Dime a Dozen by SolitaryMan · · Score: 1

      A bad engineering design.

      Somehow I trust the guy who launches spaceships more on this one.

      oh, and one that was in OMNI magazine decades ago.

      I'd be really curious to look at that one.

      --
      May Peace Prevail On Earth
    30. Re:Ideas are a Dime a Dozen by Anonymous Coward · · Score: 0

      Ideas are a dime a dozen ... what matters is execution.

      If that's true then throw me a viable idea.

    31. Re: Ideas are a Dime a Dozen by Anonymous Coward · · Score: 0

      It can - but having the idea to not procrastinate, or the idea to be motivated, or many of the other obviously good and easy ideas don't really count.

      My point is, good ideas are a dime a dozen, and executing a huge good idea is rare.

    32. Re: Ideas are a Dime a Dozen by Anonymous Coward · · Score: 0

      "good ideas are a dime a dozen, and executing a huge good idea is rare."

      Bullshit. I can give you so many from 10 years of game developer cluelessness. It took years for developers to come up with regenerating health. A simple IDEA that costs next to nothing to implement, so why didn't anyone have it for so long? You're just so fucking stupid you're beyond hopeless.

      Or are you going to give a long winded diatribe trying to explain why no one saw the merit in it all those 20 years prior?

    33. Re:Ideas are a Dime a Dozen by donscarletti · · Score: 1

      Someone out there has some killer ideas that no one can understand the value of, because if you're good at game design and coming up with ideas for gameplay. You need someone at your skill level or higher to understand their value.

      Luckily, if you are one of those exceptional people who can have a terrific game design modelled in your head, building a proof-of-concept implementation yourself should be quite easy for you. If you can't convince others that your idea is great, let them play and see for themselves. In other words, put up or shut up.

      --
      When Argumentum ad Hominem falls short, try Argumentum ad Matrem
    34. Re:Ideas are a Dime a Dozen by Anonymous Coward · · Score: 0

      "building a proof-of-concept implementation yourself should be quite easy for you"

      Knowing what needs to be done and having the programming background to implement it are in no way correlated. Just like you don't need programming skills to be a traditional board game designer. You don't need programming skills to understand game design or what's wrong with a games design.

      Every game released tests a design against an audience, and we've seen countless ideas from the audience itself integrated into the next iteration of a game. The audience itself in no way has programming skills to implement their ideas, but many their ideas get implemented anyway.

      So your whole statement is quite the load of bullshit.

    35. Re:Ideas are a Dime a Dozen by Anonymous Coward · · Score: 0

      MEDIOCRE ideas are a dime a dozen, GOOD IDEAS are hard to come by.

      Completely wrong. Good ideas are easy to come by, however in most commercial environments there simply isn't time for the limited number of competent people to implement all the good ideas, or even most of them. Being a good developer turns out in the end to have an awful lot to do with being skilled at rejecting the majority of "good ideas", otherwise nothing gets done and projects collapse under their own weight. Like wisdom, this is something that only comes with considerable experience, usually painful experience. We have developers with cans labelled 'feature-repellent" in their cubicles to help make this point to everybody that comes by thinking they have a great new idea that must go into whatever product is being worked on. No matter how seemingly "simple" an idea might be from an end-user's perspective, every additional idea contributes to the combinatoric explosion of features that must be tested. If it isn't tested, it's broken.

      Understanding this is the big difference between the amateur developer and the professional.

      Every additional feature also has implications for both external documentation (i.e. visible to the customer) and internal documentation (something else the pros routinely do and the amateurs don't understand and usually can't be bothered to do). Good managers insist on good documentation, and insist it be done well, preferably at the same time as, or even before, code is being written.

      Things simply get worse once you're working with an established project. It is very difficult to determine all the implications of even a small change for a large program, especially when that program is written in an older language (perhaps for "speed" reasons). Only once in a while do you get lucky and find that the original design can accommodate the change without major effort (and you'll still have to make all the documentation changes and probably re-test a whole bunch of stuff).

      On large projects, it's provably impossible to test all the different combinations, in the sense that it would take more computing time than the entire history of the universe. Good books on software engineering discuss this point in detail. Constrained randomization can help here, but that has its own issues. Every additional idea that must be supported adds to the test overhead, and the likelihood the tests will miss something. The vast majority of a competent developer's time is going to be spent testing, so anything that makes this harder increases the likelihood the project will go nowhere.

      This is often a surprise to developers and engineers coming out of school: they get relatively little time to explore interesting ideas, compared to the time they have to spend making things work.

      Having to be part of the team adds additional potential complexity: new ideas must be carefully examined to determine the impact across the work of different people.

      For an analogy, think about military science. The amateur studies simple tactical ideas, and thinks they understand what is going on, but the professional studies logistics and in so doing realizes how hard seemingly simple things actually are when you have to do a lot of them. The amateur is clueless, but doesn't realize this.

      The same thing applies to software development: many people try to generalize from the toy programs they learn how to write in school (or teach themselves to write) to real systems and have no idea how different things become as a result of the difference in scale.

      Similarly, managers and people without extensive development experience (such as the people funding a project) rarely understand this, which means they'll almost never allocate sufficient man-hours to do the work.

    36. Re:Ideas are a Dime a Dozen by Anonymous Coward · · Score: 0

      I'm sorry but in a game development environment, you are just totally wrong. I can give you one example that defeats your whole little diatribe: Regenerating health from halo. That one simple AND EASY TO IMPLEMENT idea went on to become a first person shooter mainstay. There had been plenty of first person shooters before halo. The point is you can always come up with excuses saying 'pressures of commercial environment' or some such bullshit, and thats what it is BULLSHIT. If you are incapable of recognizing an ideas value then you don't know whether it is good or bad. The idea that 'good ideas are always obvious' is load of shit. That's not how the human brain works at all. Some science for you:

      http://www.youtube.com/watch?v=PYmi0DLzBdQ

    37. Re:Ideas are a Dime a Dozen by Anonymous Coward · · Score: 0

      I cannot judge his engineering plan, however his thoughts about implementation costs are way under budget... at least in the real world of politics and self interests.
      Also his design criteria does not include operational costs, customer metrics and a slew of other issues....

      I loved OMNI, and i agree Elon's "idea" is no better or wose than any other near future sci-fi.

  5. Required reading about NDAs and "Unique" Ideas by Anonymous Coward · · Score: 1

    The Cult of the NDA:

    To all those entrepreneurs with innovative, unique business ideas who want to capitalize on them before someone else does, I have one piece of advice: Get over it.

    Written 10 years ago; still just a relevant today.

  6. Confusing "ideas" with "IP" by xxxJonBoyxxx · · Score: 4, Informative

    >> Game studios go to great lengths to protect their IP. But board game designer Daniel Solis doesn't subscribe to that philosophy.

    I think you're confusing IP with "ideas." IP is often the successful and repeatable implementation of an idea (e.g., a patent). Furthermore, when game studios license IP, it's often to latch onto an established entertainment brand, like "Batman." The actual games themselves are usually formulaic at best, and their "plot" will be exposed on the Internet anyway as soon as the first public Beta comes around.

    1. Re:Confusing "ideas" with "IP" by adisakp · · Score: 1

      >> Game studios go to great lengths to protect their IP. But board game designer Daniel Solis doesn't subscribe to that philosophy.

      I think you're confusing IP with "ideas." IP is often the successful and repeatable implementation of an idea (e.g., a patent). Furthermore, when game studios license IP, it's often to latch onto an established entertainment brand, like "Batman." The actual games themselves are usually formulaic at best, and their "plot" will be exposed on the Internet anyway as soon as the first public Beta comes around.

      I'd disagree that "IP" is the successful and repeatable implementation of an idea. Many new "IP's" are developed which are not repeating previous ideas and hardly all "IP's" are successful -- in fact many new game IP's are financial failures.

      However, IP or any content posted on a blog isn't necessarily unprotected. Published writing to blogs is already typically Copyright of the owner (as long as the hosting service doesn't make some outrageous claims on it). Blog entries may include Trademarked names or Characters whose protection does not diminish by a mere mention. And there is nothing to stop the patenting of inventions (i.e. algorithms) that have been posted to a blog assuming the blogger is the inventor.

  7. I have an idea. by jellomizer · · Score: 1

    We got this guy. He goes around and shoots his enemies.
    Or wait, we got this guy, he will jump around and avoid his enemies.
    Oh Oh wait, how about a car racing game!!!

    --
    If something is so important that you feel the need to post it on the internet... It probably isn't that important.
    1. Re:I have an idea. by vux984 · · Score: 1

      A car racing game with guns so he can shoot his enemies -- doh that goes back to DeathTrack and Car Wars.

      How about... a car racing game with guns but the car turns into a boat and motorcycle... hmm... Spyhunter

      How about a car racing game where you destroy your enemies by jumping on them. Oh wait... that's SpeedRacer. Dammit. This is hard.

      I have it, you race transforming insect robots with weapons, jumping, drifting, dart throwing, and the ability to grab a tree and smash another racer with it, ... ExciteBots? Really?

      I give up.

  8. Ideas are easy. Implementation is hard. by Daniel+Dvorkin · · Score: 5, Insightful

    Which is pretty much the point of TFA (and in the case F really does stand for fine) but it's worth repeating, over and over, until people get it through their heads that "stealing ideas" is a meaningless concept. Good for this guy for having the guts to say it.

    --
    The correlation between ignorance of statistics and using "correlation is not causation" as an argument is close to 1.
  9. I also have given up hoarding my ideas by GoodNewsJimDotCom · · Score: 1

    The fact is that a lot of my ideas require a team and a lot of years to accomplish since they're expanding games that might already exist. I figured I'll give my ideas out for free a few months ago, and maybe it will inspire other people to make better games. I'm so tired of MMORPGS where you gain lots of power during the game and it is pretty fun, then BAM, you're at level max with all the best gear, and there is simply nothing else to do but quit. A lot of my blog revolves around how to make end game MMORPG fun. But I also cover other marketable designs.

    One of my favorite ideas lately is expanding upon minecraft to allow for bots. Not a lot of people remember the game Cholo for commodore 64. Essentially in Cholo, you play the man of a guy in the bunker, and the storyline in the instruction book is one of the best stories I've read in an instruction book. You need to acquire bots on the surface to be able to test the radiation if it is safe to come out of the bunker. Well there are all kinds of bots that do different things. In Cholo everything is a waldo(manually piloted bot), but imagine porting this to Minecraft with scripted bots.

    Scripted bots in Minecraft with premade diagrams of structures you want to build from creative mode would result in: You start out just like normal minecraft, but when you make your bunker, you can build bots. The AI for the bots could be stuff you start with, stuff you wrote, or code found in game in vaults. The bots would mine for you, build for you, scout for you, hack other robots, or fight for you. The goal would be to create a solid robot army to seek out and kill your opponents on the map. The game could form up to 64 players at once, and when you die, you get thrown in a queue for the next game. There would have to be code to deal with stalemates after a few hours. If you also add ladder ratings on top of this, I think the game could get popular.

    TR:DR The reason I give out ideas now is that I'm not just a greedy guy. I actually like playing fun video games, and there just isn't enough innovation lately.

    1. Re:I also have given up hoarding my ideas by fliptout · · Score: 1

      How about an in game bot in the form of a bikini model who will take your pizza order :P

      --
      A witty saying proves you are wittier than the next guy.
    2. Re:I also have given up hoarding my ideas by Anonymous Coward · · Score: 1

      TR:DR The reason I give out ideas now is that I'm not just a greedy guy. I actually like playing fun video games, and there just isn't enough innovation lately.

      Actually, it's because you're either 1) lazy, or 2) know your ideas are terrible and aren't worth implementing. You're compelled to feel like a very important "game designer" but don't want to do any of the hard work it requires. You put it out there in the hopes that later on someone implements it (although, they're equally likely to independently come up with the same ideas) so you can claim the credit for it later.

    3. Re:I also have given up hoarding my ideas by jakimfett · · Score: 1

      ...In Cholo everything is a waldo(manually piloted bot), but imagine porting this to Minecraft with scripted bots....AI for the bots could be stuff you start with, stuff you wrote, or code found in game in vaults. The bots would...::snip long list of stuff::

      This actually sounds much like what Computercraft does with Turtles. Turtles can be run manually, or can be scripted with Lua to (depending on the type of turtle) mine ores, fight mobs, harvest crops, build structures, transfer liquids, and even wirelessly network with a "master computer".

      I'd highly recommend that you look into some of the modpacks out there that combine mods like Computercraft with industrial type manufacturing and processing. If you want one with very little setup required, take a look at one of the Feed the Beast modpacks (I'd recommend the "Unleashed" version, it's the latest and most up to date).

      Disclaimer: I run a FTB Unleashed server cluster, so I'm biased. But Computercraft is really amazing, even on its own.

      --
      Bits of code, random ramblings: jakimfett.com
    4. Re:I also have given up hoarding my ideas by Blakey+Rat · · Score: 1

      CrazyJim1? You're BACK!

      HEY EVERYBODY! It's CrazyJim1! This guy is a hoot.

      Tell us about your game idea where the samurai carries two katanas and the katanas have rockets in the hilt and he can use them to fly around!

    5. Re:I also have given up hoarding my ideas by thereitis · · Score: 1

      One of my favorite ideas lately is expanding upon minecraft to allow for bots.

      I've thought for awhile that Minecraft would be a great sandbox for writing AI routines. I agree - there's lots of potential for supporting bots in minecraft.

  10. Tetris v. Xio by tepples · · Score: 1

    "The player moves and turns pieces made of four squares as they descend into a rectangular playfield one at a time. Any row of the playfield filled with squares disappears, freeing space for more pieces." Lawsuits have been won over the "theft" of the idea that I just described.

    1. Re:Tetris v. Xio by Daniel+Dvorkin · · Score: 1

      "The player moves and turns pieces made of four squares as they descend into a rectangular playfield one at a time. Any row of the playfield filled with squares disappears, freeing space for more pieces." Lawsuits have been won over the "theft" of the idea that I just described.

      Yep. Which is absurd.

      --
      The correlation between ignorance of statistics and using "correlation is not causation" as an argument is close to 1.
    2. Re:Tetris v. Xio by Anonymous Coward · · Score: 0

      Another reason why I think the OUYA will just be a niche at best (Slashdot seemed to have stopped caring since its launch, that indicates it's not a game changer as many fanboys told me)

      The OUYA thinks it can rely on cheap indie games that aren't too demanding on the hardware and try to make up for it with creative and innovative "ideas"

      Too bad ideas as GP/OP said are cheap. Most of the time you won't make that much money off of it.

      What would happen is that any idea good enough to knock you/OUYA out of the park would be sued to oblivion if it has any resemblance to existing ideas

      Even if that doesn't happen, it would be quickly ported and/or a bunch of knock-offs will emerge on other platforms. So there's little reason for the masses to want an OUYA as a gaming console. It'll be a niche for hipsters who want to claim they played Angry Birds before it was angry, or had birds.

    3. Re:Tetris v. Xio by Anonymous Coward · · Score: 0

      Another reason why I think the OUYA will just be a niche at best (Slashdot seemed to have stopped caring since its launch, that indicates it's not a game changer as many fanboys told me)

      It's not a game changer because it basically failed in every way. "Free The Games" is just a slogan, actual games on the Ouya are subject to a content screening and review process just like any of the big consoles. Doesn't sound very free to me. The purported compatibility with existing Android games is surprisingly low all things considered, and the Ouya "dev sdk" is basically an interface to their store, some dumb persistent storage (which is not encrypted or secure in any way), and a lousy controller API that doesn't won't even offload the work of handling a deadzone.

      When the console's claim to fame is that it can run emulators and won't stop you from copying in your favorite stolen ROMs, yeah, it's going to be completely irrelevant.

    4. Re:Tetris v. Xio by geekoid · · Score: 1

      nope. They where one becasue it looked to similar not becasue it played the same.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    5. Re:Tetris v. Xio by tepples · · Score: 1

      I get the impression from reading the opinion that using the same set of pieces (all seven one-sided tetrominoes) is sufficient to "look too similar". Is there a case that The Tetris Company lost?

  11. The excitement at the prospect of game design by korbulon · · Score: 0

    Soon gives way to the ugly realities of the business: sleepless nights, rushing to meet deadlines that still whoosh by, browbeating managers, piracy, glutted markets, capricious consumers, sleazy publishers. Goddam, what's not to love?

    I wish I was wrong. Somebody tell me I'm wrong.

  12. Re: "Board game designer"? by techprophet · · Score: 3, Informative

    Believe it or not, some people do still buy and play board games. You almost always have to go to a solid game shop to get decent ones, but they exist.

  13. Ideas aren't really the big thing by Sycraft-fu · · Score: 5, Insightful

    As Todd Howard pointed out during a keynote "Your ideas are not as important as your execution." The games that are loved and that endure are not the ones that had some amazing idea that nobody could have every thought of before. Heck, they often draw heavily on literature, film, myth, and popular culture. Rather they are the ones that execute their vision well, that are fun to play, that are a good ride.

    I can't think of a single game that I've seen succeed just because the idea was so good and so unique. Always, always, always, it was accompanied with good execution. In fact many of my all time favourites are not particularly original ideas.

    Good example? Civ 4. One of the all time greats in my opinion. I still play it from time to time. However an amazing original idea it is not. As the number implies, it is the 4th game in the series, they've done the same thing 3 times before. Also it wasn't an original concept to begin with, Civilization was a board game before it was a computer game. That aside, the idea of "a game where you conquer the world" is not that original of an idea.

    The reason it is a great game (and its successor not quite as good in my opinion) is the execution. It is well put together, fun to play, well tested, well balanced, has good visuals and music, it is stable, and so on and so forth.

    If you think the only thing that will make your game succeed is that its amazing idea be protected until it is released, well then it will fail. Good games are ones that would be good, even if someone had done something like them before, and does something like them after. They stand on their own.

    1. Re:Ideas aren't really the big thing by Anonymous Coward · · Score: 0

      Good example? Civ 4.

      Ah yes, good old Civ 4. I once had a very highly promoted samurai army defending a hill that held off ten attacks from enemy riflemen units without being completely destroyed which resulted in even more promotions for the defending samurai. The samurai unit was easily one of the best special units in that game, especially because they had first strike and could reliably defeat even the early gunpowder units. Realistic? Probably not, but it was pretty funny to see those enemy AI riflemen defeated one after another by those pesky veteran samurai.

    2. Re:Ideas aren't really the big thing by dkf · · Score: 1

      Good example? Civ 4.

      Ah yes, good old Civ 4. I once had a very highly promoted samurai army defending a hill that held off ten attacks from enemy riflemen units without being completely destroyed which resulted in even more promotions for the defending samurai. The samurai unit was easily one of the best special units in that game, especially because they had first strike and could reliably defeat even the early gunpowder units. Realistic? Probably not, but it was pretty funny to see those enemy AI riflemen defeated one after another by those pesky veteran samurai.

      That's nothing like as annoying as in Civ1, where losing a tank or battleship when attacking some barbarian pikemen was just too easily done.

      --
      "Little does he know, but there is no 'I' in 'Idiot'!"
    3. Re:Ideas aren't really the big thing by Dabido · · Score: 1

      The reason it is a great game (and its successor not quite as good in my opinion) is the execution. It is well put together, fun to play, well tested, well balanced, has good visuals and music, it is stable, and so on and so forth.

      And has Leonard Nimoy!!!! :-)

      --
      Sure enough, the cow costume was hanging up next to the superhero outfit and sailors uniform. (S,Spud)
  14. He's right... by SanDogWeps · · Score: 1

    Just look no further than WASD. It's everywhere. It's a good idea, and it stuck. Personally, if I had an idea, put it in the wild, and saw it used later by someone else, I'd like to think I'd be charitable enough to say "Wow - I thought of that and people like it enough to use it." Developing a card game myself now, and a mite paranoid that someone like White Wolf or Steve Jackson might give me a slapdown due to some mechanics minutia. Reading this, I figure, heck with it. Make it, turn it into a PDF, throw it into the wild, and see what happens. Cards Against Humanity seems to be doing well for themselves. My day job pays enough. Why not?

    1. Re:He's right... by Anonymous Coward · · Score: 0

      Man, imagine if WASD was patented. The next developer would have to use ESDF and so on.

      5 years later, developers would be stuck using leftovers like QCIM or !M9Ö

    2. Re:He's right... by Richy_T · · Score: 1

      I still mourn for QAOP. I don't think that works too well with a mouse though.

  15. User-scripted bots by tepples · · Score: 1

    imagine porting this to Minecraft with scripted bots.

    You mean like 0x10c, which got shelved?

  16. Re: "Board game designer"? by jonyen · · Score: 2

    Settlers of Catan, anyone?

  17. And a good expression by tepples · · Score: 4, Informative

    Ideas are not protected

    But expression is, and good luck convincing a judge that what you copied is the idea, not the expression.

    There are already enough copycats out there, just look at an app store

    And some of these App Store copycats are getting sued.

  18. Video games by ledow · · Score: 1

    In terms of video games:

    Every single project started by a person "with a great idea", and who won't tell anyone else, that I've ever seen, came to nothing. Hell, I was dragged into a few being a "programmer" when I was younger and it usually revolved around some crap idea that hadn't been tested or even defined to the point you could start implementing it.

    Every single project that was successful was successful LONG before it got to the point that other people thought about stealing its code. It got those people coming BECAUSE they thought it was a good idea and worth copying etc., but still they had YEARS of head-start on any cloner coming along.

    Ideasmen are cheap. A coder who can turn it into reality is much rarer. And that coder will probably make a better ideasman than anyone else.

    1. Re:Video games by preaction · · Score: 1

      Agreed. I wish I had a nickle for every "idea person" who applied to my indie video game company. Then I could actually afford more coders and get more work done...

  19. Games are different by tepples · · Score: 4, Informative

    Games are no different.

    U.S. judges have tended to draw the line between idea and expression in different places for games compared to other kinds of software. On the one hand, you have Lotus v. Borland and Oracle v. Google that weaken copyright in interfaces between a program and a user or between a program and other programs. On the other hand, you have Tetris v. Xio that strengthens copyright in the basic rules of a game.

    1. Re:Games are different by davester666 · · Score: 3, Informative

      All of which are worthless, because you can't afford to sue [or rather, afford to win the lawsuit].

      --
      Sleep your way to a whiter smile...date a dentist!
    2. Re:Games are different by miroku000 · · Score: 1

      Games are no different.

      U.S. judges have tended to draw the line between idea and expression in different places for games compared to other kinds of software. On the one hand, you have Lotus v. Borland and Oracle v. Google that weaken copyright in interfaces between a program and a user or between a program and other programs. On the other hand, you have Tetris v. Xio that strengthens copyright in the basic rules of a game.

      I thought Oracle lost all of its claims except for the rangecheck funtion thing in Oracle v. Google. How did that weaken copyright in interfaces?

    3. Re:Games are different by Somebody+Is+Using+My · · Score: 5, Informative

      He's saying that the Judge smacked down Oracle's claim that they can copyright an API. Copyright weakened.

      Meanwhile, another judge ruled that Xio, although using none of Tetris's code, still violates copyright because it infringes on the core concept or rules of the games. Copyright strengthened.

    4. Re:Games are different by Anonymous Coward · · Score: 1

      He's saying that the Judge smacked down Oracle's claim that they can copyright an API. Copyright weakened.

      You have very strange ideas.

      Most every programmer with 2 brain-cells to rub together already thought that APIs could not be copyrighted at all. There were decades of precedent in software design based on that assumption; Oracle claiming that they could copyright APIs came out of left field. You can't weaken something that was believed to not be allowed and was then proven to not be allowed in a court. You don't weaken your position by running in place.

    5. Re:Games are different by shentino · · Score: 1

      You also can't afford to BE sued.

    6. Re:Games are different by shentino · · Score: 1

      Unfortunately it's the federal government's prerogative, by its judges, to regulate copyright as it sees fit. It's a reserved matter in the constitution delegated to the feds.

      And that includes the legal system's battle of the budgets getting to decide who the judges even hear.

    7. Re:Games are different by Theaetetus · · Score: 2

      Meanwhile, another judge ruled that Xio, although using none of Tetris's code, still violates copyright because it infringes on the core concept or rules of the games. Copyright strengthened.

      That's not what the judge ruled at all. It wasn't the "core concept" or "rules", since those are not covered by copyright; rather, the judge ruled that Xio infringed because of the creative, aesthetic and design features. From your link:

      Judge Wolfson took a detailed look at both the Tetris and Mino games in an effort to identify those items that were protected under the law, and there were a number of things that stood out in the Judge’s view. First of all, when placed side by side, various screenshots of the two games were just about impossible to differentiate. The Court stated (and I love this quote, by the way) that “if one has to squint to find distinctions only at a granular level, then the works are likely to be substantially similar.” Moreover, Judge Wolfson spoke to the many elements of both games that were hard to distinguish, some of which included the look, color and shape of the game bricks; the movement/rotation of the pieces; the way the game pieces could be put together to form a complete line; the exact size of the playing area; and other specific design decisions that Xio had copied.

      (emphasis added)
      It's also on page 15 of the opinion:

      The game mechanics and the rules are not entitled to protection, but courts have found expressive elements copyrightable, including game labels, design of game boards, playing cards and graphical works.

      Copyright is strengthened by the decision, only in that decades-old precedent continues to be upheld.

    8. Re:Games are different by Anonymous Coward · · Score: 0

      This article has do with trying to keep what your doing a secret, before it goes public, not infringing on copyright after it was created and or sold.

      If you copyright the design and concept, ect ect, then you have nothing to really worry about, and making it public instead of keeping people in the dark will only expose the idea or concept and make it harder (at least in theory) for someone to "steal" your idea.

      Really a dumb article since board games and video game are two entirely different industries. Has anyone tried to steal the board game Monopoly and rewrite it as video game or another board game? (tho it is patented)

      How many copy cat video games have there been involving "space" or even "Grand Theft Auto" type games? Quiet a few.... And those that created the original games ignore it, focusing on creating the next generation game to blow away there last. And game makers do take suggestions from players on what they could add. They sometimes sneak around forums and blogs to see what ideas players have, that would add to the game. The only secrets in the gaming industry is preventing players from seeing the finished game prior to it being released.

      And you are exposing your ideas anyway if you use crowd sourcing to fund it.

    9. Re:Games are different by delt0r · · Score: 1

      Lawyers are not programmers. Judges are not programmers. They don't care what programmers think, even the ones with just 2 brain cells.

      --
      If information wants to be free, why does my internet connection cost so much?
  20. Re: "Board game designer"? by Applekid · · Score: 2

    Believe it or not, some people do still buy and play board games. You almost always have to go to a solid game shop to get decent ones, but they exist.

    The idea, perhaps, is more along the lines that 95% of board games are crap and would never ever get published, and therefore, would never ever get played.

    Except, of course, Kickstarter lets you self-publish. Unfortunately, that doesn't put the game in the 5% category with all the other published games, it's still crap except people will play it once or twice before forgetting about it on a shelf and hoping it's be worth something in 50 years since the print run was so small.

    --
    More Twoson than Cupertino
  21. Re:"Board game designer"? by TrentC · · Score: 1

    I suppose this site is just a figment of my imagination, then.

  22. Obligatory fortune: by volkerdi · · Score: 1

    Don't worry about people stealing your ideas. If your ideas are any good, you'll have to ram them down people's throats. -- Howard Aiken

  23. Re:Ideas are easy. Implementation is hard. by GodfatherofSoul · · Score: 1

    Ideas are easy. Successful ideas are not. I can come up with a hundred game ideas that no one would play. That's why people are concerned about their designs. If I come up with something unique and one of the infamous App Store copy cats decides to throw a ton of resources into replicating it, you could find yourself overwhelmed regardless of how first and best you may have been.

    Look at some of the other App Store apps that have been ripped off by power players that turned the original developer's app into an also-ran.

    --
    I swear to God...I swear to God! That is NOT how you treat your human!
  24. Re:Ideas are easy. Implementation is hard. by Anonymous Coward · · Score: 0

    I'll all for ideas, and sharing them, but most people seem to be completely incapable of having any ideas, never mind being able to have good ones, regularly and inexhaustibly. A lot of people will even copy down the finest details, how a neighbor with more taste has furnished their room. And I mean copy - down the finest details, not even adjusting it to their own room shapes or circumstances.

    If you have a good idea, the confidence that you know enough about the market or technology to know that it will work, and the ability to execute on it... it's easy for the sheep to jump on as soon as the idea is explained to them or is actually put into action. Of course you can just suck ideas out of people, but our creative types may get a little drained, frustrated, and well -private- after a while. So why share ideas at all?

    So your call sounds much like ... unattractive people saying that attractive people should be forced to smile at them.

  25. I hope somebody does. by Anonymous Coward · · Score: 0

    I do not have the skill to create the game but I want to play it so I hope somebody does steal the idea. I will gladly pay to play. It is called Treasure . You fall off a cruise liner and end up on an island that is one of a series of islands. You must stay alive, find the treasure, and escape. It is an adventure game in the style of FPS. Pirates have left clues to the treasure location, like the skeleton pointing in a direction and maps carved on boulders. There are many booby traps . Each island has a theme like volcanos, headhunters, monkeys, parrots, etc. Traveling to each island is also themed, like coral caves, sharks, etc. Imagine a modern, graphics heavy combination of Myst and Far Cry.

    1. Re:I hope somebody does. by Richy_T · · Score: 1

      Back in the 8-bit days, there were text-adventure toolkits (Quill for example). What with Scumm-vm out there, it's surprising something similar hasn't turned up for graphic adventures.

    2. Re:I hope somebody does. by networkzombie · · Score: 1

      Text adventure games were cool, but I want this to be much more of a visual game as opposed to a puzzle game. The amazing graphics high-end gaming systems can do are wasted on FPSs. It's hard to enjoy anything when the bad guys won't stop shooting at you. I want a fully immersive game without all the adrenaline.

    3. Re:I hope somebody does. by Richy_T · · Score: 1

      If you can program at all, you might want to check out Unity 3D. I think there's a definite gap in the market for the kind of thing you're describing.

  26. Re:Ideas are easy. Implementation is hard. by Daniel+Dvorkin · · Score: 1

    The thing is, the only way to find out if your idea is good or not is to implement it. Some ideas that sound good turn out to be bad, and vice versa--and if someone else does something good with an idea similar to one you had, that doesn't mean you could have done the same. In the App Store example, it seems to me this is more a matter of developers copying each other's implementations, which is a very different matter.

    --
    The correlation between ignorance of statistics and using "correlation is not causation" as an argument is close to 1.
  27. ... and this goes way beyond game design by ZouPrime · · Score: 2

    It's true for almost anything.

    The world isn't divided between thinkers and doers. People who believe that generally see themselves on the thinker side, and they don't want to do, so it's a narrative that fits them well.

    In practice, I've met very few good thinkers who weren't also doers in one way or another, simply because it's very hard to actually have good ideas if you never got down to implementing them. An idea can feel good and sounds great, but if you don't have the experience in knowing what works and what doesn't, how to see and deal with edge cases and exceptions, it's probably not that great - or, put another way, you are probably not a good judge of its greatness.

    And that's the biggest problem with the "lets reinvent the world" crowd - if you don't know how the world works, why it works, and if you never actually managed to reinvent anything in your house, in your community, in your business, it's quite doubtful your great idea to save the planet is actually interesting. And it's also why so many of the world's doers seem to do so often the same things, and take the same decisions in front of the same situations - not because they are stupid and ignorant, but because more often than not, they already figured out what works and what doesn't, and the difference between what they can dream and what they can accomplish.

  28. Re: "Board game designer"? by orgelspieler · · Score: 2

    depends, do you have any ore?

  29. It depends on the content by Anonymous Coward · · Score: 2, Interesting

    As a former IT Manager and head of security for a AAA game studio I can tell you it depends on the content and what is up for grabs. If you have mounds of concept art and CG that will not be stolen. If you have accessible and unique IK and motion capture that will tend to be stolen. If you have UnrealScript and generic level design components no one will care. If you have tried and tested AI and NPC logic that will be stolen. So it tends to reason that ideas along the lines of "I have a streamlined process for integrating dismemberment and AI and it is *******"...yes that will be stolen. Ideas that go like "It would be really cool if the player can ********" no one will care. Just to increase general paranoia I will tell you the biggest threat of theft is not from outsiders but existing staff trading stolen works for a better job if they are unhappy- if you run a studio and are reading this then keeping your staff happy is your number one concern or your whole studio will be traded out from under you for better job opportunities. Confronting such theft should never be done if you love something (or someone) in this case let them be free but just make sure to change whatever was compromised or make it better.

  30. Don't tell Zynga! by Anonymous Coward · · Score: 1

    How unplugged in do you have to be to not know Zynga copies games?

  31. Get real. by VortexCortex · · Score: 0, Troll

    Zacktronics Infiniminer Oh it's a minecraft ripoff... that minecraft rippedoff.

    Tiny Tower

    Look, I can post a crap load more, but I'm not your personal fucking google.

    Shit's been going on since the first videogames. It's like you fools don't know who Nolan Bushnell is. So, here's the thing. They will steal your shit if it's possible. If you do the crazy hard work of cranking out a shit ton of games & prototypes and testing them to find what's fun, and get some popularity (read: do market research for them), they they will steal your shit.

    If you're a random indie gamedev, then chances are no one will play your game except other indie gamedevs and a few fans of the indie scene. Do that 100 times and get even a modicum of success? Yes, those mother fuckers will rip off your shit. STFU, you sound like a damn Noob.

    If you haven't had your game design ripped off and executed by someone with more resources in a tighter timeframe... Then you either haven't made anything popular yet, or you're really fucking lucky (or your games suck.... Just sayin').

    1. Re:Get real. by geekoid · · Score: 0

      Or you are wrong.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  32. Re:Ideas are easy. Implementation is hard. by Daniel+Dvorkin · · Score: 1

    So your call sounds much like ... unattractive people saying that attractive people should be forced to smile at them.

    Where did you get the idea from my post that people should be forced to do anything? If you want to keep your preciousss ideas secret, go right ahead. Just don't expect the rest of us to pat you on the head for doing it.

    Oh yeah, and those attractive people who don't smile at ugly people? I guarantee you a lot of them aren't nearly as good-looking as they think they are.

    --
    The correlation between ignorance of statistics and using "correlation is not causation" as an argument is close to 1.
  33. Re: "Board game designer"? by Anonymous Coward · · Score: 0

    Pssst...If your older than lets say umm 12 and you play video games, well your a loser!

  34. Re:"Board game designer"? by rogabean · · Score: 1

    Board Games especially of the hobby kind are on quite a come back right now. Myself I own over 100 now and have a regular group of people who meet up twice a week to play. There is a lot of money to be made (take a look at the Zombicide kickstarters! we are talking millions). But board game designers / publishers have always been a self regulating crowd. No one wants to be the person who stole an idea. Keep in mind that really it's the theme that can be stolen. Mechanics are borrowed on a regular basis.

    --
    "why don't you just slip into something more comfortable...like a coma!"
  35. Re: "Board game designer"? by rogabean · · Score: 2

    No but I'm offering wood for your sheep!

    --
    "why don't you just slip into something more comfortable...like a coma!"
  36. ideas are worth nothing by Anonymous Coward · · Score: 0

    generally only stupid idiots with crappy idiotic game ideas are scared to lose it.

    ideas are a dime a million, so there are not reason to be scared.

    if theres anything theres a extra of.. is ideas. everyone have any, or lost of game ideas. is the actual money and skill required to make them into games that is valuable

  37. Rule learned after doing business in China by DNS-and-BIND · · Score: 1

    I've done business in China for years. As you all know, copying is rampant. However, the rule I've learned is nobody will bother to copy something that's not successful. Worry about succeeding first, then worry about being ripped off. Don't put the cart before the horse.

    --
    Shutting down free speech with violence isn't fighting fascism. It IS fascism!
  38. Not afraid at all by Anonymous Coward · · Score: 0

    There are no unique ideas, everything is derivative of something else and it's almost guaranteed someone somewhere will have had your idea before. Ideas are cheap, plentiful and have very little value on their own. Even if you have an idea and throw it out to the world and six different people decide to rip it off, the games they produce will be wildly different from each other and your own.

    The only people who make a fuss about people hearing their idea are generally "idea guys" with very little to contribute but a high opinion of themselves.

  39. Not original? by TheCarp · · Score: 1

    This was a really good point. Lots of people have lots of ideas that never go anywhere. Just last night I was musing about the old Chaum Digicash protocol and how it could be adapted to voting. I couldn't remember a few pieces, and did some searching and digging in boxes....

    Then after a bit I moved on to see if there was already any software (GPG support) for blind signatures....I didn't really find much, except, when i looked for GPG support....

    I found someone else, just days ago had posted on a crypto mailing list...asking if GPG had blind signature support because he wanted to use the digicash protocol and adapt it for a voting system...and a reply saying its not exactly a new concept but never goes anywhere :)

    Ideas are great, but alone they are a dime a dozen.

    --
    "I opened my eyes, and everything went dark again"
  40. Re: "Board game designer"? by Beardo+the+Bearded · · Score: 1

    I've spent more and time on board games this year than video games.

    --

    ---
    ECHELON is a government program to find words like bomb, jihad, plutonium, assassinate, and anarchy.
  41. Re: "Board game designer"? by keytoe · · Score: 3, Informative

    Believe it or not, some people do still buy and play board games.

    And believe it or not, they've been gaining in popularity lately.

    It's been a long time coming, but the Monopoly Stigma is slowly dissipating. I think Monopoly was the Mt. Saint Hellens of board games. It blew up, left a swath of scorched earth and desolation in a generation of people who grew up thinking games were stupid, pointless and nothing but dumb luck followed by three hours of a runaway winner forcing everyone else to keep playing. Over time, that desolation becomes fertilizer for the next generation.

    If you're interested in giving a post-Monopoly tabletop world a look, there are a couple of key resources:

    Tabletop

    A bi weekly show hosted by Wil Wheaton showcasing a host of "gateway games". He gets three other internet famous (and sometimes proper famous) people to come play a game with him. He lightly goes over the rules, and they play.

    A lot of effort goes into showing the fun interactions between the players that happens over the table - truly the best part of tabletop gaming. These are 30 minutes each, professionally produced and great fun to watch with the whole family. Overall, it's a great resource for finding something that may appeal to you and your friends/family.

    The best part is watching Wil repeatedly lose episode after episode.

    Board Game Geek

    An extremely thorough, mature and self-built resource of pretty much all things tabletop game related. The community here is one of the best I've ever seen on the internet. Seriously, flame wars so germane and polite that they're helpful. Games are well reviewed, well discussed, and ranked overall.

    The rankings are generally pretty spot on, but there is an overall tendency to devalue lighter games making it a bit difficult to find good gateway games. Be careful with this one if you have a tendency to lose hours whenever you land on IMDB, Wikipedia or TVTropes.

    You almost always have to go to a solid game shop to get decent ones, but they exist.

    I have yet to need to do anything other than order things from Amazon. Granted, if you're looking for some obscure Euro that's out of print, Amazon probably doesn't have it (or it's $300) - but then again, neither does your Friendly Local Game Shop.

  42. Re: "Board game designer"? by techprophet · · Score: 1

    No but I'm offering wood for your sheep!

    I'll offer you one more than whatever he's offering!

  43. Not Just Games by organgtool · · Score: 1

    This article hits the nail right on the head. In addition to the content in the article, I believe that strong laws regarding Intellectual Property have indoctrinated the public at large to believe that ideas are worth more than they are. These people focus on the idea itself while minimizing all of the effort that went into the research, design, and testing phases that took years of refinement before leading to the final product. It is the public's overvalue of abstract ideas that have allowed for the vast expansion of patents and copyright to reach beyond their original intent of covering the concrete details of a particular implementation. The simple truth is that execution is worth a million times more than the idea. Great ideas often fail due to poor execution and mediocre ideas can be massively successful due to exceptional execution. We should be working to loosen the tight grip of IP laws so that abstract ideas can be implemented by as many parties as possible while the concrete details of their finished products remain properly protected.

  44. Protecting ideas... by Kazoo+the+Clown · · Score: 1

    "Don't worry about people stealing your ideas. If your ideas are any good, you'll have to ram them down people's throats. -- Howard Aiken

    My favorite example is Raymond Scott. He had some interesting ideas about automated musical composition, (ala Joseph Schillinger I suspect), that as it ended up, he was so protective of that he took them to his grave. Now no one will ever know what insights he may have figured out...

  45. better question by shentino · · Score: 1

    Can ideas even be stolen in the first place?

    Is someone who reverse engineers your product stealing your ideas?

  46. Re:"Board game designer"? by gnupun · · Score: 1

    No, nobody is going to steal your board game design. Or play it.

    Sure, in your imaginary world, they won't copy it. But reality is different. One instance of copying is the EA vs Zynga lawsuit (google it). Zynga wholesale copied many different successful games. They made small changes to the game play and interface, redesigned new graphics for background and sprites and voila, lotsa money for a while. EA could not successfully defeat Zynga because copyright protection only protects exact copy of a product.

    So copyright protection is not enough to protect game ideas and patent protection is too narrow. The USPTO needs a new category of protection for game design. Once a product is successful and other publishers figure they could make money from it, they will copy it. But there are no clear guidelines of what can be copied and what is to be protected.

  47. nt by shentino · · Score: 1

    If a big company wants your ideas, you're screwed anyway.

    Publishing them in public is probably the best thing you can do about it, because it prevents them from taking it away.

  48. Agreed by Hsien-Ko · · Score: 1

    I've seen many a "secret" MMO thread on work requests forums by kids with yahoo and AOL accounts. I've yet to see one "secret game idea" release.

  49. Rules of the game of basketball, for comparison by tepples · · Score: 1

    The game mechanics and the rules are not entitled to protection

    If the dimensions of a basketball court (94 by 50 feet, rim 10 feet up, size of free throw lane, etc.) and the official size, weight, and bounce ratio (2/3 of initial height) of a ball are considered rules of the game of basketball, then "the matrix shall be 10 cells wide" and "the pieces shall be the seven one-sided tetrominoes" and "pieces shall move by translation and 90 degree rotation" and "a row filled with squares disappears to make room for more pieces" sure sound like mechanics and rules to me. I guess I must be misunderstanding exactly what the judge found to be "expressive elements" in this case, other than perhaps the piece colors.

  50. Re: "Board game designer"? by Anonymous Coward · · Score: 1

    Believe it or not, some people do still buy and play board games.

    And believe it or not, they've been gaining in popularity lately.

    It's been a long time coming, but the Monopoly Stigma is slowly dissipating. I think Monopoly was the Mt. Saint Hellens of board games. It blew up, left a swath of scorched earth and desolation in a generation of people who grew up thinking games were stupid, pointless and nothing but dumb luck followed by three hours of a runaway winner forcing everyone else to keep playing. .

    That was actually the GOAL o the nun that designed Monopoly. It was to show how Capitalisim would inevitably move all of the wealth to one guy that had everything and would sit on his wealth. Which, surprise mirrors what has actually happened pretty well, a handful of people hold 90% of the wealth on earth and are still not satified untill only one of them owns the whole damn mud ball hurtling through space.

  51. Tabletop game to video game ports by tepples · · Score: 1

    If you copyright the design and concept, ect ect, then you have nothing to really worry about

    You still have to worry about other incumbent copyright owners claiming you misappropriated their copyrighted design and concept.

    board games and video game are two entirely different industries.

    If tabletop games and video games are irreconcilable, then explain World Series of Poker for Xbox and Xbox 360. Or explain the GBA game that includes Risk, Battleship, and Clue(do). Or explain Catan 360. Or explain NES games like I Can Remember, Classic Concentration, and Concentration Room, which are essentially an old card game with different card graphics.

    Has anyone tried to steal the board game Monopoly and rewrite it as video game

    There was "Atlantik" in KDE Games 3.

    (tho it is patented)

    Monopoly is older than I am, and I'm old enough to drink beer. Therefore, any patent will have expired.

  52. Re: "Board game designer"? by keytoe · · Score: 1

    That was actually the GOAL o the nun that designed Monopoly. It was to show how Capitalisim would inevitably move all of the wealth to one guy that had everything and would sit on his wealth.

    I never knew this about the game. It's an interesting experiment from a philosophical perspective and casts the game in a slightly different light. It's too bad the lesson it intended to teach (it's no fun to play an economic game rigged against you) was applied to tabletop games instead of being taken as political commentary.

  53. Re: "Board game designer"? by 91degrees · · Score: 1

    The idea, perhaps, is more along the lines that 95% of board games are crap and would never ever get published

    Of course, 95% of everything is crap. Although I'd say this is a figure you'll end up with after you've eliminated all the game ideas that are based off a roll-and-move mechanic.

  54. Re:"Board game designer"? by werewolf1031 · · Score: 1

    The USPTO needs a new category of protection for game design.

    No, it really really doesn't. The games industry (video, board, etc.) wouldn't be nearly as thriving as it is today if that happened. As a gamer I'd much rather see developers be able to move genres forward with iteration, even if it means putting up with occasional parasites like Zynga, than a stagnant, locked-down system where such iteration is impossible due to constant legal wrangling.

    As much as I hate what Zynga does (they don't iterate and move forward, they simply clone), there actually is a great deal of benefit to being able to make a game that is inspired by a previous game yet makes improvements to an overall theme. What you propose would effectively cripple game development and stifle the industry. Imagine where RPGs would be if TSR were able to apply your proposed limitations to games made by other companies that have character stats, hit points, and dice-based combat. In that situation, everything -- even CRPGs -- would have to be licensed because they modify/iterate on someone else's game mechanics and ideas.

    The unfortunate reality is that in any creative industry there will always be cheap knock-offs that are nothing more than cynical money-grabs with no care whatsoever for the quality of the craft, but that is not nearly sufficient justification for hamstringing those legitimate developers who want to, in this case, move existing gaming genres forward.

    Honestly, the concept of "protecting game ideas" sounds as absurd as "protecting story ideas". There wouldn't even be genres of novels, movies, or games if such limitations and "protections" were in place. We'd have nothing.

  55. Re:"Board game designer"? by gnupun · · Score: 1

    As much as I hate what Zynga does (they don't iterate and move forward, they simply clone), there actually is a great deal of benefit to being able to make a game that is inspired by a previous game yet makes improvements to an overall theme. What you propose would effectively cripple game development and stifle the industry.

    It doesn't have to be as stringent and exclusive as utility patents where a patent holder can bar others from creating a product that infringes on the patent. Instead, 3 to 5 years after the game-idea-patent is granted, a competitor could build a game based on many game patents but would have to distribute 5-20% of his game revenue to all the game patents used in his game. This model is similar to how developers pay a portion of their app revenue to app stores. The duration of these game patents would be the same as copyrights currently hold.

  56. Re: "Board game designer"? by delt0r · · Score: 2

    I have wood for sheep.

    --
    If information wants to be free, why does my internet connection cost so much?
  57. Re:"Board game designer"? by werewolf1031 · · Score: 1

    A few things...

    This would absolutely crush the independent games market, ensuring that only entrenched, heavily moneyed interests get to engage in game development. Do note that many "indy" game devs operate on less than a shoestring budget, even to the point of no budget whatsoever, ie. they do it in their spare time between day-job shifts using only the PC on their desk.

    It would be nearly impossible to create a game that didn't utilize multiple "game patents" (ie. preexisting ideas) and as a result would quickly exceed 100% of their revenue in payments to "game patent" holders. Your analogy to an app store cut is just idiotic, the two aren't even anywhere near comparable.

    First you claim 3 to 5 years, then you go off the deep end and say the duration of a "game patent" should be the same as copyright. Seriously? Copyright duration currently flies well past the century mark. How on Earth does that make sense for a "game patent"?

    As a fledgling indy game developer myself, I'd just like to say "screw your ideas and the horse they rode in on". Far better to suffer Zynga and its ilk than lock down the industry with the kind of draconian measures you're proposing, which wouldn't help anyone who's not already a financial juggernaut.

    You had a bad idea, we all do now and then. Just let this one go.

  58. Re:"Board game designer"? by gnupun · · Score: 1

    It would be nearly impossible to create a game that didn't utilize multiple "game patents" (ie. preexisting ideas) and as a result would quickly exceed 100% of their revenue in payments to "game patent" holders. Your analogy to an app store cut is just idiotic, the two aren't even anywhere near comparable.

    It's a slashdot comment, not a lawyer's contract. The reason I mentioned the app store model is because you never pay more than 30% to the publisher. Similarly, the indy game dev would not pay more than 25% of its revenue regardless how many game patents they used. And that's worst case. Usually, you would just pay 5% or less if it's minor innovation they are using. For example, if you clone Tetris or Pacman, it's 10%. These are just example numbers that can be tweaked so both patent holder and user are satisfied.

    First you claim 3 to 5 years, then you go off the deep end and say the duration of a "game patent" should be the same as copyright. Seriously? Copyright duration currently flies well past the century mark. How on Earth does that make sense for a "game patent"?

    3 to 5 years is a period of exclusivity, like a utility patent. The original game developer would not want a clone to hit the market six months after his original game is released. After that period, the patent is usable by anyone who is willing to pay the royalties.

    As a fledgling indy game developer myself, I'd just like to say "screw your ideas and the horse they rode in on". Far better to suffer Zynga and its ilk than lock down the industry with the kind of draconian measures you're proposing, which wouldn't help anyone who's not already a financial juggernaut.

    Zynga screwed a lot of game devs, most of whom had no money to fight them, except EA. You are either not a game dev, or big into infringing game designs if you support Zynga.

  59. I doubt anyone would want my idea by Jastiv · · Score: 1
    I have a game idea, and I have been working on it since 2005. Its all listed up on the website www.wograld.org if anyone wants to bother to read it.

    Most gamers would find it to difficult to implement, and most programmers would complain because they would not have an excuse to add all the latest python and C++ libraries.

    I don't worry about any one stealing it. First of all, its open source anyway, second of all, it mostly takes generic ideas from other similar types of multi-player online rpgs that have already been implemented several times over.

  60. Re:"Board game designer"? by werewolf1031 · · Score: 1

    My last post here, then I'm done.

    Why should I, or any game dev, have to pay some kind of royalties for iterating on nearly-obvious improvements to existing game mechanics? No, really, I want you to give me a serious answer. Do you really think it makes any kind of sense that devs whose games utilize a hit point, or health bar, or similar system, should have to pay royalties to the estate of Gary Gygax for using an offshoot of that idea? Does it make sense that any PC game that simulates flying mechanics have to pay a royalty to MS Flight Simulator? Does it make sense that any game with a first-person perspective that focuses on killing enemies in a predefined space and where the player picks up weapons and ammo pay royalties to id Software? Call of Duty = pay royalties to id? Should every game that focuses on world conquest and involve dice-rolling for conflict resolution, regardless of exact mechanics, pay royalties to Parker Bros./Hasbro for being vaguely similar to Risk?

    I find it mind-boggling that you simply do not grasp the damage such limitations (and litigation) would do to the gaming industry as a whole, regardless of the developer's budget. Hell, even Mass Effect probably wouldn't exist under your proposed system. And who, exactly, would get the royalties when someone modifies rules in chess?

    I never, in any way, said or implied that I "support" Zynga. In fact I called them out on being parasites to the gaming industry... just not such dangerous parasites that it warrants restructuring and restricting how games development currently works. But good job trying to put words into my mouth, that shows you're running out of arguments to defend your insane position.

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