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."
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.
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.
>> 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.
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.
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.
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.
Settlers of Catan, anyone?
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.
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.
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
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.
depends, do you have any ore?
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.
No but I'm offering wood for your sheep!
"why don't you just slip into something more comfortable...like a coma!"
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:
TabletopA 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 GeekAn 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.
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.
Culture is more than commerce
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.
I have wood for sheep.
If information wants to be free, why does my internet connection cost so much?