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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Northern

Another stupid patent

3 posts in this topic

So, I just read that Worlds.com got, what seems to me, another extremely broad and obvious patent.

They already sued a few mmorpg developers on it.

So, how do you guys think this patent will affect small game developers?

Also, could somebody please explain to me how come they get to register several patents that are basically the same?

The earlist '96 patent is basically just like the rest of them. It's basically supposed to expire in three years, yet they have other, more recent patents that seem to be almost identical. How is that even possible? What, do you just get to rephrase your earlier patent and get an extension??

 

Please, share your thoughts.

Edited by Northern
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Seems like nothing new, its just one more to the stack of stupid software patents the US law allows if you circumvent it by calling an algorithm a system and method and pretend its an invention although millions of people did the same before.

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I believe this patent will be turned down as invalid due to prior art and being trivial soon. The wording of that patent basically covers every computer game with more than two players published during the last 25 years, including most everything on XBox or Nintendo. The "innovation claim" about sending positional updates from one client to another is simply ridiculous, even for the US patent office.

Companies like e.g. Blizzard probably won't let someone file a patent and take away their earnings for something they've actively developed and been using for two decades. They've got deep enough pockets to afford a lawsuit, and they have a very strong position.
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Well, I really hope that they will not settle it out of court, though. Sometimes, it's good for big companies to just do it because they will have to pay either way: legal fees or licensing. And actually, for companies like Blizzard it could be a good strategy to allow these patents to exist. That way, this patent  which is not even theirs, will still protect them from smaller competitors.

 

Let's just hope they go to court and invalidate this patent.

 

But as I said, what I don't understand is how come they get to re register an almost identical patent? So, in order to invalidate it, you need to show prior art before 96, yet they also have a much more recent patent that is almost identical. So what, they both get to claim a patent as early as 96 and yet still, maintain it for longer due to more recent ones? That's what I really don't get.

Is it yet another loopwhole in the US patent system that allows you to update your patent to keep it from expiring? Ridiculous.

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