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Adam Bothun-Hill (Infest)
Posted on Sunday, July 20, 2003 - 6:06 am:   

Hi I'm 17, just graduated HS and am going into college for programing this fall (probably). So I have this game idea and IMO it could be a big success but obviously I'm not going to give many details because I'm paranoid like that.

My dilemma is being undecided about sitting on it or selling. By leading development of the game, if it's as good of an idea as I think, I'd end up very well set off. Selling the idea would require trusting the people I approach to make the game (which I don't).

Sitting on my idea (I just wrote a 2 page 1st draft) through college worries me because considering the games I'm building on top of are open source it's not unlikely someone could hijack the idea in 4+ years by thinking of something similar.

I've read up on it and know the price of patent is ridiculous while copyrighting might not prevent someone from simply re-wording my idea then saying they thought of it first (right?). Even though I could sue, court is the last place I want to go for a video game idea...and after legal fees it'd probably barely be worth the hassle.

HMMMmm I just thought of this:
Calling different companies, after acquiring a copyright and asking if they'd mind if I record the discussion before discussing details of the game. If they show interest I'd arrange a in person meeting and tell them I'd have to record it for legal purposes as well before accepting to deal with them. Is this going to far, bad business, or really business savey?
Opinions?

Your replies are appreciated alot, TYVM!
Mark Thompson (Markt)
Posted on Sunday, July 20, 2003 - 8:03 pm:   

As I understand it, you can copyright your own explanation of the rules of a game, but the copyright would not prevent someone else from writing up his own explanation and selling it. Some game inventors try to protect their games with patents, and I'm not sure whether that works better or not, with games that don't involve unique physical mechanisms (like, say, the old Mousetrap game). I'd be inclined to say patents don't protect games, but then there are game companies that have bothered to patent games like Scrabble, so go figure.

One simple way to prove that you had an idea before such-and-such date is to write it up, put it in a sealed envelope, and mail it to yourself. Then leave it in the sealed and postmarked envelope, making sure the postmark shows the date, until you need to prove that you were in possession of the idea before that date. That's a legally acceptable proof, and doesn't cost much.
Dan Troyka (Dtroyka)
Posted on Sunday, July 20, 2003 - 9:39 pm:   

You can register a copyright cheaply with the Library of Congress. This gives prima facie proof of authorship. This may not legally prevent someone from stealing the game but it would at least establish who created it. Boardgames have been patented in the U.S. since the 1860s. It may be questionable whether -- in principle -- they are useful inventions, as required by the Patent Code, but the long history of patenting games suggests that they can in fact be protected by patent. I would not advise obtaining a patent though. It would cost several thousand dollars in patent fees and attorney's fees, which would not likely be recouped. The market for new abstract games is pretty small and most people aren't willing to pay for games when so many are available online for free. Perhaps others will disagree but I think it healthier to approach abstract game design as a hobby and not as a business interest.
David Eugene Whitcher (Dralius)
Posted on Monday, July 21, 2003 - 8:21 am:   

Dear Adam

I understand your desire to focus on your college studies and i commend you for it. Just like in real life if you treat school like a job you should do well. Most jobs take 40 to 50 hours of your week (this will be more for a programmer). Then you add in sleeping 56 hours a week. A week has 168 hours so you should have plenty of time left over to do school, have a social life and still pursue your interest in game design. This is assuming you are willing to give up time wasting activities like watching TV. Below is the link to a group you might want to join. It is made up of amateur and professional board game designers.

http://www.bgdf.com

David (Dralius) Whitcher
Roger J Cooper (Rogercooper)
Posted on Monday, July 21, 2003 - 8:42 pm:   

Rather than worrying about somebody ripping off your game, just do it and don't worry about it being copied. Successful game designers make many games in their career, and learn from the process.

No one makes big money by designing games. Outside of computer gaming, almost designers have day jobs. Making financially successful computer games, requires the skill of managing a programming project, not just a clever game idea.
Adam Bothun-Hill (Infest)
Posted on Friday, July 25, 2003 - 4:55 pm:   

Thanks again everyone.

I've decided against programing because of all the Asain math geniuses out there. I'm going to take some Design, Business, and Networking classes instead.

But I'm still driven to make something out of this idea. Once I have a final draft I'll take Mark's advice and mail my self a copy, then I might not even copyright it, make an NDA (non disclosure agreement), then approach companies in the general field of design my game falls into about selling.

I'm going to wait a year or two until I'm comfortable with my business skills and have money to offer those companies a meet & greet on my own expense because they'll have to sign NDA before they can know anything about the game. I'm starting training as a potential employee with a financial services group tomorrow which I'm sure will help me alot along my journey to financial independence ;)
Adam Bothun-Hill (Infest)
Posted on Tuesday, July 29, 2003 - 8:51 pm:   

I found alot of help from google newsgroups and this site http://www.sloperama.com/advice.html
Jeff Mallett (Jeffm)
Posted on Wednesday, July 30, 2003 - 3:22 am:   

Thanks for the URL. I guess I DIY'd. I get a lot of people emailing me wanting to sell their game ideas. Now I know where to point them to.

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