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Games

How To Judge Legal Risk When Making a Game Clone? 270

An anonymous reader writes "I'm an indie game developer making a clone of a rather obscure old game. Gameplay in my clone is very similar to the old game, and my clone even has a very similar name because I want to attract fans of the original. The original game has no trademark or software patent associated with it, and my clone isn't infringing on the original's copyright in any way (all the programming and artwork is original), but nevertheless I'm still worried about the possibility of running afoul of a look and feel lawsuit or something similar. How do I make sure I'm legally in the clear without hiring an expensive lawyer that my indie developer budget can't afford?"
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How To Judge Legal Risk When Making a Game Clone?

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  • Position wisely (Score:3, Interesting)

    by santax ( 1541065 ) on Tuesday January 12, 2010 @05:25AM (#30734670)
    On the globe that is. If you do not want to get sued (I am European so we don't have that problem really here) make sure you are NOT officially an US developer. Create a cheap company on some island in the middle of nowhere where the US has nothing to say. When the original creator starts wanting to get paid for your work, move to that island and just enjoy it! Laws are so utterly complex, one law overruling or disagreeing with another law that it would be foolish to think you by yourself can fight against that system. They will just bleed you dry if they really want to and have the resources to do so. However, and this is more serious advice. I like to make remakes of oldschool games myself. Sometimes with new elements, but I have also made a lot 1:1 remakes. In those cases I just wrote to the original creator. Asking if they were ok with it. This was all non-profit though, but for the 8 games I remade, 1 guy said he didn't want me to remake it. So I ignored him, remade it for myself but never gave it to anyone. I never ran into problems with that last tactic. And I think it really is the best advice I can give you. Track down and contact the original maker and ask them permission. That would save you so much trouble if they agree.
  • by osu-neko ( 2604 ) on Tuesday January 12, 2010 @06:48AM (#30735040)

    ...a company like Atari (who? yes, they still exist!)...

    Depends on who you mean by "they". If by "they" you mean the people who bought the rights to use the "Atari" trademark, yes, they exist. If you mean the company that made classic video games in the 80s, no, they're long gone...

  • by arethuza ( 737069 ) on Tuesday January 12, 2010 @06:49AM (#30735058)
    How about go back and time taking your game with to just before the original author releases their game and sue them for ripping off your game? :-)
  • by Anonymous Coward on Tuesday January 12, 2010 @08:00AM (#30735488)

    The question can not be asked whether someone "can" sue

    .. sure it does. If you pick the jurisdiction, you can select a jurisdiction where the claimant will have to put up a large bond to cover the legal expenses for the first 12 months.. a jurisdiction where these types of lawsuits are frowned upon and regularly thrown out of court.
    You'll find that the vultures will go for your neighbour who happens to be incorporated in the US.

  • by Z00L00K ( 682162 ) on Tuesday January 12, 2010 @08:30AM (#30735638) Homepage Journal

    And yet another question - do that corporation know that they have the right to that game?

    Not every corporation does have track records that legally entitles them to the copyright of a certain piece of software written some 30 years ago. It may be that during some part of the process those rights were left out or that the purchase only was for the brand name etc.

    Not everyone suing does hold the rights either.

    There are multiple variations on a theme here. But if you do sell a look-alike that does have some modern or modified qualities in it it's hard to claim copyright on it. All adventure games do inherit from the original "The Cave".

    And now it's the internet - so selling games from certain sales locations will make lawsuits trickier. You may even have a business model of free download and then sell services around the game instead.

    Just go the way that will create the most headache for the holders of the rights to the original game for them to figure out if it's worth pursuing and how to do that. Distribute the responsibility for the game and the development of it into different legal entities so that you only have a facade company that takes the hit if something goes down the drain. Facade company owns the rights to the software, but every employee is in another to which all the money goes as "development costs", so if it goes really bad only the facade falls and the application rights may get voided.

    Done right the risks are lowered.

    Just make sure that it will cost more to investigate your businesses than what can be gained from pursuing a case against you and you can relax a bit.

  • by Moryath ( 553296 ) on Tuesday January 12, 2010 @08:45AM (#30735724)

    Remember: the difference between a "rip-off" and an "homage" is whether or not the other side has a goddamn sense of humor.

  • by Sophira ( 1364317 ) on Tuesday January 12, 2010 @08:47AM (#30735746)

    Girls do exist on Slashdot, you know. In fact, I'd consider myself geekier than most guys. ;)

  • by westlake ( 615356 ) on Tuesday January 12, 2010 @06:53PM (#30744066)

    Don't ask any permission. Just do it and have a good lawyer ready.

    Good lawyers cost money.

    The best lawyers will tell you to drop this idea before it costs you even more money - and time.

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