The top 10 legal mistakes by games developers

I was honoured to give the first talk at Rezzed 2015 in London earlier this month, where I gave a short practical talk about the top 10 legal mistakes that games developers frequently make, why they are mistakes and what to do about them.  Here’s the slides below – enjoy! [Newsletter readers, you can find the slides here: http://www.slideshare.net/jaspurewal/top-10-game-developer-legal-mistakes.]

 

Why DMCA and trademark protection is a no-brainer: the Darkest Dungeon scam

I just saw an interesting story on Eurogamer: the developer of Darkest Dungeon, a popular new indie game, has hit out at a clearly fake version of its game on the Windows Games Store.  The developer is said to have reached out to Microsoft for help.  I’m sure they will oblige in due course.

I thought I’d take this opportunity to write a quick post because what you probably WON’T read about is what Microsoft, or any other platform which is said to be hosting fake/fraudulent/illegal/infringing content (“content” btw might be games, film, audio, artwork – anything) might say in response to the developer: Continue reading Why DMCA and trademark protection is a no-brainer: the Darkest Dungeon scam

Games law war stories: the fax contract that saved Tetris

Lawyers love to hear good legal war stories.  Games industry folks love to hear how a deal was put together.   Well, I just heard such a good little one that I had to share it with you.  The DICE conference over in Las Vegas just had a wonderful session of Alexey Pajitnov (inventor of Tetris) and Henk Rogers (his longtime business partner) interviewing each other about the history of Tetris and their partnership together (it was broadcast on Twitch).

Anyway, when I tuned in Rogers was in the middle of explaining how he came to meet Pajitnov for the first time (btw, in case you don’t know who these legends are, here’s an explanation of the history of the Tetris legal saga which I wrote in 2010!): Rogers had flown to (then still Soviet) Russia to try to get a licence from Pajitnov’s organisation for rights to distribute Tetris on Gameboy.  He *had* to get the licence on that trip or be ruined financially, since he already had the Gameboy version in production!  The Russians wanted to play for time.  So – and at this stage I’m now paraphrasing what Rogers was saying on Twitch as closely as I can remember – Rogers played hardball, throwing at the Russians as much legalese as he could think of or make up, including telling them that after a period of time his offer would automatically become “null and void” (nice).

Then, once he thinks he’s making progress, he makes a long distance call to his lawyer in Japan.  It takes 8 hours to connect to his lawyer and, once he gets through, he gives the lawyer a fax number and tells him to send over a contract of no more than 20 pages, which has to give Rogers every right he could need to license Tetris from the Russians, can’t have long words (because Rogers needs to be able to explain every word of it to the Russians) and it has to be fair to both sides because there won’t be a second shot at this.  Then, says Rogers, 24 hours later his lawyer sends over “the best contract I ever read in the industry”. At this point, Pajitnov nods sagely and adds “it was”.

What a story.  I’m sure it ended up being somewhat more complicated but, still, whoever Henk Rogers’ lawyer was, I salute you!

Jas on Quora

I’ve been on Quora, the questions-and-answers social network for a while.  I really like it.  I’ve answered a bunch of questions on it, I read it even more than I post answers on it, and I’ve started working with some great people through it.  I thought you might find some of these interactions useful so here’s a link to my page: http://www.quora.com/Jas-Purewal/answers. Continue reading Jas on Quora

Don’t leave money on the (legal) table

When you’re contracting with someone else, think wider than your product’s immediate revenue stream potential. That’s what I want to write about in this post. We see too many contracts where the product owner is partnering up with another guy without thinking as far as he/she could about what the value they’re giving away. Let’s say that it’s a games developer partnering with a publisher, or a software developer signing a distribution agreement with a distributor. They could be leaving money on the table by not thinking wider (and being sharper in the contract, which is what it all comes down to). Continue reading Don’t leave money on the (legal) table

When is a contract enforceable?

My friend Nicholas Lovell of Gamesbrief got in touch with me today to ask me about when a contract is enforceable and when it isn’t – he’d been discussing with some other Tweeters that sometimes contract aren’t enforceable in a consumer context.  They were also interested in what happens in a business context.  So I thought I’d blog about it. Continue reading When is a contract enforceable?

A beginner’s guide to IP in games

Hi everyone.  Earlier this week I went along to Dundee, Scotland for the Digital Spark conference and delivered a session on a beginner’s guide to IP in games.  I made a Prezi for the session and thought you might like to see it, so here it is: http://prezi.com/ynsvjg5hgpc6/a-beginners-guide-to-ip-in-games-jas-purewal-osborne-clarke/.

Please feel free to have a look over it and by all means drop me a line if you have any questions, would like to use it, think it’s good/bad/awesome/needs work etc.

Cheers,

Jas


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Take Control of Your (Legal) Destiny

This is an opinion post about the need for tech businesses of all kinds to do their part in ensuring that the legal system regulates them fairly, but doesn’t ruin their business.

The genesis of this post comes from this Telegraph article about comments made by Google Executive Chairman Eric Schmidt, which I encourage everyone to read. The article was ostensibly about Google’s views regarding facial recognition databases (which it is against), but it also said this:

“Mr Schmidt, however, warned regulators and legislators against trying to prevent worrying services in such a way that may stifle innovation. “Hopefully the French or any other country won’t pass laws that are so foolish they force Google to not be able to operate in those countries,” he said referring to a French law requiring internet companies to retain unencrypted passwords for a year.

Well-meaning people in government write something which is pretty broad and you have to be careful when you do this kind of regulation,” Mr Scmidt said in answer to a related question.  You might affect something and have an unintended consequence.  So that is what we are always concerned about”.

It sometimes seems that tech businesses don’t spend much time on thinking about what the legal/tax/regulatory system should be like as part of their business strategy. Instead, this important issue is relegated to the same status as the day to day business legal ‘compliance’ – which can have unfortunate consequences.

As a result, well-meaning governments worldwide over the last decade or so have done a number of things which they think are needed to protect people, but which also stifle innovation or just plain make life hard for tech businesses. Here’s some examples:

Yahoo and the Nazi Memorabilia case: way back in 2000, a French organisation sued Yahoo! for alleged breach of a law against the display or sale of Nazi memorabilia, some items of which was at the time on sale on a Yahoo! auction site. Yahoo! argued (quite sensibly) that it was based in the US and the service was not in any way targeted specifically at France or intended to breach that law. It was just an auction site, over whose contents Yahoo! exerted no control. Yahoo! was still found liable and ordered to take steps to ensure this could never happen again or face a 100,000 Franc fine per day (which, as far as I know, is still running).

Three Strikes: a number of different countries have enacted or are enacting Three Strike type laws (e.g. the Digital Economy Act in the UK). You can debate whether or not they (or any other anti-piracy laws) are a good idea, but it’s clear they impose significant burdens on tech business – principally ISPs – for the benefit of the creative industries. Generally, the ISPs weren’t particularly happy about it (in the UK, two of them even sued the government over it) but they haven’t got much of a choice really.

Street View, Facebook privacy policies, Google Buzz and Sony/PSN: in each of these more recent examples, tech businesses have greatly underestimated the depth of consumer feeling over data protection and privacy issues. It’s just a matter of time before we see governments taking action over this.

Virtual goods: so far, legal developments in virtual goods have been in the East (e.g. here’s what the Vietnamese government said last year) – but with the incredibly rapid rise in the value and importance of virtual goods worldwide, it’s just a matter of time before regulators step in the West as well. As I’ve written about before, I suspect there’s going to be a battle. But I don’t see virtual goods providers doing anything so far to fend off heavy-handed government regulation.

I could go on, but hopefully you get my point – these are tech innovations brought low either by existing laws or because they just didn’t understand the government/legal perspective. All of it was avoidable.

What can you do about it?

There isn’t any magic cure of course – but, at whatever stage your business might be, you still have a stake in shaping how it will be regulated on a range of different fronts: how it should be taxed/incentivised by government, how IP laws should be made fit for their modern usage, how to deal with trade and competition issues – the list goes on.

Here’s some thoughts on what you can do:

Talk with your lawyer – not just about the day to day legal issues that need to be dealt with, but what’s coming up on the horizon and how it could affect you.

Industry events – discuss these issues when you meet your colleagues. Example: if you’re a games business, it’s good to discuss recent business and tech developments, but what about changes to the intellectual property laws that your whole business depends on?

Politics –  get your trade association involved, go to governmental events, speak with your local MP, get lobbyists involved if need be – do what you can to influence the debate.

I think now is the best time we’ve had in years for authorities to actually listen to the needs of tech businesses – so let’s make use of it.

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Patents and the mobile/games industry

This post represents my personal views – not those of my employer.

Patents are suddenly causing problems in the mobile games industry – this is what you need to know about it.

What’s been happening: Lodsys vs the app developers

This year has seen a sudden spike in patent lawsuits/threats against businesses in the mobile sector, affecting both developers and platforms. Until very recently, patent infringement issues were confined to actions between the big beasts in the mobile world (like the ongoing battle between Samsung and Apple, for example).

However, last week patent issues suddenly became a real problem for app developers, when news broke that a US entity called Lodsys has been issuing warning letters to a number of app developers over patents which Lodsys claims it holds over in-app purchase technology. Specifically (as Wired reports):

Lodsys is accusing the developers of infringing a patent related to the usage of an “upgrade” button that customers can use to upgrade from a free version of an app to a paid version, or to make purchases from within an app.”

We don’t know how many developers Lodsys is threatening to take action against. Lodsys has confirmed however that it is “seeking 0.575% of US revenue over for the period of the notice letter to the expiration of the patent, plus applicable past usage“. Lodsys claims that its patents have already been licensed by Apple, Microsoft and Google, but that this does not protect developers who then create apps in their ecosystems.

What is a patent?

Basically, a patent is a type of intellectual property right which “protects new inventions and covers how things work, what they do, how they do it, what they are made of and how they are made. It gives the owner the right to prevent others from making, using, importing or selling the invention without permission” (says the IPO).

Patents typically protect inventions like new medicines or industrial machinery. They allow you to stop others from exploiting your invention and can themselves be sold/assigned/licensed to a third party – which makes them valuable. However, they are limited in duration – they last up to 20 years and then the invention typically enters the public domain.

The rationale behind patents is essentially that, if society grants inventors the exclusive right to exploit their invention for profit for a limited period, then inventors will be incentivised to keep inventing and society will benefit both from new inventions and from access to existing inventions which enter the public domain after their patent expires.

Patent law

Patent law is very complex and each country’s laws differ, so I’m not going to try to explain everything here – as always, if you have queries then you should seek specialist legal advice (or contact me). That said, for current purposes here’s the key points (based on UK law as a model) which you need to understand about patents:

  • To be patentable, basically an invention has to be new, has to involve an inventive step that isn’t obvious, has to be capable of being made or used and can’t fall into certain excluded categories (e.g. it can’t be a scientific/mathematical theory, or a musical work).
  • The process of obtaining patents is long and complicated and territorial: a patent only protects you in the country in which it is granted, so often you have to obtain patents in each country where you operate.
  • Broadly speaking, in some countries (above all the USA), you can obtain patents over software inventions, whereas in many other countries (especially Europe) it is possible but much harder/uncertain. Software patents are often pretty contentious in the tech industry (more on that later)
  • Once you have a patent, in principle you could sue anyone who makes a product that you consider infringes your patent, whether they knew about your patent or not.  In other words, if the other guy infringes your invention knowingly or unknowingly, you could in principle sue him – you do not generally need to prove that he knew about your prior patented invention.  The test for patent infringement focuses much more on a close analysis of the two products and an examination as to whether the allegedly infringing product does actually infringe the patent.
  • There are four main responses to a patent infringement suit:
    (1) Agree to pay a licence fee to the patent holder (this can range from a one-off fee to a profit sharing agreement) — avoids litigation but means an extra business cost
    (2) Fight the claim on the basis that your invention does not infringe the patent — leads to potentially expensive litigation
    (3) Fight the claim on the basis that the patent is invalid or expired or otherwise doesn’t bind you — leads to potentially expensive litigation
    (4) Do nothing and hope for the best — ultimately just leads to (1), (2) or (3) happening.

What can you do if you have patent infringement concerns?

There’s no wonder cure here I’m afraid, but if you’re concerned about patent infringement claims against you (or if you’re concerned that someone else is infringing your patents), then here are some tips to think about:

  • Take legal advice early – patent infringement claims are complicated and can ruin your business, so take them seriously. As I say to my clients, a little legal advice early on usually saves you a lot of time and money down the line.
  • Reach out to the patent holder. Find out what it wants, early on. And then work out what you can live with.
  • Contact business partners who could help you, or other entities which might be affected (in the present case, the app platforms and other app developers)
  • Check your insurance policy regarding its legal disputes insurance cover (it *could* help)
  • Get vocal or keep quiet. In other words, either get everyone you know on board to try to put pressure on the patent holder to drop the claim or, if that won’t work or public knowledge of the claim would hurt you, lock down. If need be, get PR advisors involved.
  • Make sure your business is a limited liability company. Actually this is really something you need to do before you face a claim, but it’s still important – a successful lawsuit against you, or a failed lawsuit by you against another guy, could bankrupt the business – which you can walk away from in the worst case scenario if the business is held in a company. You can’t walk away from being made bankrupt personally.

(Note: larger tech companies may well have other defences open to them – in particular, using their own patents portfolio to counter-sue the other guy (that’s one of the reasons that these companies acquire huge numbers of patents – as a shield to patent infringement claim from third parties).)

Lodsys, revisited: thoughts on what’s happening in the mobile world

So far, the Internets seem pretty angry about what Lodsys is doing (its blog even mentions death threats), on the basis that Lodsys is essentially claiming ownership of the patented in-app purchase functionality. I don’t have enough information or specialist patents expertise to comment in detail on the validity of Lodsys’ patents or its likelihood of ultimate success in any claims (though my friend Florian Mueller has expressed some trenchant views on this front at his Fosspatents blog).

Clearly though, this dispute could end up raising some pretty important issues the future of in-app purchase functionality in the mobile world. On that front though, a lot more still needs to happen before this really gets interesting. The app platforms need to make their position public (especially Apple, from which a number of app developer have sought assistance). The app developers and Lodsys also need to clarify their positions as against each other. And, ultimately, Lodsys will need to either put up (i.e. start legal action) or shut up.

If we see lawsuits afoot, it will get very messy, very quickly. Lodsys would need to pursue its claims against the app developers/platforms through legal avenues – potentially even trying to shut them down. As I said earlier on, the app/developers will need either to reach financial agreement with Lodsys, or fight the claim, or just try to play for time. If a big cat in the mobile world gets involved and funds a big legal fight, we could see the validity of Lodsys’ patents being challenged.

Ultimately, if Lodsys succeeds then it can in principle expect to receive substantial royalties from the licence agreements it could demand, while the app platforms may also decide/be forced to change how their technology works in order not to infringe these patents. This would cause a lot of difficulties in the mobile world – for app platforms, developers and customers. On the other hand, if Lodsys’ claims were defeated then it would send a strong message regarding the use of software patents to pursue these kinds of claims in the mobile world.

Of course, even if this claim does go away, I don’t think the idea of software patents being used in games or mobile or other parts of the modern tech industry will go away – look at Zynga’s reported patent applications regarding virtual currency, for example.

Watch this space.

Wider thoughts on Lodsys and software patents

More generally, my view is this debate is really about whether we should have software patents at all, and it just happens on this occasion to arise out of Lodsys’ software patents regarding in-app purchases in the mobile sector. As I said earlier, software patents are often very contentious. The arguments in favour of software patents are the same as arguments in favour of patents generally:

  • Patents promote development (especially the increasingly large R&D that expensive new software requires)
  • Patents mean that the public will eventually obtain public disclosure and free use of the invention (after the 20 year monopoly has finished)
  • Patents represent a great deal of hard work, which deserves protection
  • Patents are always subject to legal challenge if the patent holder has gone too far
  • Copyright doesn’t go far enough to protect inventions – patent protection is therefore needed

However, opponents of software patents have their own arguments too:

  • Software patents are a minefield in the modern software industry, where you can very easily but unknowingly infringe someone’s software patent, or at least open yourself to a speculative lawsuit. Or, to put it another way, how are you supposed to know you have infringed a software patent and what are you supposed to do if you have infringed one?
  • Software patents are useless #1: no software innovation will ever retain its value for the 20 years of a patent’s life.
  • Software patents are useless #2: a decent software developer could probably engineer a way around the patent anyway, so why bother having them?
  • Software patent protection actually stifles innovation by shutting up new inventions and preventing open and free innovation (especially in the Internet age where we are used to free/fast information exchange)
  • Permitting software patents just encourages patent trolls to take legal action against legitimate software developers for a quick return
  • Other branches of IP law, like copyright or trade mark law, already provide sufficient protection

These are the arguments which underlie the current debate as to whether Lodsys is acting properly or not in threatening patent infringement actions against developers allegedly infringing its patent in-app purchase functionality.

I’ll let you make up your own mind as to which you prefer. However, to some extent these policy arguments for and against software patents are besides the point: like it or not, in some jurisdictions it is just a fact that software patents are permitted and will generally be protected by the courts.

Demystifying copyright and games

This post was originally published on GAMESbrief.

If you want to protect your games, you need to understand copyright law. It’s that simple. The problem is that many people get pretty hot under the collar about copyright law and think it does a lot more than it actually does. So, this post is about what copyright really is, what it does and what it doesn’t.

Before I get started though, it’s worth making a few initial points, since copyright in the games industry can be a pretty divisive subject:

  • This post is intended to summarise some key points about copyright law as it is, to help developers to understand where they stand legally. It isn’t about what the proper balance of copyright law should be between rewarding existing innovation and not discouraging new innovation.
  • This post isn’t about anti-piracy laws or UGC, though they do derive largely from copyright law. Those are posts for another day.
  • This post isn’t claiming that copyright infringement is any more or less of a risk for the games industry than it was back in the days of Pong. Personally, I think copyright infringement issues are on the rise, particularly in an era of mobile and casual games borrowing from established IP elsewhere in the industry (look at say Gameloft’s N.O.V.A. vs HALO or Desktop Dungeons vs League of Epic Heroes), but you can make your own mind up about that.

What is copyright?

Copyright law protects the rights of anyone who creates and/or owns a piece of work – such as a book, a film, a database or a computer program (I’ll call them “works”). To the right is an example of a random copyright work derived from one of my favourite games:

Copyright law is the main branch of IP law which protects creativity, as opposed to say trade mark law (more on that here), which is essentially about marketing your products, or patent law, which protects industrial innovation.

Five key points you need to know about copyright

(1) Copyright only gives you rights over the actual work you’ve created; it doesn’t give you a monopoly over the idea underlying the work.

This is critical: copyright law is meant to protect the fruit of your work, but it doesn’t stop people independently carrying out the same work and also enjoying legal protection of the fruit of that independent work. Legally, we say that copyright law protects the expression of an idea but not the idea itself.

Example: the fact that Nintendo owns copyright over the way that Mario looks and sounds does not give it a monopoly over all Italian plumber-themed games characters. If hypothetically Sega had entirely separately a similar Italian plumber for their own platformer back in the 80s, then Nintendo could not have objected to Sega using that work, or vice versa.

Therefore, it is entirely possible to have two very similar works both co-existing under copyright law, provided one has not substantially copied the other of course (more on that later).

(2) Copyright law gives you specific rights over your copyright work.

Essentially, you have the right to exploit the copyright work and stop others from exploiting/distributing it without your authorisation (the latter category starts straying into anti-piracy laws, which as I said is a post for another day).

These rights are valuable: you can buy/sell, leverage and license your or someone else’s copyrights. Licensing is key in the modern games industry: it is through licensing that a developer is able to make a game based on a copyright work owned by someone else (e.g. Bigpoint developed Battlestar Galactica Online or TT Games developed Lego Star Wars).

(3) A game will contain lots of different copyright elements at the same time.

For example, it could contain code, databases, pictures, films, sounds and written materials. Each of these elements is separately protectable by copyright law in different ways. This makes the copyright protection of games more difficult than, say, a book or a painting.

(4) Different countries have different copyright systems.

Example: in the UK copyright protection is automatic and there is no need to register the work. In the US, a work is not fully protected unless it is registered. (This might not sound that important, but in the recent past it’s caused real problems for Jagex, for example). Similarly, different countries have different defences to copyright infringement: the US has a wide ‘fair use’ defence, whereas the UK does not (not yet, anyway). Depending on the territories in which you operate, you may need to take specialist copyright advice (NB this post is based on UK law).

(5) Different copyright works last for different time periods.

When that time period expires, generally the work enters the public domain and becomes freely exploitable.

Example: copyright protection for a script lasts 70 years after the death of the author. However, for a film it is 70 years effectively after the death of the last of its creative team. Once that protection has expired, the work will in principle become freely exploitable in the public domain. (Here’s some food for thought: as a result, valuable IP will fall out of copyright protection in the first half of this century. For example, what happens when Mickey Mouse enters the public domain?)

Copyright infringement

As a broad summary:

  • If a developer takes an existing copyright work and copies “all or a substantial part” of it, and
  • That copying can be established factually,

Then that developer may in principle be liable for copyright infringement to the owner of the original copyright work.

So copyright infringement DOESN’T mean that if a developer bases a work on the same source or idea as your existing work, or even if his/her new work copies your existing work, that he/she is automatically infringing your copyright. There has to be copying of ‘all or a substantial part’ for there to be copyright infringement.

Copying of a ‘substantial part’ is a test of quality but also quantity: the developer could be liable for copyright infringement if he/she has copied very significant portions of your work or if he/she has copied one small but very significant part of that work.

BUT – there’s a catch. It has to be shown on the facts that the other guy has copied your work. This is done by a painstaking examination of the two copyright works next to each other in order to establish every similarity and dissimilarity between them. The judge will then take that analysis and decide whether he/she considers that there has been copying of “all or a substantial part” of the original work and therefore if there has been copyright infringement.

In practice, this can be a hard test to meet:

  • If the alleged infringer in fact did not even know about or see your work, then you’ll have no claim.
  • If the alleged infringer did know about your work, but you can’t prove that he/she had any access to it, then you’ll have difficult making a claim.
  • If the alleged infringer did know and have access to your work, then you may have a claim – but, as I said, you’ll need to show that there are sufficient similarities between the works for the judge to find copying of “all or a substantial part” of your work.

This is where it can get very murky indeed. I’m going to discuss the difficulties of establishing copyright infringement through two examples – one outside the games industry and one from within it.

Dan Brown, The Da Vinci Code and The Holy Blood and the Holy Grail

Back in 1982, three authors wrote a controversial book entitled The Holy Blood and the Holy Grail, the central theory of which was that Jesus married Mary Magdalene and that ‘the Holy Grail’ was both her womb and the resulting bloodline from that marriage. In 2003, Dan Brown’s best-selling The Da Vinci Code essentially turned the same theory into a novel.

Two of the authors of The Holy Blood and the Holy Grail then sued Brown and his publisher in 2006 for copyright infringement. The judge found that Brown had quite clearly recycled large parts of the “central theme” of their book when writing The Da Vinci Code. BUT the judge still ruled that there had been no copyright infringement, on the basis that there had not been copying of “all or a substantial part” of the actual contents of The Holy Blood and the Holy Grail. Any similarities, the judge found, were at so high a level that it could not be shown that sufficient copying of the actual text of The Holy Blood and the Holy Grail had occurred. Thus, Dan Brown, who quite clearly had taken his inspiration from someone else’s earlier work, was not liable for copyright infringement. (Incidentally, this case became infamous in legal circles because the judge incorporated his own code into his written judgment – seriously).

Let’s apply that in a games context. You create a game called Doom featuring innovative first person perspective action set on a future Mars against hordes of hostile aliens. A rival developer then creates a highly similar game called Gloom. Can you sue successfully for copyright infringement?

Answer: you will only succeed if you can show actual copying of the actual contents of your game – the artwork, sound, code etc. But it’s not enough for you to just argue that the other guy sat down in front of your game and thought “right, how can I make a game that looks and plays just like that?”

Let’s explore that further in the next example…

Nova Productions v Mazooma Games

Nova and Mazooma were both UK developers who created arcade machine games. Nova sued Mazooma and others, arguing that Mazooma’s games Jackpot Pool and Trick Shot infringed copyright in Nova’s game Pocket Money. All of them were pool-themed arcade machine games. BUT, Nova didn’t argue that Mazooma had actually copied Pocket Money’s underlying code. Instead, Nova argued that Mazooma had copied the user interface, or ‘look and feel’, of its game (you can see examples of the alleged similarities here). Nova also argued that Mazooma had copied key game mechanisms such as a cue aiming interface and power meter.

Nova lost the case, because it couldn’t show that there had been actual copying of its actual copyright works (e.g. the program code or its graphics) and it just wasn’t enough to show some similarities in the user interfaces of the games. (There’s more on the case here for those who are interested in the detail.)

This case shows us again that:

  • Copyright infringement depends on copying of ‘all or a substantial part’ of actual copyright works within a game – such as its code, graphics or sound;
  • You have to be able to show factual evidence of the copying; and
  • It’s not enough to point to superficial similarities or the ‘look and feel’ of the game – because that could just as easily have derived from the (unprotected) ideas which you yourself based your game on. Just because you develop a pool arcade game (or an FPS like Doom) first and then another guy makes a similar game, it doesn’t automatically entitle you to sue for copyright infringement.

It’s not all doom and gloom

A sceptic might be thinking at this point that there’s no point in having copyright protection. That’s not the case at all. Here’s some more positive points to think about:

  • Remember that copyright is a valuable asset in its own right, which can be bought/sold, licensed and leveraged. In fact, for games developers it is often their main asset.
  • Cpyright law goes hand in hand with trade mark law. You may not in some cases be able to stop a rival from poaching aspects of your game via copyright law, but you might be able to use trade mark law instead. You can read more about that here: Demystifying Trademarks and Games.
  • Dn’t take the above as the last word on copyright law and games. In fact, copyright law as it applies to games is not very well understood at the moment – would the same result in Nova v Mazooma happen if it was a popular narrative game rather than an essentially mechanical pool arcade game? There is I think scope for a more favourable interpretation of copyright law for the games industry in the future.

In the meantime, here’s some practical tips…

Top copyright tips for developers

  • Be realistic about how important copyright protection is to your business. What resources do you want to put towards it and in which territories? What can you do to read up on copyright law? (Tip: for the UK, have a look here for starters.)
  • Remember that copyright is a valuable asset in its own right, which can be bought/sold, licensed and leveraged.
  • If you have a dispute with another developer, think about what you want to achieve. Can you reach an amicable resolution with the other developer? Or are they actively trying to copy your product and take your customers such that a fight is inevitable? Can you use third parties, like Apple, to make your life easier via takedown requests? Can you enlist your player base or the games press to help? Have you had a word with a friendly games lawyer?
  • BUT, don’t just be guided by legal factors alone. Think about how much a legal fight would cost, how much time you have to devote to it, what your player base or partners would think of you. It may be that a negotiated settlement is better than an all out fight.
  • Don’t forget your safest bet is to make sure your games are better than your rivals’. Ultimately, only good products can grow your business and ensure your players stay with you rather than go to a rival.

Next month, to round off our IP fun over the last couple of months, I’ll be answering some frequently asked questions about IP law and games…

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Image credit: Valve Software