I have a germ of a game idea that I'm developing. I'd like to post my progress here but I worry about copyright. What's the policy regarding copyright on this forum?
Both school of thoughts are correct. I just don't want to see people get "screwed." I have been there, "worn the teeshirt," as they say. So tend I err on the side of caution. That said, I also learned this valuable lesson: You have to trust somebody at some point to further your concept/career. Most successful people are more than happy to lend their help and expertise to those who haven't "arrived" yet. Sometimes you have to trust your gut. Sometimes you will get burned but life goes on and it goes around. My conclusion is that when it goes around - it will come around. If you can't read between the lines there, what I am saying is that if you get burned, they have hell to pay for it not you. And another opportunity will come around to you again. Some call it Karma, Law of Reciprocity, Sewing and Reaping and so on.
If you look at a lot of successful people or companies in this business you will find that rarely is it a sole individual effort. Two are always better than one for many reasons not just in idea generation and improvement but for encouragement, excitement building, motivation, different skill sets, risk management/spread. my advice (which is free - and you know what they say about free advice, so put your own value on it), is to find a like minded person or persons that share your passion and creative abilities that you can collaborate with. Yes it might cost you percentages but it works. It has personally served me well.
It can also open doors for you. I collaborated with a company in Massachusetts started by retired Hasbro people. Go into a TARGET store - they are the company responsible for all the unique wooden packaging of Hasbro games. (So much more than that as well). Anyway, they are great people. kind, willing to listen and help and we became friends and pitched to Hasbro together several concepts.
I also collaborated with the retired president of Hasbro Interactive, their video games division. That also brought me further up the ladder. So, find what works with you and do it. The goal really is not a destination but rather a process. The FUN is in the process not in the arrival (though that can be pretty sweet)! And lastly remember this: The first three letters in the word funeral are fun. Be careful.
Hi - who ever answered you is wrong. here is the correct answer to your inquiry:
First of all, YOU CAN copyright your rules. Anything nou say in print be it rules, story or other, can be protected by a copyright. Further, according to the patent and trademark office, the minute you write it you are legally protected by the copyright law. You don;t even need to register it just put the symbol on your work. Later you can pay the small fee and register it if you want or if it is going to be a big financial project. I put the symbol on all my rules and market renderings.
In answer to your question: This is a sight for game designers is it not? Do they all design/invent games for fun? (maybe - it can be) But isn't the real reason for the big payoff? You know, the big deal at the back end ? The royalty check every quarter that means the difference for you between a fun and exciting life or a 9 to 5 rut for 40 years?
So in answer - while I am sure most are honest, DO NOT broadcast your ideas. Even if they are honest, just as I am, we creative types acn not help but let the wheels turn in our head. We can not help seeing a twist of an application that might just be the missing link to the end to end all games we have in the back of our heads. It may not be yours but it may incorporate some of it. Hasbro exec tells me that they sometimes see an idea that was good but not good enough and later another comes in with a different twist or application and it sent the idea over the top and they did a licensing deal. The first inventor will then think Hasbro riped them off which of course they didn't. Sometimes Hasbro will be fair thought and split the royalties with both inventors. My suggestion to you is get with someone you trust who is as prolific as you and work together... brainstorm together. be partners. I can tell you I am super prolific. I admit it. I am really great at inventing. But when I hired a guy 6 years ago to do my market illustrations he amazed me with how much better he added to it. I was so impressed that I gave him an equity position in my company. Now we both brainstorm together. We bnoth know exactly how each other thinks. One of us will come up with the initial idea and the other will add to it and back and forth we go and before long it is 1000 times better and we perhaps get several ideas out of the one initial concept.
So if your idea needs validation, that is one orute or another would be to have an agent that represents you who you can bounce it off of. If he is your agent than you guys are already on the same team. No worries of stealing.
I posted under advise on royalty sharing - there may be info that will help you. Good luck.
Hi - who ever answered you is wrong. here is the correct answer to your inquiry:
Your answer here is actually wrong, not about copyright, but about sharing and discussing your ideas. Here, I'll explain why, and perhaps why you're seeing it differently than the person who previously answered him.
Quote:
In answer to your question: This is a sight for game designers is it not? Do they all design/invent games for fun? (maybe - it can be) But isn't the real reason for the big payoff? You know, the big deal at the back end ? The royalty check every quarter that means the difference for you between a fun and exciting life or a 9 to 5 rut for 40 years?
This is a site for people to discuss game design. This includes general ideas about design, prototyping, marketing, etc., as well as specific game ideas. I can tell you that because I've been here helping to administer it for something like seven years now.
The goals of people here vary. Some people like to to just play with their ideas, with no intention of ever publishing. Some people have a goal of eventually self-publishing. Some hope to have their games published by another publisher. And a few have the dream of making a full-time living off of game design.
What you probably didn't get in the couple of days you've been here -- and mind you, I'm not at all trying to discourage you, you've had some great advice -- is that most of the design discussed here is aimed at what's called the hobby game market. This is a market where there are very few people making a full-time living, as sales of an individual game are most commonly in the 2,000-10,000 range. Games in this market include titles such as The Settlers of Catan, Carcassone, etc., though those are examples of the best sellers in this market, selling in the hundreds of thousands or, in the case of Catan, millions.
This is a very different market from the mass market where Hasbro and Mattel rule the roost. There are many more publishers and, perhaps surprisingly, many more games published every year than in the mass market. Not more total copies, but many times the number of new titles.
In this market, theft of ideas is incredibly rare. In fact, there are only one or two even slightly-well documented examples of it happening. There are several reasons for this.
First, the market is very intimate. Nearly every publisher knows every other and spends time hanging out together at various events every year. Sometimes they even playtest games with each other, and they certainly discuss things in their pipeline. They spend time with lots of designers, discussing their designs, helping test them informally, and quite commonly, being good friends. This means that when an idea might be stolen that is in the submission stage, it will usually become instantly obvious if someone is ripping someone else off.
Second, because there is so little money to be made and the ratio of submissions to published games is so great, it's nearly impossible to tell what is even worth stealing. The idea might seem really great and inventive, but that means very little when it comes to getting the game published.
Third, because the community is so tight, if a publisher becomes known as someone who will rip off an author, their supply of good, publishable games instantly dries up.
Fourth, most designers here are just like me: I have dozens and dozens of ideas that certainly seem great that I'd love to have published. I don't need your idea, nor do I even want it. I want my baby published.
None of this is really true in the mass market. It's much more competitive and the rewards are much greater. People called "inventors" stalk that market, along with "agents," neither of which is at all the same breed as the "designers" we have here.
Quote:
So in answer - while I am sure most are honest, DO NOT broadcast your ideas.
So in actual answer in this market, absolutely do share your ideas. Every person who has been on this site more than a few months can tell you that their game concepts were immensely improved by discussing them here. Great ideas tend to flood in when you're trying to work through something and at the very least people ask you really key questions about your designs that can help you see what you've been missing all along.
Now mind you, we're not talking about Hungry Hungry Hippos here, or Simpsons Monopoly, or some retread trivia game. We're talking about strategy games of considerably great complexity. We're talking about games that can sometimes take years to polish into reasonable, publishable games.
This will surely surprise you, but I've playtested many games from some of the few designers in this market who do indeed make a nice, full-time living. And get this: not only did they know I'm a designer too, they were quite happy about it because I could provide a certain kind of insight that non-designers can't (though mind you, they can provide their own kind of insights that I can't). And as difficult as that may have been to believe, get this: I have never, ever been asked even one time to sign an NDA before playing. Why? Because they know that in this market, stealing is virtually nonexistent and very, very difficult to get away with.
Quote:
Even if they are honest, just as I am, we creative types acn not help but let the wheels turn in our head. We can not help seeing a twist of an application that might just be the missing link to the end to end all games we have in the back of our heads. It may not be yours but it may incorporate some of it.
This is unquestionably true, but here's the kicker: in 99.99999% of the cases, ideas aren't worth squat. I may well pick up an idea from someone else's design, and they may well from mine, but those ideas do not make a publishable game. They're just ideas. Quite seriously, give me an hour and a blank piece of paper and I'll give you 20 new ideas for interesting game mechanics and games. Ideas are easy and incredibly cheap. Finished, publishable games are hard. If you take an idea of mine, I can guarantee you that you won't diminish my game one bit. In fact, odds are great that you won't end up submitting anything that even resembles my idea in the end.
Quote:
Hasbro exec tells me that they sometimes see an idea that was good but not good enough and later another comes in with a different twist or application and it sent the idea over the top and they did a licensing deal. The first inventor will then think Hasbro riped them off which of course they didn't.
Here's the amazing thing about ideas: they're built on top of other ideas. When Trivial Pursuit became big, thousands of people came up with ideas for trivia games that were slightly different, but there were actually only a dozen or so ideas in there. Taking an idea and advancing it to its next logical step means that people who actually play games end up coming up with very similar ideas all the time. Tom Jolly, a fairly prolific game designer, has a really excellent essay about this, where he notes that a genius idea of his was published by someone else entirely just months after he came up with it, despite having never shared it. It happens all the time, and that same Hasbro exec will tell you about it.
Quote:
Sometimes Hasbro will be fair thought and split the royalties with both inventors.
This is hardly fair. Me, I'd be totally pissed if Hasbro published a game of mine where I came up with the idea on my own but insisted on giving half of my money to someone else because he came up with a similar idea. Buy one of our games and pay that person. Each of us has full rights to the idea, so whoever they pick gets the dough.
Quote:
My suggestion to you is get with someone you trust who is as prolific as you and work together... brainstorm together.
My suggestion is to do it here. There are lots of super-prolific genius folks here who will help you usher your idea along without thinking for a moment about stealing it. Your game will be much better off for it. There are literally hundreds of examples here over the last seven years or so.
Quote:
I am really great at inventing. But when I hired a guy 6 years ago to do my market illustrations he amazed me with how much better he added to it. I was so impressed that I gave him an equity position in my company. Now we both brainstorm together. We bnoth know exactly how each other thinks. One of us will come up with the initial idea and the other will add to it and back and forth we go and before long it is 1000 times better and we perhaps get several ideas out of the one initial concept.
That is precisely what happens here every single day.
Very true. But that doesn't protect your ideas -- just that one form you expressed them in. So, while RDR is correct in saying that you should employ the protections available to you (and copyright, in the US anyway, happens automatically), those protections have specific limits.
solomonsthoughts wrote:
In answer to your question: This is a sight for game designers is it not? Do they all design/invent games for fun? (maybe - it can be) But isn't the real reason for the big payoff? You know, the big deal at the back end ? The royalty check every quarter that means the difference for you between a fun and exciting life or a 9 to 5 rut for 40 years?
So in answer - while I am sure most are honest, DO NOT broadcast your ideas.
Actually, I would like to give a more general answer than RDR's: It depends on what your goals are.
If your goals match those that RDR is referring to (making a great living through a mass market product via an agent), then definitely follow his advice.
However, if you are a designer-in-progress and are looking to improve your craft and/or some of your designs ... and don't fear having a conversational exchange with others that share that goal ... then, I would recommend you make use of BGDF for what it was originally intended for -- as a resource for designers to improve what they are doing.
So, if you are concerned that we will all take your idea, tweak it a bit, and run off to our own friendly neighborhood agent ... I would just say I think that unlikely, but can't rule it out completely ... and you'll need to choose what you want to be up to.
Hard to cooperatively get better at this unless some of us share ideas. Of course, that might not be what you're up to.
the most common question people ask on this forum.
The consensus is that there's no need to worry about another designer, or a game company, stealing your idea.
I'm not a game designer or company owner so I could be wrong, but I gather that the reasons for this are:
i) Game companies don't go out looking for ideas. In fact they don't even look at submissions unless they go through an agent, who 'filters' them. Game designers' problem is getting anyone to look at their game, not stopping unwanted people looking at it.
ii) Game designers often think that their idea is more valuable than it really is. An undeveloped idea has basically no market value. Games, both theme and rules, are often less unique than the designer thinks.
iii) Game designers want to make their original masterpiece, not copy someone else's idea. In fact it's hard to get people to base stuff on your game even if that's what you want.
Did you actually read that? Did you read where it very specifically said:
"For example, the text matter describing the rules of the game or the pictorial matter appearing on the gameboard or container may be registrable."
The ideas cannot by copyrighted. The text of the rules absolutely can be.
No shit Perry Mason. Do you, or any of the other fine legal minds that infest this site, have any other revelations you can blow my mind with? Perhaps you've recently discovered that running someone over is illegal, or that you're not allowed to store toxic waste in your front yard? Or, your arse isn't actually a book with every law in it? Oh wait, that's the thing that this site apparently doesn't know.
I take it that I misunderstood your meaning. When you said "you can't copyright rules," you meant something different than "you can't copyright rules"?
Well I can see we are apparently at opposite ends on somethings. First, in the posts i have made to this site, it was a heartfelt response to inventors and their hopes and dreams. Regardless of the goal or market their idea is intend for I personally have always found it best to err on the side of caution - which I stated. But if you read the whole, you also would have had to conclude that I believe you have to trust as well.
As far as this particular site, I found it during research I was doing on a product we developed for Hasbro... While you are correct, the mass merchandise market is quite different from the market you guys hope to reach though I am sure there are those here that wish to make it with the big dogs as well. The market and purpose here in this forum wasn't quite clear to me in the beginning. On top of that, the general questions I answered where just that - general. They could easily be assumed to have been asked for the bigger market as well or specifically. And as you so eloquently surmise, your hobbyist market is not my forte or field of expertise.
I certainly didn't mean to step on any expert toes or mislead anyone. If I have done either than forgiveness is as they say divine. My only, and I mean only goal in participating in this site, has been to impart my knowledge gained over the past 20 years to those who are up and coming and have hopes and dreams of success whatever that entails to them. And if I can save them a few bumps and bruises along the way than I would say my time here has been worth it. I stand by what I have posted, right, wrong or indifferent, I am sure they will help some.
And to all who care, I will be more than happy to continue to offer any assistance I can to help them reach their goals... that is after all what your site is about is it not? And I do it willingly, gladly and free. Even though I am an agent, I am also an inventor and designer. I too come from both perspectives. And for the record I didn't come here and post with the goal of searching out potential clients to represent. I Just wanted to clear that up as well. Frankly, the mass merchandising arena for games and toys is so competitive and odds so high, I hardly have time anyhow to represent others as I am so busy with my own extensive portfolio. (That said I am always looking for a WOW game or toy to represent)!!!
Comments
Touche`
Both school of thoughts are correct. I just don't want to see people get "screwed." I have been there, "worn the teeshirt," as they say. So tend I err on the side of caution. That said, I also learned this valuable lesson: You have to trust somebody at some point to further your concept/career. Most successful people are more than happy to lend their help and expertise to those who haven't "arrived" yet. Sometimes you have to trust your gut. Sometimes you will get burned but life goes on and it goes around. My conclusion is that when it goes around - it will come around. If you can't read between the lines there, what I am saying is that if you get burned, they have hell to pay for it not you. And another opportunity will come around to you again. Some call it Karma, Law of Reciprocity, Sewing and Reaping and so on.
If you look at a lot of successful people or companies in this business you will find that rarely is it a sole individual effort. Two are always better than one for many reasons not just in idea generation and improvement but for encouragement, excitement building, motivation, different skill sets, risk management/spread. my advice (which is free - and you know what they say about free advice, so put your own value on it), is to find a like minded person or persons that share your passion and creative abilities that you can collaborate with. Yes it might cost you percentages but it works. It has personally served me well.
It can also open doors for you. I collaborated with a company in Massachusetts started by retired Hasbro people. Go into a TARGET store - they are the company responsible for all the unique wooden packaging of Hasbro games. (So much more than that as well). Anyway, they are great people. kind, willing to listen and help and we became friends and pitched to Hasbro together several concepts.
I also collaborated with the retired president of Hasbro Interactive, their video games division. That also brought me further up the ladder. So, find what works with you and do it. The goal really is not a destination but rather a process. The FUN is in the process not in the arrival (though that can be pretty sweet)! And lastly remember this: The first three letters in the word funeral are fun. Be careful.
Cheers
RDR
Solomon's Thoughts, Inc.
He is wrong
Hi - who ever answered you is wrong. here is the correct answer to your inquiry:
First of all, YOU CAN copyright your rules. Anything nou say in print be it rules, story or other, can be protected by a copyright. Further, according to the patent and trademark office, the minute you write it you are legally protected by the copyright law. You don;t even need to register it just put the symbol on your work. Later you can pay the small fee and register it if you want or if it is going to be a big financial project. I put the symbol on all my rules and market renderings.
In answer to your question: This is a sight for game designers is it not? Do they all design/invent games for fun? (maybe - it can be) But isn't the real reason for the big payoff? You know, the big deal at the back end ? The royalty check every quarter that means the difference for you between a fun and exciting life or a 9 to 5 rut for 40 years?
So in answer - while I am sure most are honest, DO NOT broadcast your ideas. Even if they are honest, just as I am, we creative types acn not help but let the wheels turn in our head. We can not help seeing a twist of an application that might just be the missing link to the end to end all games we have in the back of our heads. It may not be yours but it may incorporate some of it. Hasbro exec tells me that they sometimes see an idea that was good but not good enough and later another comes in with a different twist or application and it sent the idea over the top and they did a licensing deal. The first inventor will then think Hasbro riped them off which of course they didn't. Sometimes Hasbro will be fair thought and split the royalties with both inventors. My suggestion to you is get with someone you trust who is as prolific as you and work together... brainstorm together. be partners. I can tell you I am super prolific. I admit it. I am really great at inventing. But when I hired a guy 6 years ago to do my market illustrations he amazed me with how much better he added to it. I was so impressed that I gave him an equity position in my company. Now we both brainstorm together. We bnoth know exactly how each other thinks. One of us will come up with the initial idea and the other will add to it and back and forth we go and before long it is 1000 times better and we perhaps get several ideas out of the one initial concept.
So if your idea needs validation, that is one orute or another would be to have an agent that represents you who you can bounce it off of. If he is your agent than you guys are already on the same team. No worries of stealing.
I posted under advise on royalty sharing - there may be info that will help you. Good luck.
Cheers
RDR
Solomon's Thoughts, Inc.
solomonsthoughts wrote:Hi -
Your answer here is actually wrong, not about copyright, but about sharing and discussing your ideas. Here, I'll explain why, and perhaps why you're seeing it differently than the person who previously answered him.
This is a site for people to discuss game design. This includes general ideas about design, prototyping, marketing, etc., as well as specific game ideas. I can tell you that because I've been here helping to administer it for something like seven years now.
The goals of people here vary. Some people like to to just play with their ideas, with no intention of ever publishing. Some people have a goal of eventually self-publishing. Some hope to have their games published by another publisher. And a few have the dream of making a full-time living off of game design.
What you probably didn't get in the couple of days you've been here -- and mind you, I'm not at all trying to discourage you, you've had some great advice -- is that most of the design discussed here is aimed at what's called the hobby game market. This is a market where there are very few people making a full-time living, as sales of an individual game are most commonly in the 2,000-10,000 range. Games in this market include titles such as The Settlers of Catan, Carcassone, etc., though those are examples of the best sellers in this market, selling in the hundreds of thousands or, in the case of Catan, millions.
This is a very different market from the mass market where Hasbro and Mattel rule the roost. There are many more publishers and, perhaps surprisingly, many more games published every year than in the mass market. Not more total copies, but many times the number of new titles.
In this market, theft of ideas is incredibly rare. In fact, there are only one or two even slightly-well documented examples of it happening. There are several reasons for this.
First, the market is very intimate. Nearly every publisher knows every other and spends time hanging out together at various events every year. Sometimes they even playtest games with each other, and they certainly discuss things in their pipeline. They spend time with lots of designers, discussing their designs, helping test them informally, and quite commonly, being good friends. This means that when an idea might be stolen that is in the submission stage, it will usually become instantly obvious if someone is ripping someone else off.
Second, because there is so little money to be made and the ratio of submissions to published games is so great, it's nearly impossible to tell what is even worth stealing. The idea might seem really great and inventive, but that means very little when it comes to getting the game published.
Third, because the community is so tight, if a publisher becomes known as someone who will rip off an author, their supply of good, publishable games instantly dries up.
Fourth, most designers here are just like me: I have dozens and dozens of ideas that certainly seem great that I'd love to have published. I don't need your idea, nor do I even want it. I want my baby published.
None of this is really true in the mass market. It's much more competitive and the rewards are much greater. People called "inventors" stalk that market, along with "agents," neither of which is at all the same breed as the "designers" we have here.
So in actual answer in this market, absolutely do share your ideas. Every person who has been on this site more than a few months can tell you that their game concepts were immensely improved by discussing them here. Great ideas tend to flood in when you're trying to work through something and at the very least people ask you really key questions about your designs that can help you see what you've been missing all along.
Now mind you, we're not talking about Hungry Hungry Hippos here, or Simpsons Monopoly, or some retread trivia game. We're talking about strategy games of considerably great complexity. We're talking about games that can sometimes take years to polish into reasonable, publishable games.
This will surely surprise you, but I've playtested many games from some of the few designers in this market who do indeed make a nice, full-time living. And get this: not only did they know I'm a designer too, they were quite happy about it because I could provide a certain kind of insight that non-designers can't (though mind you, they can provide their own kind of insights that I can't). And as difficult as that may have been to believe, get this: I have never, ever been asked even one time to sign an NDA before playing. Why? Because they know that in this market, stealing is virtually nonexistent and very, very difficult to get away with.
This is unquestionably true, but here's the kicker: in 99.99999% of the cases, ideas aren't worth squat. I may well pick up an idea from someone else's design, and they may well from mine, but those ideas do not make a publishable game. They're just ideas. Quite seriously, give me an hour and a blank piece of paper and I'll give you 20 new ideas for interesting game mechanics and games. Ideas are easy and incredibly cheap. Finished, publishable games are hard. If you take an idea of mine, I can guarantee you that you won't diminish my game one bit. In fact, odds are great that you won't end up submitting anything that even resembles my idea in the end.
Here's the amazing thing about ideas: they're built on top of other ideas. When Trivial Pursuit became big, thousands of people came up with ideas for trivia games that were slightly different, but there were actually only a dozen or so ideas in there. Taking an idea and advancing it to its next logical step means that people who actually play games end up coming up with very similar ideas all the time. Tom Jolly, a fairly prolific game designer, has a really excellent essay about this, where he notes that a genius idea of his was published by someone else entirely just months after he came up with it, despite having never shared it. It happens all the time, and that same Hasbro exec will tell you about it.
This is hardly fair. Me, I'd be totally pissed if Hasbro published a game of mine where I came up with the idea on my own but insisted on giving half of my money to someone else because he came up with a similar idea. Buy one of our games and pay that person. Each of us has full rights to the idea, so whoever they pick gets the dough.
My suggestion is to do it here. There are lots of super-prolific genius folks here who will help you usher your idea along without thinking for a moment about stealing it. Your game will be much better off for it. There are literally hundreds of examples here over the last seven years or so.
That is precisely what happens here every single day.
solomonsthoughts wrote:First
So in answer - while I am sure most are honest, DO NOT broadcast your ideas.
If your goals match those that RDR is referring to (making a great living through a mass market product via an agent), then definitely follow his advice.
However, if you are a designer-in-progress and are looking to improve your craft and/or some of your designs ... and don't fear having a conversational exchange with others that share that goal ... then, I would recommend you make use of BGDF for what it was originally intended for -- as a resource for designers to improve what they are doing.
So, if you are concerned that we will all take your idea, tweak it a bit, and run off to our own friendly neighborhood agent ... I would just say I think that unlikely, but can't rule it out completely ... and you'll need to choose what you want to be up to.
Hard to cooperatively get better at this unless some of us share ideas. Of course, that might not be what you're up to.
-Bryk
this seems to be
the most common question people ask on this forum.
The consensus is that there's no need to worry about another designer, or a game company, stealing your idea.
I'm not a game designer or company owner so I could be wrong, but I gather that the reasons for this are:
i) Game companies don't go out looking for ideas. In fact they don't even look at submissions unless they go through an agent, who 'filters' them. Game designers' problem is getting anyone to look at their game, not stopping unwanted people looking at it.
ii) Game designers often think that their idea is more valuable than it really is. An undeveloped idea has basically no market value. Games, both theme and rules, are often less unique than the designer thinks.
iii) Game designers want to make their original masterpiece, not copy someone else's idea. In fact it's hard to get people to base stuff on your game even if that's what you want.
By the way, in relation to copyright; you can't copyright rules, only things like artwork. See this link: http://www.copyright.gov/fls/fl108.html
apeloverage wrote:By the way,
Did you actually read that? Did you read where it very specifically said:
"For example, the text matter describing the rules of the game or the pictorial matter appearing on the gameboard or container may be registrable."
The ideas cannot by copyrighted. The text of the rules absolutely can be.
MatthewF wrote:Did you
"For example, the text matter describing the rules of the game or the pictorial matter appearing on the gameboard or container may be registrable."
The ideas cannot by copyrighted. The text of the rules absolutely can be.
No shit Perry Mason. Do you, or any of the other fine legal minds that infest this site, have any other revelations you can blow my mind with? Perhaps you've recently discovered that running someone over is illegal, or that you're not allowed to store toxic waste in your front yard? Or, your arse isn't actually a book with every law in it? Oh wait, that's the thing that this site apparently doesn't know.
I take it that I
I take it that I misunderstood your meaning. When you said "you can't copyright rules," you meant something different than "you can't copyright rules"?
MathewF
Well I can see we are apparently at opposite ends on somethings. First, in the posts i have made to this site, it was a heartfelt response to inventors and their hopes and dreams. Regardless of the goal or market their idea is intend for I personally have always found it best to err on the side of caution - which I stated. But if you read the whole, you also would have had to conclude that I believe you have to trust as well.
As far as this particular site, I found it during research I was doing on a product we developed for Hasbro... While you are correct, the mass merchandise market is quite different from the market you guys hope to reach though I am sure there are those here that wish to make it with the big dogs as well. The market and purpose here in this forum wasn't quite clear to me in the beginning. On top of that, the general questions I answered where just that - general. They could easily be assumed to have been asked for the bigger market as well or specifically. And as you so eloquently surmise, your hobbyist market is not my forte or field of expertise.
I certainly didn't mean to step on any expert toes or mislead anyone. If I have done either than forgiveness is as they say divine. My only, and I mean only goal in participating in this site, has been to impart my knowledge gained over the past 20 years to those who are up and coming and have hopes and dreams of success whatever that entails to them. And if I can save them a few bumps and bruises along the way than I would say my time here has been worth it. I stand by what I have posted, right, wrong or indifferent, I am sure they will help some.
And to all who care, I will be more than happy to continue to offer any assistance I can to help them reach their goals... that is after all what your site is about is it not? And I do it willingly, gladly and free. Even though I am an agent, I am also an inventor and designer. I too come from both perspectives. And for the record I didn't come here and post with the goal of searching out potential clients to represent. I Just wanted to clear that up as well. Frankly, the mass merchandising arena for games and toys is so competitive and odds so high, I hardly have time anyhow to represent others as I am so busy with my own extensive portfolio. (That said I am always looking for a WOW game or toy to represent)!!!
keep up the good work here Mathew
Cheers
RDR
Solomon's Thoughts, Inc.