When you were bootstrapping, what were the online resources you used for patent searching?
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The patent is about a game's mechanics. I've found these: http://ep.espacenet.com/?locale=EN_ep http://patft.uspto.gov/ https://www.google.com/?tabm=pts&hl=en http://www.patentarcade.com/p/patents.html http://www.freepatentsonline.com/ http://www.patexia.com/ip-research http://scholar.google.com/ Any ways of tackling this different from these?: http://www.ehow.com/how_4899582_patent-game-idea.html http://www.ehow.com/how_10054413_game-patented.html http://www.ehow.com/how_5798493_patent-ideas-new-game-inventions.html I'm going to my local patent office to file a provisional patent for the first time. Before I talk to a lawyer I'm going to use as much resources online and come prepared. Do you have any tips? See the comment under 's answer for further explanation of the goal of all of this. In summary: I plan to put up a kickstarter / indiegogo, with the patent pending sign and the overview of the game. Learn how to properly and professionally approach Indie Devs. Learn how to convinced Indie Devs to commit to making the game before posting it to Kickstarter stating that if it's funded they'll build it. The point is to validate the idea with the least expenses possible and have the community pay for it and use most of the game for free.
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Answer:
Don't patent a game idea, or a game mechanic. Imagine if id Software had patented the FPS...we wouldn't have had Halo, or the Half-Life series, or any of the innumerable (non-ID-created) FPS games. Or Minecraft, as Markus "Notch" Persson called it, "This is a very early test of an Infiniminer clone I'm working on..." If Zachary Barth, the developer of Infiniminer had patented a "procedurally generated block-based mining/world deformation and building mechanic", he could technically have prevented Minecraft from being released. I don't want http://bgr.com/2011/09/21/patent-trolls-cost-tech-companies-500-billion-kill-innovation/ to happen to the game industry. And regardless, you don't need to patent a game mechanic/game idea. The game industry is fortunately free of the awful litigation and patent trolls that plague many other sectors. Original, innovative game ideas that are properly-executed rise above the rest. People want the original game, not an (almost-always) inferior clone.
Xavier Sythe at Quora Visit the source
Other answers
These days it takes more than just a good game to create a successful product. There are a few articles online about this. It seems like a bit of a waste of money and time to patent something like a game mechanic. Having a successful product probably has more to do with marketing than it does the game itself... Which is something I dont particularly like, but nevertheless seems like a truth. There is so much content out there, consumers are faced with an ocean of quality stuff... it will be hard to stand out unless this is a focus. Aside from those factors already mentioned. It seems unlikely that any game mechanic is completely brand new. We all know that "new" ideas are generally inspired by something else already existing. I tend to believe that there very few truly new and revolutionary ideas. In which case a patent is not really valid in my opinion. Just make your game, and get it out there. If you are imitated, that is the sincerest form of flattery. :)
Jason Norgaar
Don't waste too much time on patents. For one, developers typically think their intellectual property is way more valuable and unique than it is. Don't kid yourself about your originality - spend your time and money on executing on your idea. That's where you win. Secondly, it's pretty easy for companies with deep pockets to get around your patent. They'll steal your idea, and then you have to sue, and then you get tied up in court, and they have much more money to spend than you do, and an entire team devoted to winning the case. Defending your patent could take years, and in that time the industry has moved on. So focus on what you do best - creating an awesome game - and don't get hung up on patents.
David Good
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