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Timeline for GamePlay Patent

Current License: CC BY-SA 3.0

14 events
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Aug 14, 2011 at 21:38 comment added user744 Knowing every patent that applies to your game is an enormous risk (treble damages) with no benefit (you can't make a game - or any software - without violating at least one patent). "Lots of danger and no benefits" sure sounds nonconstructive to me.
Jul 25, 2011 at 2:39 comment added user179700 You're clearly misusing 'not constructive'. To say, that knowing business risks is not constructive seems to pervert the meaning to the point of breaking.
Jul 15, 2011 at 15:31 history tweeted twitter.com/#!/StackGameDev/status/91892762059874304
Jul 15, 2011 at 11:12 vote accept Edward83
Jul 14, 2011 at 9:59 comment added user744 I am voting to close this as "not constructive". For those unfamiliar with the patent system: Knowing about the existence of a patent but implementing it anyway triples the damages you must pay as a defendant in a patent case. Reading a list of patents is potentially very dangerous for a game developer. (Or software engineer, or etc.)
Jul 14, 2011 at 3:54 comment added Randolf Richardson Here's that "another reason" for you -- according to the EFF (who include a link to it; patent number 6,264,560), in 1998 this guy patented "real-time multi-player online games, including card games:" eff.org/patent/wanted/patent.php?p=sheldon
Jul 13, 2011 at 18:44 answer added Mitch Lindgren timeline score: 10
Jul 13, 2011 at 18:44 answer added Patrick Hughes timeline score: 5
Jul 13, 2011 at 17:14 comment added thedaian If there are patents on these basic gameplay mechanics, then I'd have yet another reason to hate current patent law.
Jul 13, 2011 at 17:14 answer added Quazi Irfan timeline score: 3
Jul 13, 2011 at 17:14 answer added Valmond timeline score: 4
Jul 13, 2011 at 17:13 answer added DeadMG timeline score: 1
Jul 13, 2011 at 17:09 history edited Edward83 CC BY-SA 3.0
added 43 characters in body
Jul 13, 2011 at 16:57 history asked Edward83 CC BY-SA 3.0