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iOS Board Games

Among the best things in life is playing printed games in person with family and close friends. When those are not convenient we like iOS Board Games. News, reviews, previews, and opinions about board gaming on iPhones, iPads, iPods and even Android devices. (iPhone board games, iPad board games, iPod board games, Android board games)
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Interview: iOS Board Games Talks with Johannes Päivinen of Puffin Software about Viking Lords for iPad

Gabe Alvaro
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This is the first of hopefully many interviews we'll do on iOS Board Games. As my first interview for the blog, I was really hoping to get to talk to an iOS developer for a game I really liked and focus on that game, its features, and the developer's experience in creating it.

As for my choice of game I really liked, I chose Puffin Software's Viking Lords. When I first discovered it in December of 2010, I could hardly believe my eyes. Here was a Commands and Colors system game for the iPad inspired by Richard Borg's BattleLore! The game is an old favorite of mine. Because of this, I bought the app on first sight and played through the entire campaign on both easy and hard settings.

As excellent as I think Viking Lords is, it is not however a choice without some controversy. The app has been criticized by a vocal minority here on BGG for taking more than just inspiration from a print board game to turn it into a mobile app. So I wanted to ask the developers about that too. I finally caught up with Johannes Päivinen of Puffin Software last week.





iOS Board Games: Hi Johannes. So, who is Puffin Software and what inspired you to develop Viking Lords?


Johannes Päivinen: Well, Puffin Software is three guys from Finland - me and my fellow programmers Mika Vehkala and Petteri Kamppuri. We all play board games, and one of the games we liked to play was BattleLore.
But it was a bit difficult to find time to get together and play it. We also disliked the amount of time it took to set up the scenarios.

So we started thinking, this type of game would work well on a computer. We wrote a Mac prototype. It was an interesting project to hack with, so over time we just kept on adding to it. Network play, cross-platform, fancier graphics, etc.

We even pitched our prototype to Fantasy Flight Games. They were mildly interested, but were slow to respond and didn't seem to be too much into it. So eventually we decided to take our game to a different direction.

Then the iPad came along and we realized this platform was such a perfect fit for the game that we should finalize it and publish it on iPad.

Puffin Software is just something we set up to release this game and other future projects. We all have day jobs elsewhere, in games and software industry.


iOS BG: When you say "take it in another direction," what was that other direction?


JP: Vikings! We introduced a new theme and created a single-player campaign. We started to take liberties with the gameplay, tweaking and streamlining things that we felt didn't work.

At the same time we made sure that we were not violating any copyrights, so the game could be released.


iOS BG: Ah, of course, vikings was obviously not it's first theme. You had to change it. Ok. Let's come back to that later.

It certainly is a great fit for the iPad. Can you say why you chose to develop ONLY the iPad, instead of going Universal and/or enabling play on the iPhone too?


JP: The game was made for a large screen. It's non trivial to do a good iPhone version - just doing a direct conversion would result in bad usability.

We're still considering doing a proper iPhone version, if we can find the time for it.



iOS BG: So by non-trivial, do you mean its not just as simple as adding an ability to zoom in and out like in Carcassonne?


JP: Zooming in on the board is one thing, but there's also other things to consider. Most of the screen layouts would need to be re-organized, and we would also like to support older iPhones which have lower resolution and less RAM.


iOS BG: Once you realized the iPad would be a perfect fit. How long did take to go from that point to the released app? Can you describe the process for those in our audience who might not understand much about app development or the app approval process?


JP: It was far from complete when we decided to go iPad. It took about 10 months to finish.

We worked on programming, art and audio, based on one big "to do" list of features that we wanted to include in the final game. There was a lot of discussion about the features. We wanted to only include things that were well thought out.

We especially focused on user experience. The rules can be quite overwhelming to a new player. So how could we make the game easy to learn, and how could we make it clear to the player what is happening, while still keeping it fluid?

Graphics were challenging because we didn't have a real 2D artist in the team. For the units we used 3D models, but for the rest we combined stock photos, textures, all kinds of stuff.

The approval process itself was painless for us. Developers submit the game to Apple, who checks it for technical problems and accepts or rejects it. Our game was fairly bug-free at that point, so we didn't have any problems.


iOS BG: 10 months? Wow! Speaking of the rules, I recall that BattleLore has an excellent rule book with many tutorial-like examples. And in regard to the tutorial, your app's voice-overs with animated fade-in text are extremely thematic. Where did you get this idea? Who did the voice-over and was it hard to work in to the game? And as far as the graphics go, I think they are very evocative of a another era. So are you basically saying that the overall graphic effect in Viking Lords was basically achieved through a collage-like process?


JP: The tutorial came after some unsuccessful attempts of using tooltips only. Players were having a hard time concentrating on the information, so we decided some force-feeding of the basics was needed.

I had toyed with the idea of a book metaphor, that there would be a "book of battles" - so that starting the game would be equal to opening a book, and the book could be read through by playing through the game.

We tried to stick to "natural" materials - wood, leather, paper - and old fonts to get the right feel. And yes, it was one big collage, various elements composited together.

Our audio guy Stakula did amazing work on music in short time, and also had contacts to voice over companies. Voice work was directed by AudioGodz and acted by Sam Mowry. We had limited chances to direct the voice-overs, but they got it right from the start, so that was a smooth process.


iOS BG: As a developer, what part of the Viking Lords app are you most proud of?



JP: I'm most proud of how the vision for the campaign was realized. All along we had the idea of an easily approachable single player experience, which would be thematic and kind of lure the player in into the game. I think that worked out well. The campaign came very nicely together, with illustrations, music and voice, but much of that happened in the very end.


iOS BG: I mentioned the voiceovers for the prologue, briefings, and tutorial because it's usually the first thing a new player sees, but I take it that the lion's share of the work went into the game play mechanics, which are pretty extensively implemented.






As an experienced BattleLore player, I noticed with delight that all of the basic mechanics were there. From the cards to the different units, to their color strengths, to bold and battleback, to terrain and structures. Can you talk about the process and decision-making for bringing this all together in the app? Did you add anything that BattleLore did not have? Were there things that you later discovered that you missed?


JP: As a BattleLore player you know that to some extent it's also a game of luck.

We did numerous changes to reduce the luck factor. For example, we adjust the card deck based on map, removing cards that are not useful in that map. We also added the "Any 2" card that is always available. Hit points and damage were tweaked so that units last longer, and the randomness of damage evens out.

We added elements we felt would make the campaign more interesting, like mountains and commanders. We removed dice rolls entirely and changed some of the concepts to make the rules more understandable.

We didn't want to cater to seasoned board gamers only, we also wanted to reach new players. In hindsight, we could have streamlined the rules much more than we did.


iOS BG: It's also clear that you purposely excluded some things, Lore being the most notable. Can you talk about that and why it was excluded?



JP: Lore was just a matter of game complexity. I understand some might miss the added depth, but we felt there were enough elements in the game already.


iOS BG: Will Lore be added at a later date? And more generally what are your plans for future updates? Are their important bugs we should know about? I seem to recall some players complaining about the lack of an "undo" feature at points where it clearly would not conflict with an outcome. Any plans for that?

One more thing I observed that you included that doesn't come with the base set of BattleLore is a wider variety of units, mounted archers come to mind. Any plans for more units in future updates? Any plans for in-app purchases?


JP: We'll continue supporting the game and fixing any bugs that might pop up. As for updates, I think we will look into the iPhone version first before adding any major features.

Releasing something like a new campaign as an in-app purchase could be interesting. No plans yet, though.


iOS BG: I think a sizable portion of our audience will be thrilled to hear about Viking Lords for iPhone. As a fan of the game, I am excited to hear it simply for the opportunity to have more potential opponents and opportunities to use the online mode. I don' think I am alone in observing that the online mode seems very difficult to simply find an opponent right now. Until this morning I had never been able to connect to another player.

Can you talk about the game's online capability, it's weaknesses, and what Puffin Software is doing to improve it? As you may know, Days of Wonder (BattleLore's old publisher) is doing an online realtime Web-based version of Memoir '44 (another C&C game, similar to BattleLore). Is there anything that you can learn and apply from how they are doing it?



JP: With the multiplayer, our aim was to create a community where people could compete and opponents would be readily available. That has been less successful. It turns out that most people who download the game are not that interested in playing online. That, together with the overall small player base, means that it's hard to find an opponent.

Sorry to hear that you had connection problems. IPad is a a wireless device, and weak signal can sometimes cause difficulty. We are fairly well prepared for multiplayer, with one server in Germany and another in the US.

It's great to see Memoir '44 online. Days of Wonder seems to understand the potential. Technically, it's a bit different from what we are doing. If you want to do pure multiplayer, a web version is definitely the way to go.


iOS BG: I'm glad to hear that you are well prepared for multiplayer. I still hold out hope that a community can form and I wonder if you would be open to suggestions from the player base about how it could be improved? Have you considered more and better informational feedback mechanisms such as:

- a lobby, to show who is/has logged in
- a chat/bulletin board feature
- a saved game feature


JP: Those are good suggestions, and we have been considering some of those. I still think new platforms are a priority. Save game will be necessary on iPhone (you might receive a call mid game), so if we go that way, it will get implemented.


iOS BG: What do you think of asynchronous multiplayer for Viking Lords? It seems there is much waiting while the other player takes his turn, with the only exception being the need to sometime fight back. From a player perspective, I think it could work quite well. What do you think from the developer perspective?


JP: Playing Viking Lords asynchronously sounds quite bizarre to me. Of course there's many ways to play it, but personally I like a faster pace. Asynchronous playing sounds much better suited to games like Diplomacy.


iOS BG: It has been done well in games with shorter turns that Viking Lords. Anyway, I was just glad to see such a polished app that had online multiplayer right from the beginning when it launched in December 2010. With its release you reached gamers like yourselves, like me, who were interested in this game system, which was your goal. I don't know how well you guys did in sales, but it's reception on places like TouchArcade.com seemed pretty warm and on BoardGameGeek.com somewhat less so because of it's similarities to BattleLore. Where you happy with how the game was received commercially? What about critically?


JP: Well, it was not as popular as we expected. I think this is mainly because it's the combination of two niches, turn-based strategy on iPad. So it would be interesting to see how things would work out on iPhone.

However, those who bought the game really seemed to like it. In App Store the game got an average rating of 4.5 / 5 and lots of good reviews. We're very happy about that .


iOS BG: What about how the game was received critically by its detractors?


JP: Well, the reaction from hardcore game fans was a bit unexpected. But I can understand it, and it shows that these people care a lot about board games and game designers. We never intended to offend anyone, but merely adapt a game that we liked to play, and make that available to others


iOS BG: Speaking of those reactions, I'd like to go back and talk more about your meeting(s) with Fantasy Flight Games and how that contributed to your decision to go into a different direction?


JP: We did not have meetings, but some exchange of email with FFG. They seemed very busy with other stuff and it always took a long time to get a response. After some months of back-and-forth we got the feeling that co-operating with them would not work out. My impression was that they didn't really want to get involved in computer games.



iOS BG: And now that your game has been released for four months, has there been a reaction from FFG, Richard Borg, or anybody officially connected to BattleLore? Does anybody connected to BattleLore have any problem with Viking Lords?


JP: We got one complaint about trademark infringement, which we proved false.

Viking Lords is completely legal and not violating any intellectual property rights whatsoever. So I don't see why anybody would have a problem.


iOS BG: I pretty much agree. Do you have anything to say to those who DO have a problem with your game and other print games that have been ported over to iOS without the consent of the print publisher or original game designer?


JP: Just get over it. In digital games, mechanics are not as sacred as they might be in the world of board games. Mechanics get copied, adapted and evolved. I think it's for the better, especially when the print publisher couldn't care less about the digital medium.

Copycats are so commonplace in the App Store that I wouldn't be surprised if a Viking Lords clone appeared some day.


iOS BG: Speaking of the App Store, as a board gamer yourself are you following this trend to port board games into iOS versions? What are your favorites? Are they any you deem particularly excellent and would seek to emulate in some way?


JP: I haven't been following too much what others are doing. There certainly seems to be a lot of games appearing. It's been interesting to see Reiner Knizia's designs appear from various developers.

Another interesting thing is the "everybody on the same iPad" type of multiplayer. I think that has a lot of potential. Whenever you have access to an iPad you can set up a game of, say, Catan or Carcassonne, which, by the way, is a well-polished implementation. Nicely done.


iOS BG: So on that note, can we look forward to more different games from Puffin Software in the future or will you be focusing on Viking Lords? Also, what's up next for Viking Lords that we can expect soon?


JP: We have some ideas...it's likely that we'll start a new project. Can't say much more about that yet. Regarding Viking Lords, porting and maintenance are top priority right now.


iOS BG: Great! Well, thanks for the interview.


JP: My pleasure.

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47 Comments
Subscribe sub options Wed Apr 13, 2011 3:00 pm
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Jay Levy
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Nice interview ... My gf and I both enjoy Viking Lords, which has gotten us interested in the C&C line. It seems a bit shortsighted of FFG not to at least entertain the thought of working out a deal. I mean, they've made games based on video games, why not work the other way, too?

Hopefully, the knowledge that these guys contacted FFG will quiet some of the detractors a bit. It's also really interesting to hear the changes they made to the system.
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  • Posted Wed Apr 13, 2011 3:50 pm
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Adam D.
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"just get over it" Wow. I think if it were a matter of just copying one or two mechanics nobody would care, but when you basically take a game a re-theme it for sale... yeesh. Common courtesy be damned eh?
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  • Posted Wed Apr 13, 2011 4:07 pm
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Christian T. Petersen
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I think it important to mention that both Richard Borg and FFG find this game *is* in direct violation of copyright and that we've opened legal action against Puffin Software. Neither FFG, nor Richard Borg, whose work on "C&C" is clearly being infringed, is going to "get over it".

This document, and the clearly misguided dismissive nature (and their reading of FFG interests in this matter) of Puffin software in this interview is helpful.

To be clear, FFG will vigorously defend our interests and those of our designer partners.

Christian Petersen
CEO
FFG

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  • Posted Wed Apr 13, 2011 4:09 pm
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Flightmaster wrote:
I think it important to mention that both Richard Borg and FFG find this game *is* in direct violation of copyright and that we've opened legal action against Puffin Software. Neither FFG, nor Richard Borg, whose work on "C&C" is clearly being infringed, is going to "get over it".

This document, and the clearly misguided dismissive nature (and their reading of FFG interests in this matter) of Puffin software in this interview is helpful.

To be clear, FFG will vigorously defend our interests and those of our designer partners.

Christian Petersen
CEO
FFG

Are there any public documents associated with your legal action, like a complaint? I know litigation isn't a spectator sport, but as a non-IP lawyer with a strong interest in IP issues I'd be interested in seeing what FFG is arguing.
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  • Posted Wed Apr 13, 2011 4:41 pm
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Gabe Alvaro
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Flightmaster wrote:
Richard Borg and FFG find this game *is* in direct violation of copyright

Really? Then a simple question. What copyright exactly is Viking Lords violating?
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  • Posted Wed Apr 13, 2011 5:05 pm
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Johannes Päivinen
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Christian Petersen: I'm sorry to sound dismissive, I merely described it as I see it. But we should continue this discussion over email.

Johannes
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  • Posted Wed Apr 13, 2011 5:24 pm
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Phil Shepherd
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Flightmaster wrote:
To be clear, FFG will vigorously defend our interests and those of our designer partners.


Christian,

I'm a huge fan of your company and it's games. I'm certainly not telling you not to defend your interests or those of your partners. I have no idea what FFG's financials are, but IF legal fees involved in a case against Puffin would divert funds from development of iOS games, I'd advise against it.

I own Viking Lords. I also own BattleLore and most of the expansions. The only thing keeping my from buying BattleLore for my iPad is that it isn't available. I own Kingdoms, Through the Desert and Ingenious for iPad (I believe they're the only FFG titles currently available) and I own the latter two in their cardboard form as well.

Of course I can't speak for everybody at BGG, but for myself I can promise you that Viking Lords isn't hurting your sales in any way. I'm not playing Viking Lords on my iPad because BattleLore is too expensive. I'm playing it because BattleLore isn't available.

Please don't read this as a defense of Viking Lords, but rather a plea for more officially licensed versions of your games. I may be missing something, but it seems that all FFG titles currently available are Knizia's.

Give us more! Please.
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  • Posted Wed Apr 13, 2011 5:25 pm
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Christian T. Petersen
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@Steven, @Gabe,

Documents, I believe, should be a matter of public record after the complaint filing. BGG forums is not appropriate for discussing details until a judgement is made. I hope you understand this important point.

I state our broad view above, as Puffing Software is making claims and generalizations to the public on this matter. Statements which are inconsistent with what FFG and Richard Borg perceive to be the reality.

cP
FFG



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  • Edited Wed Apr 13, 2011 5:38 pm
  • Posted Wed Apr 13, 2011 5:38 pm
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Christian T. Petersen
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@Phil,

I think you'll be pleased with announcements that we have coming in the weeks ahead. I can assure you that we're not idle in this area.

cP
FFG
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  • Posted Wed Apr 13, 2011 5:46 pm
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Phil Shepherd
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Excellent! I'm excited already. Thanks, Christian!
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  • Posted Wed Apr 13, 2011 5:50 pm
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Flightmaster wrote:
Documents, I believe, should be a matter of public record after the complaint filing. BGG forums is not appropriate for discussing details until a judgement is made. I hope you understand this important point.

I was not asking about documents. I was asking you to point out exactly what copyright of FFG's or Richard Borg's Viking Lords violates. It's a simple question.


I'll give you an example. If you were the publisher of Coloretto and you said that Chameleon was in violation of trademark, I would ask exactly what trademark it was violating. I would expect you then to tell me that it was violating the font and color choices of Coloretto and therefore causing trademark confusion in the marketplace.

So if you told me that FFG or Richard Borg have a patent on the C&C system and are the only one licensed to implement its use, that would be something factual and specific. There would be no need to be secretive about a fact of that nature. And in fact it would save you a lot of headache and hassle if such were the case. So if you believe you have a fact, and obviously a claim to take legal action implies that you think you do, then I think people would simply like to know what that fact is.
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  • Edited Wed Apr 13, 2011 6:23 pm
  • Posted Wed Apr 13, 2011 6:01 pm
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Christian T. Petersen
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@Gabe,

Those exact points will be outlined in detail in the filing.

cP
FFG
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  • Posted Wed Apr 13, 2011 6:08 pm
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blindspot wrote:
I was not asking about documents. I was asking you to point out exactly what copyright of FFG's or Richard Borg's Viking Lords violates. It's a simple question.

Gabe, it's pretty common for litigants to stay mum until an initial filing. That way you don't say anything you might end up regretting. In particular, anything Christian says could be used against him or FFG in any court case.

But nothing stops us from speculating! And if I had to guess, I'd say they'll bring (1) a copyright claim, if any card text or rules text was copied; (2) a trade dress claim, if the design of the game replicates the Command & Colors system too closely and would thus cause confusion with that product line (this would be kind of a novel claim, I think, but it might work); and (3) a patent claim, if this article is correct that Borg sought a patent for Battlelore's Banner Bearer mechanic. I find a trademark claim hard to swallow since Viking Lords doesn't use any trademarks and nowhere refers to C&C or Battlelore.
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  • Posted Wed Apr 13, 2011 7:01 pm
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I was of the understanding that mechanics can't be copyrighted, nor ideas. There is no use of trademarked material. And, unless the is a certain amount of text copied, the copyright claims will have a problem.

I think the defendants here could just pull out the example of Monopoly and ever -opoly copy out there. It doesn't seem like a good use of money, the only people that will make out are the lawyers. In the end, the best defense against this sort of things is a fully supported version of BattleLore on the iOS devices.

I just don't see how this can win, look at all the video games and board game derivations that are out there.
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  • Edited Wed Apr 13, 2011 7:15 pm
  • Posted Wed Apr 13, 2011 7:15 pm
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Neil Carr
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I just want to second the sentiment that I sure hope a lot of money isn't going to be spent on a legal case that, from my purely layman's perspective, doesn't actually hold forceful legal ground.

What I'd really hope to see are FFGs resources going to porting their games into digital mediums.

Simply put, I want to be able to play TI3 on a 4' x 6' digital touchscreen table, with eight living or non-living players, remotely or face-to-face, and with full rules adjudication.

Geekdom NEEDS to have this exist!
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  • Posted Wed Apr 13, 2011 7:24 pm
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The Gray Dog Passes Go
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FFG is familiar with iOS gaming? Who knew?

I'm still waiting for Citadels ... originally announced in 2008.

http://bit.ly/hh3sJ9
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  • Posted Wed Apr 13, 2011 7:35 pm
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Captain Cosmic's username reminds me that Cosmic Encounter would be a SWEET iOS app, but probably a nightmare to program (though CE online does a pretty good job).
 
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  • Posted Wed Apr 13, 2011 8:05 pm
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Fantastic interview, shame about the legal business.

I'm off to purchse Viking Lords.

And if Battlelore were available (says he looking over his shoulder at the pretty comprehensive Battlelore collection on his shelf), I'd buy that too.

Andrew
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  • Posted Wed Apr 13, 2011 8:56 pm
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Scott Slomiany
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jayntampa wrote:
I was of the understanding that mechanics can't be copyrighted, nor ideas. There is no use of trademarked material. And, unless the is a certain amount of text copied, the copyright claims will have a problem.

I think the defendants here could just pull out the example of Monopoly and ever -opoly copy out there.I just don't see how this can win, look at all the video games and board game derivations that are out there.


I believe that most of the -Opoly ripoffs you see in stores are, in fact, licensed (or more likely, sub-licensed) from Hasbro to some regard.

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  • Posted Wed Apr 13, 2011 8:58 pm
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They're not. There was actually a ruling regarding Monopoly that allows anyone to pretty much use the concept ... You can't take the registered fonts or other trademarks, but the mechanics and theme, you sure can.

What about the large number of deck building games following Dominion, or CCGs following Magic. Specific emblems, unique terminology, that sort of stuff you can copyright/trademark ... But, other than that, there's not much you can do.
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  • Posted Wed Apr 13, 2011 10:23 pm
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jayntampa wrote:
Specific emblems, unique terminology, that sort of stuff you can copyright/trademark ... But, other than that, there's not much you can do.

You can get a patent.

Checking into the US Patent Office Fee Schedule, I learned that the filing fee for registering a patent is $850. Then there are all kinds of other fees. But the real cost, however, comes in the time it takes to actually get something approved by the Patent Office, if it does at all. People often hire attorneys to help them with that process and then the costs become really prohibitive.
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  • Posted Wed Apr 13, 2011 11:04 pm
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I agree with other posters... I own Viking Lords, I would own BattleLore if it were available. I think damages will be difficult or impossible to prove. I'm bummed that FFG is apparently actually going after these guys. I predict bad (niche) press for FFG. Christian's approach is a little strange: "I really want to post here that we oppose the statements in the interview, but if you want to know how or why, I won't tell you." He also says that legal action has been "opened", when clearly no complaint has yet been filed. I am an attorney, and if I were the FFG attorney, I'd advise against further posts in game forums on this particular matter, at least until suit has been filed.
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  • Posted Wed Apr 13, 2011 11:06 pm
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jayntampa wrote:
They're not. There was actually a ruling regarding Monopoly that allows anyone to pretty much use the concept ... You can't take the registered fonts or other trademarks, but the mechanics and theme, you sure can.

What about the large number of deck building games following Dominion, or CCGs following Magic. Specific emblems, unique terminology, that sort of stuff you can copyright/trademark ... But, other than that, there's not much you can do.


Actually, most of the games that end in "-opoly" are produced by some company called "Late in the sky" that I believe actually has a signed deal with Hasbro to do it.

I think it's the monopolyish games that don't use the -opoly suffix are the ones that aren't paying for the right.
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  • Posted Wed Apr 13, 2011 11:56 pm
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Jay Levy
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No, a little more research has revealed a few more things. This article explains most of it, but Hasbro has tried to stop Late for the Sky from selling their games. There was actually a patent for Monopoly at one time, but it has expired. So, anyone can make a Monopoly like game and face no repercussions, even using the name.

However, blindspot is also right that they can be patented. So, it really depends if there was an approved patent for this game that can be defended. If the patent is too specific to board games, the court may not apply it to software. We'll have to see the filing

Here's that article: http://tinyurl.com/3llqbck
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  • Posted Thu Apr 14, 2011 3:27 am
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Lost in the shuffle of all this is the excellent interview above, so thanks for that, Gabe! I don't own any iOS devices but I still enjoy this blog, so there you go.

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  • Posted Thu Apr 14, 2011 5:23 am
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Okay, USA-opoly is the company I was thinking about.

(15 years ago I worked on a Monopoly licensed product, and we got the low-down with the Monopoly people about the wacky spinoffs that were being created from them).
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  • Posted Thu Apr 14, 2011 2:43 pm
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The -oply games might need to be licenced ude to trademark / trade dress, which doesn't apply in this case.
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  • Posted Fri Apr 15, 2011 1:24 am
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I have a working Twilight Imperium: Second Edition online game (1:1 rules) which needs no game master. I asked CTP about it and he told me that he/FFG doesn't want to see it published. So of course I was sad, but I understood their point. So I didn't publish it.

Of course I could have changed the graphics, changed the text as a lot of people suggested. But I always thought the Boardgame scene was a friendly scene where such things are not usual. So my project died, years of work (during free time of course) gone for nothing. But that is my problem, not their.

I don't like the idea of simple rethemes for commercial purposes.
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  • Posted Fri Apr 15, 2011 11:21 am
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furtherbum wrote:
I am an attorney, and if I were the FFG attorney, I'd advise against further posts in game forums on this particular matter, at least until suit has been filed.


Everyone who read this just got charged 100 dollars.
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  • Posted Fri Apr 15, 2011 3:07 pm
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Harlekin wrote:
I asked CTP about it and he told me that he/FFG doesn't want to see it published.

As an FFG customer, this disappoints me.
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  • Posted Fri Apr 15, 2011 3:59 pm
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Speaking as a game designer, let me say that I appreciate Christian's efforts to defend his IP and that of the designer he contracted with. He is doing what pretty much any designer who signs with a publisher wants the publisher to do in this case, which is to take alleged infringement seriously.
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  • Posted Sun Apr 17, 2011 1:25 am
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ASGupta wrote:
Speaking as a game designer, let me say that I appreciate Christian's efforts to defend his IP and that of the designer he contracted with.

Fair enough.
Quote:
He is doing what pretty much any designer who signs with a publisher wants the publisher to do in this case, which is to take alleged infringement seriously.

I don't think it's your place to speak for "pretty much any designer," though. If I made Battlelore, I would want FFG to seriously consider licensing it to the Viking Lords folks - more players, more income.
 
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  • Posted Sun Apr 17, 2011 4:42 am
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ASGupta wrote:
Speaking as a game designer, let me say that I appreciate Christian's efforts to defend his IP and that of the designer he contracted with. He is doing what pretty much any designer who signs with a publisher wants the publisher to do in this case


Darnit. SO I guess my kinder, gentler version of my favorite game of yours will have to be put on hold. The world will never get to know the true greatness of Twilight Snuggle...

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  • Posted Mon Apr 18, 2011 2:07 am
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Quote:
I don't think it's your place to speak for "pretty much any designer," though. If I made Battlelore, I would want FFG to seriously consider licensing it to the Viking Lords folks - more players, more income.


They can't exactly do that if tablet/mobile developers feel free to make knockoffs without paying any licensing fees, though. Of course I want a publisher to maximize the audience and revenues from the game, but an important element of that is just what I said: taking potential infringement seriously.

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  • Edited Mon Apr 18, 2011 3:51 pm
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Auzette wrote:
Twilight Snuggle...

I would fork over some cold hard cash for this implementation.
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  • Posted Mon Apr 18, 2011 3:57 pm
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ASGupta wrote:
They can't exactly do that if tablet/mobile developers feel free to make knockoffs without paying any licensing fees, though.

Sure they can: Puffin contacts FFG, FFG says yes. The possibility of knockoffs does not prevent this agreement.
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  • Posted Mon Apr 18, 2011 5:25 pm
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I agree with Justin. And people want to buy the original/licensed product, because they have higher quality expectations for them, or it will use the exact same cards, artwork, etc. as the original game.

If my kid wants to own Monopoly, I won't buy Alabamapoly for him and call it good enough. But if Monopoly is OOP, I might do just that, and then buy real Monopoly when its available. That's why I still think damages will be a problem for FFG.
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  • Posted Mon Apr 18, 2011 9:12 pm
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Ananda Gupta
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astroglide wrote:
ASGupta wrote:
They can't exactly do that if tablet/mobile developers feel free to make knockoffs without paying any licensing fees, though.

Sure they can: Puffin contacts FFG, FFG says yes. The possibility of knockoffs does not prevent this agreement.


What's Puffin's incentive to contact FFG?
 
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  • Posted Tue Apr 19, 2011 6:38 pm
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Justin
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ASGupta wrote:
What's Puffin's incentive to contact FFG?

I'd say that getting officially licensed nets them default sales (evidence is in this thread), art resources, perhaps financial resources, developer name recognition, and a relationship with the company that could lead to more game development with them or others. I can't speak for Puffin, but given that they already did contact FFG it's factually demonstrated that they found sufficient incentive, in whatever way was meaningful to them.
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  • Posted Wed Apr 20, 2011 1:18 am
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Tim Royal
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CaptainCosmic wrote:
FFG is familiar with iOS gaming? Who knew?

I'm still waiting for Citadels ... originally announced in 2008.

http://bit.ly/hh3sJ9


You can't blame that directly on FFG, when the company they partnered with shuts its doors later in the year.

 
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  • Posted Wed Apr 20, 2011 4:45 pm
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Flightmaster wrote:
@Phil,

I think you'll be pleased with announcements that we have coming in the weeks ahead. I can assure you that we're not idle in this area.

cP
FFG


I bet in regards to Westlos (a game that is similiar to Battlelore - but NOT!) I know you have not been idle.

But there hasn't been even a FFG employee in the Battlelore forum on FFG for months/years. I can't believe you folks cannot even have ONE employee supporting the forums.

All the news has been about Westlos and nothing about Battlelore. So I guess the real BL fans know where FFG's real loyalty lies!!

And until the actual lawsuit is out, I guess we can play the guessing game on what EXACTLY puffin did wrong. As others have pointed out, one cannot copywright game mechanics. And thus a lot of money will be spent on lawyers trying to enforce something that isn't enforceable.
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  • Edited Fri May 13, 2011 5:14 pm
  • Posted Fri May 13, 2011 5:11 pm
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M C
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The best possible response by FFG would be to release a better game.
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  • Posted Tue May 17, 2011 6:12 pm
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This is an interesting hour-long interview with an IP lawyer about the case. It clarifies how Viking Lords may be found to be infringing based on copyright law and why FFG would not want to engage in any dialog on public message boards about their case.

http://flashofsteel.com/index.php/2011/04/28/three-moves-ahe...

(Thanks to iOS for posting the link in its blog!)

The distinction that I took away is that while individual game mechanics as game mechanics cannot be copyrighted nor patented, entire games as broken down into mechanics, artwork, proper names, text, and similar factors can be protected under copyright of the game as a whole and works that derive from such a game in its entirety can be found to be in infringement depending upon the degree of similarity.

In other words, there is a continuum of copying, from using one game element (such as a specific mechanic) to "cloning" in copying every element of the game. Using a specific mechanic is ok. Using all the mechanics, artwork, etc. is definitely not ok. What a court considers infringing is a decision somewhere between those two extremes.

Also, it's a good idea for software game developers "taking inspiration" from an existing game to consult with an attorney if in doubt. Don't rely on internet posts or opinions of commentators or columnists. Intellectual Property Law can vary be nation. Definitely consider contacting an existing license holder of a game you want to see in computer format; some designers are looking for implementers (Knizia); some companies already have a game in development; some may have not even thought of it yet.
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  • Edited Sun Jun 5, 2011 2:56 am
  • Posted Sun Jun 5, 2011 2:55 am
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ASGupta wrote:
Speaking as a game designer, let me say that I appreciate Christian's efforts to defend his IP and that of the designer he contracted with. He is doing what pretty much any designer who signs with a publisher wants the publisher to do in this case, which is to take alleged infringement seriously.


Wow, count me as an interested gawker. Let me suggest that a different approach might be better for your interests. When confronted with an unlicensed iOS version of a game that you have designed or own, you could go to Court to argue what seems a tenuous case, one that even if you win will have PR costs. But you have two other options, both of which will make many people happier, and will make you richer:

1) You can out compete your new competitor. Release your own Battlelore (or Twilight Struggle or whatever other game) for the platform. As others have noted, the official version will probably win that competition.

2) If you're not sure you can beat the unlicensed version, negotiate with them. They can also make more money if they play nice with you. They will pay you for a license. You can negotiate the terms. If they do a crappy job, no license.

If your lawyers are quick to suggest you go court, remember that their interests are different from yours. Going to court is going to put their kids through college, not yours.

Edit: I see that some of my points have already been made. I also want to give extra thumbs to the responses to your question about Puffin's incentive to contact FFG. First, as astroglide notes, we don't need to speculate here, we know they have sufficient incentives because they did contact FFG. Second, and now I am speculating, I think there's more money to be made in an official version. And there's more money for everybody in making one more quickly. Every day that goes by that FFG is suing people rather than releasing or allowing to be released such a version is a day that money that people want to spend on that app is not being spent.
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  • Edited Fri Jul 22, 2011 10:56 pm
  • Posted Fri Jul 22, 2011 10:50 pm
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I still think FFG has a case, though I am in no way qualified in legal aspects.

Firstly, it seems to me that the Viking Lords publisher took vague, late and / or inadequate responses from FFG as a YES, it's okay to produce this game digitally.

Secondly, it's 100% clear that BattleLore was not only an inspiration, but a template for this digital version. The decision to "take this in another direction" after FFG didn't show interest, i.e. retheming and some "streamlining", supports this.

Thirdly, the publisher admits that they really don't care very much that they don't have the board game publisher's or designer's consent. Which at the very least, with a digital version that is so close to it's board game original, is bad form. And, according to FFG lawyers, grounds for filing suit.
The reason for this is obvious: FFG believes that Viking Lords will take the wind out of the sails of a BattleLore port.

The whole system of using game elements in other games is based on principles that are not bound by hard and fast rules, but by two very fluid things:
- Common courtesy
- The amount of game elements from one game used in the other game

If the second principle amounts to quite a large number of elements, the first comes into play. And if it is not used, then legal action threatens.

I'm curious what the ruling will be in this case.
 
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  • Posted Sat Jul 23, 2011 10:43 pm
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Flightmaster wrote:
@Phil,

I think you'll be pleased with announcements that we have coming in the weeks ahead. I can assure you that we're not idle in this area.

cP
FFG


Does anyone have a link to this announcement?
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  • Posted Fri Jul 29, 2011 8:41 pm
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Thomas Vilfroy
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craniac wrote:
Flightmaster wrote:
@Phil,

I think you'll be pleased with announcements that we have coming in the weeks ahead. I can assure you that we're not idle in this area.

cP
FFG


Does anyone have a link to this announcement?
Sadly MC, no links or anything and that post was 4 months ago. In typical FFG fashion, they keep saying they have "big and good things for Battlelore" but then no news for 6+ months, no games being run at Origins OR GenCon, etc. etc.

Have emailed Christian and others at FFG w/ no replies back either.
 
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