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Board Game Lawyer - The Rules of the Legal Game

In this blog, I'll be posting a series of video presentations explaining the law, with examples predominately drawn from the board and role playing game industry.
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Intellectual Property 3 - Copyright in Ten Minutes Or Less

Neil Wehneman
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There are many misconceptions and myths about copyright. In this presentation, IP lawyer Neil Wehneman explains the basics of copyright.


It's been a month and a half, but I'm back! Several weeks out of state tends to push "non-essential" activities off the radar, but regular posts should resume now.
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Subscribe sub options Tue May 31, 2011 3:51 pm
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Aleksander R. Nordgarden Rødner
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Hey Neil,

Great stuff, simple to understand, and well explained.

By the way, the text to FL-108 is available online, from here: http://www.copyright.gov/fls/fl108.html
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  • Posted Tue May 31, 2011 4:04 pm
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Josh Morgan
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Just wanted to say that I've really enjoyed your videos. I'm definitely not the target audience, but I have an interest in the law and how it is applied/interpreted in society and your videos have proven to be illuminating and approachable. Thanks!
 
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  • Posted Tue May 31, 2011 6:18 pm
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razumny wrote:
Hey Neil,

Great stuff, simple to understand, and well explained.

By the way, the text to FL-108 is available online, from here: http://www.copyright.gov/fls/fl108.html


Thanks for the compliment, and for tossing up the link.

- Neil Wehneman
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  • Posted Tue May 31, 2011 6:39 pm
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rhoubhe wrote:
Just wanted to say that I've really enjoyed your videos. I'm definitely not the target audience, but I have an interest in the law and how it is applied/interpreted in society and your videos have proven to be illuminating and approachable. Thanks!


Josh:

I appreciate the kind words.

It appears we both live in Indianapolis. Toss me a line off-BGG [neil at wehneman dot com] and perhaps we can get together for some gaming or discussions of the law.

- Neil Wehneman
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  • Posted Tue May 31, 2011 6:40 pm
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Excellent again Neil. The point you made using War of the Ring seems so clear in my mind. At 8:32 you say (emphasis mine for clarification questions):

Neil Wehneman wrote:
"...the images themselves...those are copyrightable. But this idea of rolling dice and the sides that come up telling you what it is you can do that turn, that's an idea. That's in the public domain. Anybody can use that. So even within a work that's copyrightable as a whole, there are elements of it that members of the public can reach in and grab and pull out and reuse on their own."


A couple of questions here.

• When you say on their own, is "their" a possessive pronoun for elements or members of the public?

Depending which way you answer the above question, I would have different followup questions. But what I really would like to hear you address would be the following:

• If a person grabbed and pulled out and reused every idea and mechanic from War of the Ring and manufactured, released, marketed, and sold a print board game with all the same ideas and mechanics, but simply replaced the copyrightable elements? Would that be infringement of any kind?

• If a person grabbed and pulled out and reused every idea and mechanic from War of the Ring and coded, marketed and sold a video game with all the same ideas and mechanics albeit translated into programming code of course, but simply replaced the copyrightable elements? Would that be infringement of any kind?
 
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  • Edited Tue May 31, 2011 11:21 pm
  • Posted Tue May 31, 2011 11:18 pm
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Neil Wehneman
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Quote:
• When you say on their own, is "their" a possessive pronoun for elements or members of the public?


I believe I meant it as possessive of members of the public, but it also makes sense as referencing the elements.


Quote:

• If a person grabbed and pulled out and reused every idea and mechanic from War of the Ring and manufactured, released, marketed, and sold a print board game with all the same ideas and mechanics, but simply replaced the copyrightable elements? Would that be infringement of any kind?


Preface: the practical problem becomes where to draw the line between "idea" and "expression." These are words we copyright lawyers like to toss around (like "mechanics" vs. "theme" in board gaming), but where exactly the border resides is sometimes hard to find. "Simply replaced the copyrightable elements" hand-waves over the difficulty inherent to performing such a conversion.

That said, assuming no patents are involved, then there would be no copyright infringement. From a copyright perspective ideas (and mechanics, which are treated as ideas) are in the public domain from day one.

Said another way, and again setting aside the possibility of patent, you and I affirmatively own the ideas of every game designer as soon as that idea comes into being. From a copyright perspective, it's ours just as much as it is the game designer's.

Now, people can argue morals, ethics, and other philosophies, and come up with a straight-faced argument for why such action should be disapproved. Additionally some designers or publishers might be seriously bothered by the actions you describe.

There are multiple perspectives on copyright (romantic author, utilitarian, market creation, etc..) and I'll discuss them in the full copyright series. I freely admit I am strongly biased towards utilitarianism, and will discuss why in due course. For now, just looking at the black letter copyright law, what you describe is not only legal but encouraged under the law.


Quote:

• If a person grabbed and pulled out and reused every idea and mechanic from War of the Ring and coded, marketed and sold a video game with all the same ideas and mechanics albeit translated into programming code of course, but simply replaced the copyrightable elements? Would that be infringement of any kind?


My answer to this question is the same as above.

- Neil Wehneman
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  • Posted Wed Jun 1, 2011 3:29 am
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Dominic Crapuchettes
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landaras wrote:
Quote:
• When you say on their own, is "their" a possessive pronoun for elements or members of the public?


I believe I meant it as possessive of members of the public, but it also makes sense as referencing the elements.


Quote:

• If a person grabbed and pulled out and reused every idea and mechanic from War of the Ring and manufactured, released, marketed, and sold a print board game with all the same ideas and mechanics, but simply replaced the copyrightable elements? Would that be infringement of any kind?


Preface: the practical problem becomes where to draw the line between "idea" and "expression." These are words we copyright lawyers like to toss around (like "mechanics" vs. "theme" in board gaming), but where exactly the border resides is sometimes hard to find. "Simply replaced the copyrightable elements" hand-waves over the difficulty inherent to performing such a conversion.

That said, assuming no patents are involved, then there would be no copyright infringement. From a copyright perspective ideas (and mechanics, which are treated as ideas) are in the public domain from day one.

Said another way, and again setting aside the possibility of patent, you and I affirmatively own the ideas of every game designer as soon as that idea comes into being. From a copyright perspective, it's ours just as much as it is the game designer's.

Now, people can argue morals, ethics, and other philosophies, and come up with a straight-faced argument for why such action should be disapproved. Additionally some designers or publishers might be seriously bothered by the actions you describe.

There are multiple perspectives on copyright (romantic author, utilitarian, market creation, etc..) and I'll discuss them in the full copyright series. I freely admit I am strongly biased towards utilitarianism, and will discuss why in due course. For now, just looking at the black letter copyright law, what you describe is not only legal but encouraged under the law.


Quote:

• If a person grabbed and pulled out and reused every idea and mechanic from War of the Ring and coded, marketed and sold a video game with all the same ideas and mechanics albeit translated into programming code of course, but simply replaced the copyrightable elements? Would that be infringement of any kind?


My answer to this question is the same as above.

- Neil Wehneman


So why does Hasbro license games from game designers? They must have lawyers that give different council.
 
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  • Posted Thu Jun 2, 2011 3:14 pm
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domcrap wrote:
landaras wrote:
Quote:
• When you say on their own, is "their" a possessive pronoun for elements or members of the public?


I believe I meant it as possessive of members of the public, but it also makes sense as referencing the elements.


Quote:

• If a person grabbed and pulled out and reused every idea and mechanic from War of the Ring and manufactured, released, marketed, and sold a print board game with all the same ideas and mechanics, but simply replaced the copyrightable elements? Would that be infringement of any kind?


Preface: the practical problem becomes where to draw the line between "idea" and "expression." These are words we copyright lawyers like to toss around (like "mechanics" vs. "theme" in board gaming), but where exactly the border resides is sometimes hard to find. "Simply replaced the copyrightable elements" hand-waves over the difficulty inherent to performing such a conversion.

That said, assuming no patents are involved, then there would be no copyright infringement. From a copyright perspective ideas (and mechanics, which are treated as ideas) are in the public domain from day one.

Said another way, and again setting aside the possibility of patent, you and I affirmatively own the ideas of every game designer as soon as that idea comes into being. From a copyright perspective, it's ours just as much as it is the game designer's.

Now, people can argue morals, ethics, and other philosophies, and come up with a straight-faced argument for why such action should be disapproved. Additionally some designers or publishers might be seriously bothered by the actions you describe.

There are multiple perspectives on copyright (romantic author, utilitarian, market creation, etc..) and I'll discuss them in the full copyright series. I freely admit I am strongly biased towards utilitarianism, and will discuss why in due course. For now, just looking at the black letter copyright law, what you describe is not only legal but encouraged under the law.


Quote:

• If a person grabbed and pulled out and reused every idea and mechanic from War of the Ring and coded, marketed and sold a video game with all the same ideas and mechanics albeit translated into programming code of course, but simply replaced the copyrightable elements? Would that be infringement of any kind?


My answer to this question is the same as above.

- Neil Wehneman


So why does Hasbro license games from game designers? They must have lawyers that give different council.


Because it's often cheaper and easier to do a license than it is to argue that no license is needed. Additionally, the license will cover trademark questions as well, which are under a separate set of rules (which will be discussed in due time).

Beyond the law itself, there are social norms involved. Most individuals (heck, even most lawyers who don't practice in an IP field) are not familiar with the nitty-gritty of copyright law, especially as it's often over-simplified into a (flawed) property analogy.

What people are familiar with is the feeling of "theft." Oftentimes when people engage in conversions or other re-use that is (arguably) authorized by law, but isn't authorized by the copyright holder, allegations of "they stole my game!" come up.

It's a fair argument on norms grounds, even if I believe it's the wrong argument on the law (for reasons I'll explain more in-depth in future episodes).


Here's another way of looking at it...

I cannot imagine "Hasbro relies on Fair Use and idea-expression dichotomy to publish designer's game without designer's consent or royalty" showing up on a CNN.com headline. However, I could see "Hasbro steals designer's game for profit" as a CNN.com headline to cover the exact same activity.

Hasbro (and others) are aware of both the law and perceptions in the marketplace. They consider it better for all parties if some sort of license is in place, and that's a fair conclusion to come to. Indeed, I've previously told clients "Your activity likely falls under L&E, and no license should be required, but I still think you'd be ahead to negotiate some sort of license to keep everyone happy and on the same page."


Make sense?

- Neil Wehneman



Edit / Postscript: I'll add that ANOTHER reason for Hasbro (or whomever) to do a licenses is because the boundary between idea and expression (or mechanic and theme) is oftentimes difficult to pinpoint exactly. The limits of Fair Use are likewise amorphous. A license is generally the safest (and often the most cost-effective) way of making these difficult questions go away.
 
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  • Edited Thu Jun 2, 2011 6:51 pm
  • Posted Thu Jun 2, 2011 3:44 pm
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Dominic Crapuchettes
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landaras wrote:
domcrap wrote:
So why does Hasbro license games from game designers? They must have lawyers that give different council.


Because it's often cheaper and easier to do a license than it is to argue that no license is needed.
There is no arguing if the law is clear. There is only arguing if the parties differ on what they think will happen if the case were tried in the court of law.


landaras wrote:
Additionally, the license will cover trademark questions as well, which are under a separate set of rules (which will be discussed in due time).
I understand trademark law. Very few game designers file for a trademark (and as you're aware, trademarks do not cover games that are not in commerce). Anyhow, Hasbro usually comes up with their own game names.


landaras wrote:
Beyond the law itself, there are social norms involved. Most individuals (heck, even most lawyers who don't practice in an IP field) are not familiar with the nitty-gritty of copyright law, especially as it's often over-simplified into a (flawed) property analogy.
The share holders of Hasbro are probably not concerned with social norms. They want the maximize their investment. Furthermore, I think you can be sure their lawyers know the nitty-gritty of copyright law.


landaras wrote:
Here's another way of looking at it...

I cannot imagine "Hasbro relies on Fair Use and idea-expression dichotomy to publish designer's game without designer's consent or royalty" showing up on a CNN.com headline. However, I could see "Hasbro steals designer's game for profit" as a CNN.com headline to cover the exact same activity.

Hasbro (and others) are aware of both the law and perceptions in the marketplace. They consider it better for all parties if some sort of license is in place, and that's a fair conclusion to come to. Indeed, I've previously told clients "Your activity likely falls under L&E, and no license should be required, but I still think you'd be ahead to negotiate some sort of license to keep everyone happy and on the same page."


Make sense?
Yes, I've always maintained that bad press is one of the factors that contributes to our industry dynamics, but I think you are over-simplifying the judicial system. The law is not static. Laws are often re-interpreted in order to pertain to new cases that arise. There are also a lot of gray areas in between the black and white cases. Hasbro's lawyers (as well as many of the lawyers that we have consulted) think there is good reason to believe that a game designer would win in a case where a publisher stole their game in its entirety. In fact, that is what is generally considered to be one of the black and white cases. Any serious economist understands the perils our industry would be under without IP laws. If their opinions could not sway the courts, then 10 years of stifled creativity in the industry would finally tip the scales.

Why have I consulted so many lawyers on this issue? We had to know and state the risks in our business plan when we raised $700,000 from investors. That Hasbro might take our game in full, and market it under another name with a 2 million dollar marketing budget was one of the most obvious risks. On top of needing to feel good about taking other people's money, I had to feel good about devoting the next ten years of my life to the endeavor.


landaras wrote:
Edit / Postscript: I'll add that ANOTHER reason for Hasbro (or whomever) to do a licenses is because the boundary between idea and expression (or mechanic and theme) is oftentimes difficult to pinpoint exactly. The limits of Fair Use are likewise amorphous. A license is generally the safest (and often the most cost-effective) way of making these difficult questions go away.
Yes! This is a very important factor in our industry dynamics. Your telling people otherwise does a disservice to our industry. The day that it becomes ok for a publisher to take a game in its entirety (every mechanic) and publish it under their own name, is the day that every full time game designer will have to start thinking about another profession. It is also the day that starting a board game company will becomes a financially nonviable consideration. And although I will hate it with all of my heart, it is also the day that we will stop developing new games. We will simply use the game that seems promising and work on marketing strategies for it.
 
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  • Posted Sat Jun 4, 2011 3:30 am
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Dominic:

Before replying, I think this is our key "disagreement":

I've been predominately discussing a hypothetical of someone pain-stakingly (and somehow 100% accurately) taking out and re-using nothing but ideas and mechanics, without once touching expression.

You've taken my conclusions for that hypothetical, and then applied to it a situation of someone wholesale copying every last part of what could be considered a game, which would encompass expression.

You've then assumed I'd come to the same conclusion as on the "ideas-only" case, and chastised me for that conclusion.

With that in mind, my responses are below.

- Neil Wehneman


domcrap wrote:
There is no arguing if the law is clear. There is only arguing if the parties differ on what they think will happen if the case were tried in the court of law.


Actually, lawyers argue over clear law all the time. The reason they argue is because the question comes down to how this clear law is applied to facts.

In these circumstances, the key question is whether the facts of the case are within the law. For unlicensed conversions, for example, the factual question is whether mechanics and ideas were in fact all that was re-used.

If expression is re-used, there's a different legal analysis.


domcrap wrote:
I understand trademark law. Very few game designers file for a trademark (and as you're aware, trademarks do not cover games that are not in commerce). Anyhow, Hasbro usually comes up with their own game names.


You are confusing federal trademark registrations with trademarks generally. Trademarks apply immediately upon use at the state level. Federal trademark law applies immediately upon "use in commerce that Congress can regulate." The threshold for use in interstate commerce is relatively low. Even an unregistered trademark can be sued upon in federal court in certain circumstances.

Once you've achieved use in interstate commerce, you can file for registration, which gives rights above and beyond those you receive automatically upon use. You are thinking about federal trademark registration when you are discussing "trademark".


domcrap wrote:
The share holders of Hasbro are probably not concerned with social norms. They want the maximize their investment. Furthermore, I think you can be sure their lawyers know the nitty-gritty of copyright law.


You are missing my point. If Hasbro (or whomever) re-used nothing but mechanics out of a recently developed game (easy to state, hard to do), they would be within their legal rights, but would face a PR firestorm. That firestorm, not any actual copyright infringement, would damage profits, which would bother investors.

I agree that investors generally don't care about social norms for the sake of social norms. But they sure as heck care about them if violating those norms negatively impacts the bottom line.

I never suggested that Hasbro's lawyers don't know the nitty-gritty of copyright law, as that's a field they practice in.

My point is that lawyers tend to specialize in certain fields. The gaming lawyer in the office next to me focuses on family law. He probably wouldn't take a complicated IP case, just as I wouldn't take a complicated divorce or custody matter.


domcrap wrote:
Yes, I've always maintained that bad press is one of the factors that contributes to our industry dynamics, but I think you are over-simplifying the judicial system. The law is not static. Laws are often re-interpreted in order to pertain to new cases that arise. There are also a lot of gray areas in between the black and white cases. Hasbro's lawyers (as well as many of the lawyers that we have consulted) think there is good reason to believe that a game designer would win in a case where a publisher stole their game in its entirety.


I have never hypothesized someone "stealing" a game in its entirety. I have hypothesized someone re-using mechanics but leaving every last bit of creative expression alone. As I mentioned at the outset, I think this is a key issue of miscommunication.


domcrap wrote:
In fact, that is what is generally considered to be one of the black and white cases.


We are in agreement on this point.

domcrap wrote:
Any serious economist understands the perils our industry would be under without IP laws. If their opinions could not sway the courts, then 10 years of stifled creativity in the industry would finally tip the scales.


If we want to argue economics, there are (at least) two classes we have to consider. 1) The current generation of game designers, which would include you. 2) The next generation of game designers, which may also include you.

Every IP right (whether copyright, patent, whatever...) we give to the current generation deprives the next generation of a building block for their creativity. If there were no cost to giving current rights, we should (on utilitarian grounds) abolish Fair Use and the idea-expression dichotomy, make copyright term perpetual, and collapse the five specific rights into a general right of use.

But we don't, because there are other interests at play, including (but not limited to) economic interests.

The point is to strike the right balance.


domcrap wrote:

landaras wrote:
Edit / Postscript: I'll add that ANOTHER reason for Hasbro (or whomever) to do a licenses is because the boundary between idea and expression (or mechanic and theme) is oftentimes difficult to pinpoint exactly. The limits of Fair Use are likewise amorphous. A license is generally the safest (and often the most cost-effective) way of making these difficult questions go away.
Yes! This is a very important factor in our industry dynamics. Your telling people otherwise does a disservice to our industry.


When have I told people otherwise, resulting in a disservice? I've consistently said that the law is clear ("mechanics / ideas are in the public domain") but that factually applying that is hard. The boundaries between idea and expression aren't always clear.

domcrap wrote:
The day that it becomes ok for a publisher to take a game in its entirety (every mechanic) and publish it under their own name, is the day that every full time game designer will have to start thinking about another profession.


Here's our confusion in play again. You are confusing "a game in its entirety" with "every mechanic." The "game in its entirety" includes mechanics as well as expression.

- Neil Wehneman
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  • Posted Sat Jun 4, 2011 7:10 pm
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Neil,

Here is where your confusion lies. In game design, the mixture of game mechanics IS the expression. So you are right, I do not understand your distinction on mechanics versus expression. Please explain the distinction when it comes to an abstract game like Blokus or Pentago.


landaras wrote:
{in regards to IP laws} The point is to strike the right balance.


Exactly.

A monopoly is given for a specified amount of time in exchange for making an idea public. The monopoly is given to encourage innovation. The idea is made public to benefit society.

Your belief that game mechanics in their entirety are not protected demonstrates a lack of balance. It is also contrary to the opinions of several lawyers I consulted on the issue. What is to motivate a person to design a game if everyone of their game mechanics could be lifted and placed into a different game? Knizia (as well as myself) would be in a world of hurt if your beliefs were to hold true in the court of law.

Dominic
 
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  • Posted Sun Jun 5, 2011 2:49 am
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domcrap wrote:
Here is where your confusion lies. In game design, the mixture of game mechanics IS the expression. So you are right, I do not understand your distinction on mechanics versus expression. Please explain the distinction when it comes to an abstract game like Blokus or Pentago.


Mechanics as explained by Blokus Example


I'll use Blokus because it's on my shelf.

Expressions:

1) art / photographs throughout the box and instructions

2) particular word choices when explaining the rules


Ideas:

1) have a board of 400 squares, 20 on a side

2) receive 21 pieces in a single color, as described in Figure 1 of the Blokus rules

3) each player places pieces one at a time, starting in the corner and always touching one of his own pieces at only a diagonal

4) score based upon the pieces you have remaining


There are a few more ideas I could list (those aren't the complete rules), but you get the gist.

Now, Mattel might be very bothered if someone re-branded Blokus and re-used those ideas. They might cry "theft" and threaten suit (or even sue).

But those ideas are outside of copyright, even if it appears that they are commercially valuable.

I'll add that Fogerty v. Fantasy, Inc., 510 U.S. 517 (1994) encourages the award of attorney's fees to prevailing defendants who vindicate meritorious defenses to an infringement claim, such as the idea-expression dichotomy. A hypothetical lawsuit claiming infringement of mechanics could end up costing the plaintiff the other side's attorney's fees.


Policy Argument Compared to What the Law Says

domcrap wrote:
landaras wrote:
{in regards to IP laws} The point is to strike the right balance.


Exactly.

A monopoly is given for a specified amount of time in exchange for making an idea public. The monopoly is given to encourage innovation. The idea is made public to benefit society.

Your belief that game mechanics in their entirety are not protected demonstrates a lack of balance.



I disagree with you on the utilitarian argument, but I haven't been arguing on the basis of utility. I've been arguing on the basis of the text of the law.



What the Law Actually Says...

I was really hoping I could avoid having to do actual legal research in order to resolve this, but it appears it's going to be necessary.

I mentioned the FL-108 circular, but let's start with the text of the copyright law itself, at 17 U.S.C. 102(b):

17 U.S.C. 102(b) wrote:

(b) In no case does copyright protection for an original work of authorship extend to any idea, procedure, process, system, method of operation, concept, principle, or discovery, regardless of the form in which it is described, explained, illustrated, or embodied in such work.


Explain to me how game mechanics are anything other than "idea, procedure, process, system, method of operation, concept, principle, or discovery"?


Your Argument

Your argument, that I quoted at the very top of this post is "in game design, the mixture of game mechanics IS the expression," or, as I paraphrase it "we put a bunch of ideas together and suddenly they become expression."

This argument of "a bunch of ideas turns into expression" may work with literary works (see Learned Hand's Nichols v. Universal Pictures Corp., 45 F.2d 119, 121 (2d. Cir. 1930)), where you are stringing together generic plot "ideas" into what eventually becomes an expressed and protectable plot. But even then, the core "ideas" that you are starting with have some element of expression overshadowed by the "idea."


Game Mechanics are Processes, Not Plot Elements (Or Anything Similar)

With game mechanics we are dealing with processes. For example, from another game on my shelf (which of course, you designed), the process might be:

1) read a question that is answerable by a number,
2) everyone writes down their best guess,
3) place those guesses in ascending order,
4) place bets on likely correct answer,
5) read the correct answer,
6) pay out based upon how much of an outlier the correct answer was from the median guess
7) repeat

This process never veers into expression-land until you've tossed a theme and artwork with it. Even then, if the theme and artwork are separable from the mechanics, the mechanics themselves remain uncopyrightable, as noted in 17 U.S.C. 102(b) above.

I'll return to this point about trying to turn processes into expression in my conclusion on Baker v. Selden.


The Library of Congress

Moving on from the copyright statute, the FL-108 circular ( http://www.copyright.gov/fls/fl108.html) explicitly states in the first paragraph (excising the trademark matters)…

Library of Congress wrote:
Copyright does not protect the idea for a game ... or the method or methods for playing it. Nor does copyright protect any idea, system, method, device ... involved in ... playing a game. Once a game has been made public, nothing in the copyright law prevents others from developing another game based on similar principles. Copyright protects only the particular manner of an author’s expression in literary, artistic, or musical form.


You can't copyright the idea, method, system, etc. for playing a game. These are all words we here on BGG call "mechanics."

I'm sorry the word "mechanics" doesn't show up in the text or case law, as that would make this whole process easier. But a long list of other words, like "methods" or "systems" or "processes" are used, which are synonyms for "mechanics."

"Expression" is defined (by way of example) with words like "literary, artistic, or musical form." There just isn't support for saying "the mechanics IS the expression." In this case, your definition of expression isn't the legal definition of expression.


The 9th Circuit

Here's the 9th Circuit Court of Appeals (which is looked upon very favorably when it comes to copyright law interpretation):

9th Circuit Court of Appeals wrote:

This doctrine of merger is particularly applicable with respect to games "since they consist of abstract rules and play ideas." Midway Mfg. Co. v. Bandai-America, Inc., 546 F.Supp. 125, 148 (D.N.J.1982); see also Anti-Monopoly, Inc. v. General Mills Fun Group, 611 F.2d 296, 300 n. 1. (9th Cir.1979). A similar logic has been applied to rules of a contest where most subsequent expressions of an idea of a rule are likely to appear similar to the words of a related rule. See Morrissey v. Procter & Gamble Co., 379 F.2d 675, 678-79 (1st Cir.1967); Affiliated Hospital Products, Inc. v. Merdel Game Mfg. Co., 513 F.2d 1183, 1188-89 (2nd Cir.1975). ... Thus, the doctrine of merger applies and although [plaintiff] may be entitled to copyright protection for the physical form of his games, he is not afforded protection for the premises or ideas underlying those games.


Cite: Allen v. Academic Games League of America, Inc., 89 F.3d 614, 617 (9th Cir. 1996)


More Case Law

Here's a list of other potential cases on the topic (some overlap from Allen above), from a footnote in Prof. Boyden's Games and other Noncopyrightable Systems:

Anti-Monopoly, Inc. v. General Mills Fun Group, 611 F.2d 296, 300 n.1 (9th Cir. 1979) (“Business ideas, such as a game concept, cannot be copyrighted.”); Landsberg v. Scrabble Crossword Game Players, Inc., 736 F.2d 485, 489 (9th Cir. 1984) (Scrabble strategies are ideas); Allen v. Academic Games League of America, Inc., 89 F.3d 614, 617 (9th Cir. 1996) (games “consist of abstract rules and play ideas” that are likely to merge with the expression of those rules and ideas) (quoting Midway Mfg. Co. v. Bandai-America, Inc., 546 F. Supp. 125, 148 (D.N.J. 1982)); Morrissey v. Procter & Gamble Co., 262 F. Supp. 737 (D. Mass.), aff’d, 379 F.2d 675 (1st Cir. 1967) (substance of contest not protectable); Seltzer v. Sunbrock, 22 F. Supp. 621, 630 (S.D. Cal. 1938) (“Even if plaintiffs’ books be held to describe a game or sporting event, the rules thereof, as ideas, are not copyrightable.”); Russell v. Northeastern Pub. Co., 7 F. Supp. 571 (D. Mass. 1934) (no copyright in bridge problem “illustrating a principle of play” and “the principles of contract bridge applicable to its solution”); Downes v. Culbertson, 275 N.Y.S. 233, 243 (N.Y. Sup. Ct. 1934) (system for playing contract bridge “is an idea” that can be secured neither by copyright nor patent).

Boyden paper: http://works.bepress.com/cgi/viewcontent.cgi?article=1001&co...


The Supreme Court of the United States

Finally, there's the grand-daddy of them all, Baker v. Selden, 101 U.S. 99, an 1879 SCOTUS case. Baker v. Selden held that while a book explaining how to utilize an accounting system was copyrightable, the accounting system itself fell under the idea-expression dichotomy and could only be covered by a patent, if at all.

Tell me how the mechanics of a game are any different from an accounting system?

They may both be valuable and commercially exploitable, but that doesn't make them anymore copyrightable. Accounting systems have all manner of rules that are pushed together to form a complex or cohesive whole. A unanimous Supreme Court still said it's not copyrightable.


Hearsay Legal Analysis

domcrap wrote:

It is also contrary to the opinions of several lawyers I consulted on the issue.


I have a standing rule of not giving legal advice via non-lawyer third parties. I don't play the "telephone game" when it comes to important and/or complicated issues.

The same rule applies here. I've quoted the statute, the Library of Congress, a law professor, multiple court cases, and the Supreme Court of the United States to explain why mechanics, even complete sets of mechanics, are in the public domain.

I simply am unwilling to accept "several lawyers I consulted said otherwise" as rebuttal. They were probably referring to the game as manufactured, which of course includes copyrightable elements such as the box art and rulebook.


Arguments over Policy and Incentives

domcrap wrote:

What is to motivate a person to design a game if everyone of their game mechanics could be lifted and placed into a different game? Knizia (as well as myself) would be in a world of hurt if your beliefs were to hold true in the court of law.


My beliefs have held true in court, as cited numerous times before. As to your incentives question, I'll return to that in future episodes.

The bottom line though, is that the justness or appropriateness of copyright law is not judged by whether you, or me, or Knizia, or third-party app developers, or Fantasy Flight Games, or anyone else "in our industry" is or is not in a "world of hurt." The justness or appropriateness of copyright law is judged by whether society as a whole benefits.

The idea-expression dichotomy exists to ensure individuals can copy and build upon non-patented ideas. It provides building blocks to the next generation of authors, inventors, game designers, etc.

Go read Sears, Roebuck & Co. v. Stiffel Co., 376 U.S. 225 (1964) or Bonito Boats, Inc. v. Thunder Craft Boats, Inc., 489 U.S. 141 (1989) if you disagree on this point. Both are unanimous Supreme Court decisions. Additionally, in a 7-2 decision (in which the dissenters would certainly agree on this point), SCOTUS held that the idea-expression dichotomy was the First Amendment's protection within copyright law. Eldred v. Ashcroft, 537 U.S. 186 (2003


Final Remarks

Now, I've spent far too long arguing these points. I've done my best to be respectful and courteous, and if I ever haven't, I apologize. Arguments over property (and yes, the public domain is my property) tend to make people passionate.

If you find yourself in Indianapolis (GenCon?), give me a call. I'll buy you lunch and we can discuss law, gaming, the NFL lockout, or whatever else you'd like.

I look up to game designers, and I'm one of those freaks that like to get rulebooks autographed. You still have my respect, even if we (still?) disagree on the law.

I've made my case. I have an important hearing later this week I need to prepare for, and dozens of people descending upon my house this weekend for a three day board gaming "convention." (I still need to clean the house, buy food, etc..) I just don't have time to argue this further.

The floor is yours if you would like to have the last word in any fashion.

Take care, and I look forward to your input and thoughts on future episodes, should you choose to share them.

- Neil Wehneman
 
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  • Posted Sun Jun 5, 2011 11:34 pm
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Dominic Crapuchettes
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landaras wrote:
domcrap wrote:
Your belief that game mechanics in their entirety are not protected demonstrates a lack of balance.
I disagree with you on the utilitarian argument, but I haven't been arguing on the basis of utility. I've been arguing on the basis of the text of the law.


Economic Conversation
So we disagree on what laws would provide the greatest possible benefit to society. A study of economics is the only way to move that conversation forward. I suggest you start by reading about the problems that lead to the creation of copyright laws.

More specifically, you have not yet addressed my issue: My company will have to stop all product development if people start freely using our game mechanics in their entirety. Our biggest risk is that a big company (Hasbro or Mattel) uses one of our game's mechanics, finds a better name, and puts a $2 million advertising budget behind "their" game. You say this is beneficial to our industry. Please explain how removing North Star Games from the market is beneficial to the consumer. My next issue is that other game designers and game companies will also have to stop game development for the same reason: their hard work can be freely used by others before they are able to reap any benefit from it.


Legal Conversation
I think there is gray area in the law that you are not considering. And yes, I still believe that "the mixture of game mechanics IS the expression", even if you want to characterize it as "we put a bunch of ideas together and suddenly they become expression." How is it that writers can put a bunch of words together and they suddenly become expression? The words are not protected, but the expression is.

I jumped into this conversation in regards to your stating that it would be legal to lift 100% of the mechanics from another game. I still don't think the court would allow this, but I have always believed that it is ok to create a game based upon similar principles (such as all of my games have done). So you don't need to address that issue again.

Let's look at the following: Hasbro takes all of the Wits & Wagers mechanics, markets it under a different name, and put a $2 million advertising budget behind it. Wits & Wagers is immediately removed from the shelf at Target and Toys-R-Us (which is what would happen - that's why they carry Cranium Scribblish with the $2 million advertising budget and not Telestrations). I can demonstrate that I have dedicated the last 10 years of my life to this endeavor, and that North Star Games has lost money over the past 7 years. I can also demonstrate that I've earned almost a million dollars less than all of my classmates, and worked longer hours. You're saying that Hasbro's actions would be deemed legal (and desirable) when this goes to court. I don't think it is as obvious as you say.

In the long run, the judicial system will find a way to allow game designers and publishers to recoup their losses (and get paid) for their hard work, before their work goes into the public domain. In the short run, your opinion might put a lot of board game companies and game designers out of business.
 
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  • Posted Mon Jun 6, 2011 5:00 pm
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Neil Wehneman
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Dominic:

As promised, the final word is yours.

However, I wanted to let you know I've read and considered your post.

Take care.

- Neil Wehneman
 
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  • Posted Mon Jun 6, 2011 9:09 pm
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Dominic Crapuchettes
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Neil,

I'm not interested in having the final word. Feel free to respond when you have more time.

Or not. I understand that this type of conversation is time consuming. I have also been frustrated with the amount of time I spend addressing these issues online. The only reason I participate is that I fear the consequences of not having the game designer point of view represented in the conversation.

Best,
Dominic
 
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  • Posted Mon Jun 6, 2011 9:24 pm
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I have to agree with Neil on this one. I think it is normal to be emotionally attached to your creation which resulted in hard work, However in the end this type of law is free of those concerns.

Think of it in broad strokes. You can't copyright dice rolling, what happens when you roll doubles, or even the mechanics of a deck building game. You can't copyright drawing a card when landing on a space. You can't copyright worker placement games, war games, specific time periods of war games, etc.

What Neil has said so much more eloquently than I have (including a supreme court case) is that these broad strokes are ideas that aren't protected by copyright.

Outside of gaming, think of the bike stand in the video. The idea of using alternating upside down letter Us is not under copyright protection. However, turning it into a snake head at the end is. If someone takes it and turns it into a work of art, that specific rendition of the idea has a copyright on it. But the idea does not.
 
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  • Posted Fri Jul 29, 2011 7:38 pm
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Gnomish Mustard wrote:
I have to agree with Neil on this one. I think it is normal to be emotionally attached to your creation which resulted in hard work, However in the end this type of law is free of those concerns.


Wits & Wagers is protected by two patents. All of the questions are protected (to some degree) by copyright. But most importantly, the Wits & Wagers brand is starting to grow, enabling our trademark to offer significant protection. I am not in the slightest worried about Wits & Wagers being stolen.

But I am emotional attached to the board game industry. I would like to see it flourish through innovation and ingenuity.

My opinions about the role of intellectual property in our society was formed 15 years ago when I began seriously studying economics. Economics is one of my passions. In fact, I would never have over-come my distaste for business if I had not learned about it's benefits through my love of economics.
 
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  • Edited Sun Jul 31, 2011 9:59 pm
  • Posted Sun Jul 31, 2011 9:59 pm
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Great video and fascinating thread.
I'm sure it's a little depressing for small game companies, but perhaps that means Stronghold Games can release Crude as well as FFG. Yah.
And perhaps McMulti wasn't actually illegal!

I'm gonna work on my Annoyed Avians game...
 
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  • Posted Sat Feb 4, 2012 4:49 am
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