![]() ![]() ![]() These assets aren’t just a model and textures - they all contain code of some sort that fundamentally ties them to the game they were created in. You cannot simply ‘export’ and ‘import’, let alone have that happen automatically without knowing the intricate details of how the asset was created, and what specific tasks need to be done to make it work in your game. Game engines can’t even agree on which way is up, let alone a myriad of other things. ![]() This article is structured really nicely and relatively easy to follow as someone who knows nothing about game dev. A game developer takes us through why transferring a skin or an item between two different games is incredibly difficult, essentially. Over on Load-bearing Tomato, Chris 'chhopsky' Pollock answered why items-as-NFTs doesn't enable transfer of assets between games. But getting a patent is a long and arduous process that can fall apart if there's "prior art" predating the idea (or if the mechanic could be considered legally "obvious"). In other words, it's exceedingly hard to copyright an abstract game mechanic like "guessing five-letter words and giving hints based on correct letters." A game developer can file for a patent on an original gaming idea, a legal process that has been used to strangle video game clones in the past. The idea of Wordle isn't very legally protectable, which means it's an inevitability the clones will keep coming. Over on Arstechnica, Kyle Orland wrote about Wordle, IP law, and what happens when a popular game gets cloned. Before you treat yourself, let's read this week's best writing about games (and game related things). Sundays are for buying a Werther's Original from your local petrol station. The Sunday Papers is our weekly roundup of great writing about (mostly) videogames from across the web. ![]()
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