Topic: What do I do now?
Started by: ethan_greer
Started on: 10/22/2002
Board: Indie Game Design
On 10/22/2002 at 9:13pm, ethan_greer wrote:
What do I do now?
So, I'm working on this game called Pollies. It's almost done, and I really like how it's shaping up.
Looking for a little break, I went over to the Forge Resource Library and did some poking around, and ran across a neat little game called Fable. The problem is, it's basically exactly like Pollies with a few minor differences. The character creation is similar but different, the combat is genuinely different, the task resolution mechanics are freakin' identical, and Fable has a fairly nifty mechanic in its Karma Points that I wish I'd thought of.
So, what should I do? Should I continue working on Pollies and release it as my own, plan unchanged? Should I contact the author and yell at him for having my idea before I did? (Not serious there, of course.) Should I contact the author at all? Should I scrap Pollies and tell people I'm using a variant of Fable? Should I publish Pollies as alternative options for Fable?
For those to whom this has happened to before (and I'm sure there are a few of you out there) I could use some advice.
Thanks!
Ethan
On 10/22/2002 at 9:22pm, Ron Edwards wrote:
RE: What do I do now?
Hi Ethan,
Here's the solution I recommend.
1) Finish Pollies up to the next stage, and get it into playtesting, etc. In other words, regarding your game, "proceed as planned."
2) Include in its text an acknowledgment of the existence of Fable. Provide the URL and a promotional blurb. Cite it as evidence of someone else who did a neat job with some of the same design principles in mind.
Avoid any text about "who did it first" or disavowing being influenced by it. Such text is universally read as defensive (i.e. lying).
This solution strikes me as fair, professional, constructive, and PR-positive.
Best,
Ron
On 10/23/2002 at 7:10pm, Mike Holmes wrote:
RE: What do I do now?
Hmm. I'd contact the author. First, if your designs have that much in comon, then you may have found a kindred gamer. Second, perhaps there's a way you can work together. Perhaps his game can be released as a version of the core rules. This would give everyone a practical "how to" example, and would probably support both games. Third, if he is opposed to you using what he sees to be his design, at least you'll know up front what sort of trouble you might be getting in. Lastly, it's a neighborly, open thing to do.
Then again, it'll probably totally backfire on you. Take free advice at own risk. :-)
Mike