Overview
Game clone legality encompasses the legal precedents defining what aspects of games can and cannot be protected by copyright. Through multiple lawsuits, courts established that gameplay mechanics are not copyrightable, but specific creative expressions (characters, art, code) are protected.
Fast Facts
- Core principle: Mechanics not copyrightable
- Protected: Characters, art, music, code
- Unprotected: Rules, gameplay concepts
- Key era: 1980s-1990s
Landmark Cases
| Case | Year | Outcome |
|---|
| Atari vs Philips | 1982 | Look and feel protected |
| Data East vs Epyx | 1988 | Gameplay not copyrightable |
| Capcom vs Data East | 1994 | Characters matter, not mechanics |
What’s Protected
| Element | Status |
|---|
| Game code | Protected |
| Character designs | Protected |
| Music/art | Protected |
| Story/dialogue | Protected |
| Game title | Trademark protected |
What’s Not Protected
| Element | Status |
|---|
| Rules | Not protected |
| Gameplay mechanics | Not protected |
| Genre conventions | Not protected |
| Difficulty curves | Not protected |
The Clone Wars
| Era | Pattern |
|---|
| 1970s | Pong clones flourish |
| 1980s | Every hit spawns imitators |
| 1990s | ”Doom clones” as genre |
| Present | Mobile clones endemic |
Legacy
These precedents enable genre evolution—without them, one company could own “platformers” or “fighting games.” The balance between protecting creativity and allowing genre development remains contentious, particularly in mobile gaming.
See Also