Quote:
Original post by xantis
I was reading on Wikipedia the definition of "video game clone" and I've found a link to the concept of "game engine recreation".
Well, maybe I misunderstood the terms. What I'm doing is better described by the term "game engine recreation".
So here some others beautiful questions (in Java):
if ( Do you think it's the same to make a clone and to make a "game engine recreation"? == true )
{
return;
} else {
Is there legal issues relating making "game engine recreation"?
Do I need to ask Microsoft even to make an open source "game engine recreation" of "Age of Empire"?
}
Thank you anyway..
P.s.: I just want to understand, not to break the law. Be patient..
This is actually kind of tricky. Short answer is "it depends". While pure reverse engineering is frequently cited as fair use and thus isn't technically infringing, the Anti-circumvention section of the copyright act puts some severe limitations on it. So some things to keep in mind:
1. Reverse engineering under the Anti-circumvention clause of the Copyright Act is only permissible only if 1) the copy you're reverse engineering from is a non-infringing (lawfully purchased) copy; and 2) you're acting for the sole purpose of identifying and analyzing those elements of the program necessary to achieve interoperability. This means that it's typically only ok if your sole purpose is to make a port for the game. At least one court took a very, very limited approach to this and found for Blizzard, not the reverse engineers-- the blizzard v. bnetd.org litigation is a good example.
2. the EULA of the original game and its engine may prohibit reverse engineering. If that's the case you may be on the hook for copyright infringement since you're acting outside the license as well as breach of contract.
3. You'll notice if you look at some of the sites on that list of projects (e.g., the Crystal Scrolls and OpenMW) that a legal copy of the original game is necessary to run the engine. This approach is pretty vital to ensuring that they comply with the anti-circumvention provision of the copyright act-- creating an engine that supports pirated copies not only serves a purpose beyond pure interoperability, but it also opens you up to contributory infringement.
4. Unless you're working with open source code, using any part of the original source or binary code (which are copyright protected) in your own port may lead to your engine qualifying as an infringing derivative work.
Proceed with care.