Touch the "Fishing talent" copyright war: hand-travel copied into the unspoken rules

Source: Internet
Author: User
Keywords Talent games fishing team plagiarism
The game industry has never lacked copyright controversy, and recently added another example. December 6, Guilin Li Hong Kong Network Technology Co., Ltd. (hereinafter referred to as "Guilin Li Hong Kong"), said Beijing Touch Control Technology Co., Ltd. (hereinafter referred to as "Touch Technology") launched the mobile version of "Fishing Tatsu people", suspected of copying its "fishing Tatsu people" related products. "We have the copyright of" catching people, "said Huang, the executive vice-president of Guilin Li Hong Kong," we are very angry that the touch-control technology launched the same game without the consent of the same name. In response, Jia Yan, vice president of touch control, said to reporters: "We also have the" fishing tatsu people "copyright, and has" fishing Tatsu people "trademark. Who advocates, who is the proof, hope that Li Hong Kong can come up with evidence. In the survey, the reporter found that plagiarism has become the industry's default "unspoken rules" and the general phenomenon. Copyright dispute "Fishing Tatsu man" is currently a popular mobile phone game, but most of the first contact "fishing" should be in the traditional game room, that is arcade games. This arcade game was first launched by the Greek Power Electronics Technology Co., Ltd. (hereinafter called "Healy Technology"). Huang Introduction, August 6, 2009, Healy Technology launched the arcade "fishing Tatsu people", the game by the Healy Technology original development, in the arcade market caused a huge response, but also the first Chinese can be sold to Japan's arcade game. May 2010, Healy Technology authorized to power port network, Guilin Li Hong Kong began to "catch people" PC version of the network for Research and development, and in October the launch of the PC version of the "Fishing Tatsu", by the vast number of players warmly welcome, the industry set off a fishing cyclone, a number of Shanzhai fishing products. Li Hong Kong is followed by the launch of the "Fishing of the Internet edition", and play games with more combined transport. Due to the PC market response is good, Guilin power Port began to consider the "catch people" transplant to mobile version. However, Guilin Li Hong Kong's movement slowed a beat. At the beginning of 2011, Touch Technology CEO Chenhao in Friend's proposal, attention to game hall fishing games machine, and immediately made the decision to make mobile phone game "fishing Tatsu people." After a few months of research and development, touch-controlled technology mobile phone version of "Fishing Tatsu people" on April 20, 2011 on the line, and quickly swept. And Guilin Li Hong Kong mobile phone version of the "fishing talent of the Deep sea hunting" online time is May 24, 2011. Touch Technology by virtue of the "fishing Tatsu people" a game, immediately attracted the Sequoia capital, Northern Lights, such as venture investment side. And it is understood that this year, touch-control technology alone, "catch people" a game can create a monthly revenue of tens of millions of yuan. Huang said that touch-controlled technology, "catch people" and Healy Technology arcade game "fishing Tatsu people" similarity is very high, whether it is the background, fishing nets, shells and fish species are the same. Two years down, touch technology rely on the "fishing Tatsu people" accumulated a lot of users, and as the basis for the promotion of more games, or even become a user channel platform, "This is very big for our stimulation." According to Huang's statement, Jia Yan in the first half of 2012 to Guangzhou to find SilikoTechnology, hope to cooperate with Healy technology to develop the network version of "Fishing Tatsu people" (Touch control Technology Now "fishing Tatsu" is a stand-alone version), but was rebuffed by Healy technology. Huang speculated that the touch-control technology might have been concerned about copyright issues before it could be resolved through a co-operative approach. But at that time Healy is dealing with fishing up the rights of the right to be registered, I hope that the trademark case after the dust settles to deal with the issue of copyright. Jia Yan did not deny having visited Healy technology, but the purpose was not to copyright. "We have the copyright of the fishing Man," Healy technology is hoping to transplant its other arcade games to mobile phones. As to whether or not to talk about the "fishing Tatsu People" Network version of the cooperation, Jia Yan said it is not clear. Touch-control Technology brand director Jia Xin to our reporter produced its "Fishing Tatsu people" copyright registration, which shows the completion date of its development April 2, 2011, the first time to publish April 3, 2011. Jia Xin said that in addition to the above copyright, there are two game-related certification standards: The first is the trademark, "fishing talent" of the trademark is the world of Shanghai, touch-controlled technology in accordance with market principles and wave passengers reached a long-term common agreement; The second is the Ministry of Culture's record, Touch technology is the only fishing cell phone game that has been filed by the Ministry of Culture. Wu Kun, a lawyer at Guangdong Sheng Lun law firm, said that in the case of the "Fishing man", copyright disputes both parties need to submit to the relevant parties the copyright of the proof material, including the game creation process, the creation of the purpose, as well as the game source code, archiving and other information, to prove the rights Copyright registration is the creator of the copyright certificate, but the Copyright Bureau Copyright registration is only preliminary evidence, because the copyright Bureau of the game Copyright review is only a formal review. Plagiarism fast money in fact, with the rise of "fishing heat", there is a large number of Shanzhai products in the market. Using the "fishing" keyword on the pea pod platform alone, you can see no fewer than 10 similar game apps. And that's just the tip of the game industry. In fact, plagiarism has become the game industry's unspoken rules, who copy quickly, who will be able to earn more money. "Most of the domestic hand tour manufacturers are copying domestic or foreign hand tour products, fish is also inevitable." "Yesterday, a Chengdu hand tour entrepreneur to this reporter said, he is most worried about is that there is a competitor to his first step to launch a similar game, or in the beginning of the online plagiarism." For example, a card game, only need to modify a few code, the card type from animals to plant, the core play is completely copied. A hand tour developer from Tencent Zhang (a pseudonym) told reporters that the market changes too fast, the product cycle generally in 2-3 months, if too slow, will lose the opportunity to earn money. "Especially for some entrepreneurial teams, investors want to get the benefit as soon as possible, the product cycle must be fast, a popular game out, if a slow copy, the money is earned by another team." So everyone is in the speed. "And for some big game developers, plagiarism has become the safest sideType. Zhang said that big companies ' decision-making risk is high, once the investment of a product failure, resulting in a large loss, so the following team is more willing to choose a more secure way. "What is the safe way?" is a scheme that is validated by someone else on the market. At present, the domestic general reference to Japan, Korea's game. Specifically, the game industry's plagiarism mainly includes four aspects: Program (code), art, story, play, which is the most obvious way of plagiarism. Zhang said, generally difficult to get someone else's code, must be original, and code plagiarism has legal precedent. As for art and story, the legal provisions are very perfect, once plagiarism is very easy to be prosecuted. "Only play better plagiarism, the other people's game to do some micro-innovation, this can be said to be original." A lot of big foreign companies do the same, and many of the games in the US blizzard are changed on the basis of others. "" The development of the game, from the project to the final modification of every process will have plagiarism occurred. For example, in the development process, the core personnel to leave, take away their own code, there are many games of the art of the United States is outsourced, outsourcing if not get the funds, will appear to sell content. "The game industry veteran practitioner" does not drink cola male "to our correspondent," the domestic copyright protection consciousness is not so strong, one is to apply for the protection to go the procedure many, two is even if the application, by others plagiarism, can win the lawsuit very few. So, everyone defaults to such plagiarism behavior. Zhang to China's current gaming industry is a bit disappointed, he said: "Objectively speaking, we enter the game industry for the purpose of money." The game is profiteering industry, if spending 5 million of investment in a team, products can be in the top ten App Store rankings, one months of revenue to do 10 million, the team will be able to get a good profit after six months. It is such a windfall that makes plagiarism rife. "But for small teams that keep on making money, plagiarism can only bring in the first bucket of gold, and to survive it must be based on innovation." "Small team products unless done well, the threshold is very high, otherwise, once the game giant stare, it will easily be diverted." "But it's hard to make innovations in China, and we can't afford to lose them," Zhang said. "1 2 3 > Remaining full text scan left two-dimensional code, pay attention to investment China Network official micro-letter" Every day 15:00-16:00, for you to PE/VC investment and financing Field Day heavy news collection, micro-signal: china-venture "Jia Yan does not deny having visited Healy technology, But the purpose was not to copyright. "We have the copyright of the fishing Man," Healy technology is hoping to transplant its other arcade games to mobile phones. As to whether or not to talk about the "fishing Tatsu People" Network version of the cooperation, Jia Yan said it is not clear. Touch-control Technology brand director Jia Xin to our reporter produced its "Fishing Tatsu people" copyright registration, which shows the completion date of its development April 2, 2011, the first time to publish April 3, 2011. Jia Xin said that in addition to the above copyright, as well as two game-related certification standards: The first is trademark rights, "fishing talent" of the trademark is the world of Shanghai, touch-controlled technology in accordance with market principles and wave passengers reached a long-term common agreement; the second is the record of the Ministry of Culture, Touch technology is the only one by the Ministry of Culture record of the fishing cell phone game. Wu Kun, a lawyer at Guangdong Sheng Lun law firm, said that in the case of the "Fishing man", copyright disputes both parties need to submit to the relevant parties the copyright of the proof material, including the game creation process, the creation of the purpose, as well as the game source code, archiving and other information, to prove the rights Copyright registration is the creator of the copyright certificate, but the Copyright Bureau Copyright registration is only preliminary evidence, because the copyright Bureau of the game Copyright review is only a formal review. Plagiarism fast money in fact, with the rise of "fishing heat", there is a large number of Shanzhai products in the market. Using the "fishing" keyword on the pea pod platform alone, you can see no fewer than 10 similar game apps. And that's just the tip of the game industry. In fact, plagiarism has become the game industry's unspoken rules, who copy quickly, who will be able to earn more money. "Most of the domestic hand tour manufacturers are copying domestic or foreign hand tour products, fish is also inevitable." "Yesterday, a Chengdu hand tour entrepreneur to this reporter said, he is most worried about is that there is a competitor to his first step to launch a similar game, or in the beginning of the online plagiarism." For example, a card game, only need to modify a few code, the card type from animals to plant, the core play is completely copied. A hand tour developer from Tencent Zhang (a pseudonym) told reporters that the market changes too fast, the product cycle generally in 2-3 months, if too slow, will lose the opportunity to earn money. "Especially for some entrepreneurial teams, investors want to get the benefit as soon as possible, the product cycle must be fast, a popular game out, if a slow copy, the money is earned by another team." So everyone is in the speed. "And for some big game developers, plagiarism has become the safest way." Zhang said that big companies ' decision-making risk is high, once the investment of a product failure, resulting in a large loss, so the following team is more willing to choose a more secure way. "What is the safe way?" is a scheme that is validated by someone else on the market. At present, the domestic general reference to Japan, Korea's game. Specifically, the game industry's plagiarism mainly includes four aspects: Program (code), art, story, play, which is the most obvious way of plagiarism. Zhang said, generally difficult to get someone else's code, must be original, and code plagiarism has legal precedent. As for art and story, the legal provisions are very perfect, once plagiarism is very easy to be prosecuted. "Only play better plagiarism, the other people's game to do some micro-innovation, this can be said to be original." A lot of big foreign companies do the same, and many of the games in the US blizzard are changed on the basis of others. "" Game development, from the project to the final revision of each process will beThere was plagiarism happening. For example, in the development process, the core personnel to leave, take away their own code, there are many games of the art of the United States is outsourced, outsourcing if not get the funds, will appear to sell content. "The game industry veteran practitioner" does not drink cola male "to our correspondent," the domestic copyright protection consciousness is not so strong, one is to apply for the protection to go the procedure many, two is even if the application, by others plagiarism, can win the lawsuit very few. So, everyone defaults to such plagiarism behavior. Zhang to China's current gaming industry is a bit disappointed, he said: "Objectively speaking, we enter the game industry for the purpose of money." The game is profiteering industry, if spending 5 million of investment in a team, products can be in the top ten App Store rankings, one months of revenue to do 10 million, the team will be able to get a good profit after six months. It is such a windfall that makes plagiarism rife. "But for small teams that keep on making money, plagiarism can only bring in the first bucket of gold, and to survive it must be based on innovation." "Small team products unless done well, the threshold is very high, otherwise, once the game giant stare, it will easily be diverted." "But it's hard to make innovations in China, and we can't afford to lose them," Zhang said. ”
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