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Old May 30, 2006, 03:40 AM // 03:40   #21
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Quote:
Originally Posted by generik
The Guild Wars(tm) name and spells are intellectual property of Arena.net and they reserve all rights to their use
Unless the creator of a derivative work would make money off of it, or might otherwise cause ArenaNet to lose money, as a general rule, that's not a huge issue. Otherwise, fan fictions wouldn't be allowed either.

But I'm not a lawyer, so *shrug*.


I do remember in the past they were VERY serious about the removal of a trademark a fan used in one of their GW videos, but trademark rights are a bit of a different story.
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Old May 30, 2006, 04:04 AM // 04:04   #22
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Yep, (TM), (R), or (SM) must always be shown, especially if its a 'registered' trademark (there's an unregistered trademark but is still valid, usually carries TM).

so put those symbols properly and just put a copyright notice at the bottom or the back or anywhere and dont sell the game
finally, its best to contact GW Community for final confirmation or maybe strike a deal with them or an agreement that you will really not use it as a source of income and that they have the rights to use your creation for profit (be sure to get a percentage tho )

Dont use the word 'disclaimer', I haven't heard a judge or a court that released a statement that they are now recognizing "disclaimers". As far as I got the last update from our attorneys, no court yet until now is recognizing "disclaimers"
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Old May 30, 2006, 04:09 AM // 04:09   #23
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isnt guild wars basically a video version of the tcg mtg?...I always see quite a few things that seem similar between the two.
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Old May 30, 2006, 03:09 PM // 15:09   #24
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I made a Counterstrike boardgame once, and the key to making it work, is figuring out what the game is really about, and simplifying it. For example, Counterstrike is a combination of teamwork, strategic positioning, aiming, reactions, and choice of weaponry. Aiming however is not something easily transformed to a boardgame, so I got rid of that. Players simply always hit each other. The same I did for health and armor. Board or card games that involve lots of statistics are actually bad games, players should not have to keep track of lots of numbers. (Yes, monopoly is a very bad game)

If I were you I'd take the same approach for Guildwars. Guildwars is about the combination of certain skills, and how teams can support each other. Making a card for each skill in the game would seem like the way to go, and I like the idea of turning the cooldown periods into turns, that works well. However, make sure that you don't overcomplicate things by having players keep track of all their cooldown periods. Health and energy management would be hard to convert to a boardgame. I'd either scratch them completely, or simplify these two concepts.
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Old May 30, 2006, 03:19 PM // 15:19   #25
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Your Warrior has used Frenzy + Healing Signet, said Warrior dies, your Monks lose all energy. And all Monk players recieve the "Rez Me! Rez Me! Rez Me!" Card...
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Old May 30, 2006, 03:25 PM // 15:25   #26
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Quote:
Originally Posted by Inde
Oh Dude, you guys are in for such a treat. More details to come in the next day or 2 (not the boardgame portion but a TCG).
omg... something wet came out of my eye^^!!

I think I've outgrown TCG's, but it will be awesome to read up on what they have.
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Old May 31, 2006, 06:56 AM // 06:56   #27
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Quote:
Originally Posted by Rob Van Der Sloot
I made a Counterstrike boardgame once, and the key to making it work, is figuring out what the game is really about, and simplifying it. For example, Counterstrike is a combination of teamwork, strategic positioning, aiming, reactions, and choice of weaponry. Aiming however is not something easily transformed to a boardgame, so I got rid of that. Players simply always hit each other. The same I did for health and armor. Board or card games that involve lots of statistics are actually bad games, players should not have to keep track of lots of numbers. (Yes, monopoly is a very bad game)

If I were you I'd take the same approach for Guildwars. Guildwars is about the combination of certain skills, and how teams can support each other. Making a card for each skill in the game would seem like the way to go, and I like the idea of turning the cooldown periods into turns, that works well. However, make sure that you don't overcomplicate things by having players keep track of all their cooldown periods. Health and energy management would be hard to convert to a boardgame. I'd either scratch them completely, or simplify these two concepts.
Thanks for the insight. For tracking Each player will have their own Playmat with their Profession and place for their skill cards that they are taking on quest/missions. There is plans to have energy management which will be tracked by a counter on the mat, you use a skill then move the counter down appropriate spot. Each turn will gain 1-3 energy depending on profession.
We used similar idea with my friends Card Attack game based on Guild Wars and it does work. Health will be very simplified each successful attack will result in HP lost, HP will be represented in stages rather then raw numbers for example maybe A warrior will have 5 stages of HP, where a Monk will have 2 or 3 stages so forgetting about healing a warrior will die at 5 successful hits while a monk would die at either 2 or 3 (not decided) of course healing will change this but gives an idea.
The main focus on the game will be for a group to go on quests/missions, level up, earn new skills, and explore. My main obstacle is how to develop a mechanic for the Monsters/Enemies. We thought about having a GM such as in HeroScape or Descent which are 2 good boardgames that utilize this method, but I would like to devise a system where that is not needed.

Thanks Again. I appreciate all input.

P.S.
Yes Monopoly is a VERY Bad game. There is so much more out there if people look.
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Old May 31, 2006, 07:56 AM // 07:56   #28
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no tcg to collect...lol, I have to say I would have ad least collected a set...
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