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Abandonware-like: ADoM

Another type of game I enjoy playing is something that is generally called a “Rogue-like” game, where the original “Rogue” was a simple dungeon delve coded in ASCII characters, such that the outlines of the rooms and the monsters were made up of things that could be typed using a standard keyboard.

Rogue-likes have randomized dungeons, semi-self-aware monsters, and a level of detail that varies by designer. My favorite Rogue-like, at the moment, is one called “ADoM” or “Ancient Domains of Mystery.” The low-res version is available for free from the website above, and one guy is in charge of the whole shebang.

You start as an adventurer, choosing variables such as race (orc, elf, dragon), class (barbarian, elementalist, weaponsmith) and gender, and picking a few skills along the way. It’s insanely complicated, and the interface takes some getting used to, but once you know how to navigate, it’s fairly easy to get around and get through at least the first few dungeons.

Again, like many of the retro-inspired games of today, ADoM is hard. There’s one save game, which is more of a “hold my place here until I come back” than a true save state that saves progress, because the game kicks you out to the desktop after saving, and deletes the save file upon loading. This isn’t to say that you can’t just copy and paste the save file into a different directory, but it’s kind of a hassle, and requires constant shuffling of files.

In addition, death is final. The end. Do not pass go, do not collect three hundred drachma. The variety and complexity of the world, however, makes ADoM worth exploring, and the price can’t be beat. Furthermore, the community is fairly robust, with bug reports and other comments so that the programmer can update things and hopefully fix errors.

There is a proprietary version, where you pay money for better graphics and support, and the designer is looking to release ADoM for the iPad, but it’s not clear what advantages would be available for those who want to pay the money.

ADoM is a great way to spend an afternoon (or a few months), and the random dungeon generation means that each character’s exploration, even of the same quests, yields new monsters and new layouts, resulting in high replayability. The graphics take a bit of getting used to, especially if gamers are accustomed to pretty pretty pictures, but it’s far better than most of the sequels and spinoffs currently clogging the video game market.


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Posted in Friday: Game Review.


Not Abandonware…but Pretty Cool

Arc Attack. Musical Tesla coils. Teh Awesome.


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Posted in Thursday: Media.


Abandonware: The Problem with Names

Even if the developer has become defunct since releasing their games, future developers may find themselves having to rename their products. Trademark rights are based on being the only one using the word, phrase, or symbol to identify the source of the goods or services, so if two companies with identical goods (video games) release a game with the same name, consumers may be confused as to which game was released by which source.

Titles of movies and books, however, are given a bit more lee-way, because the Copyright Act focuses on the creativity of the author, rather than the popularity of the title. So having two movies, both called “9” and released in the same year, is perfectly acceptable, as both titles are creatively related to the underlying film content.

With video games, however, as with other types of software, the legal industry is less convinced that there is artistic content, and more inclined to treat the name as a purely commercial endeavor. Which means that prior games may prevent new games from using the exact same cool name that would make total sense in relation to the creative world and gameplay.

However, the standard for whether a trademark is registrable with the US Patent and Trademark Office is whether such registration would create a likelihood of consumer confusion. Each Circuit has a set of factors which, when weighed together, determine whether such confusion is likely. Many of the tests are similar, and tend to look at things like how much money was spent advertising each product, for how long each product has been on the market, and whether there was actual confusion (people calling the wrong company to ask about the products).

If the old game had a small release, was not aggressively marketed, and the new name wasn’t adopted with the intent to fool the public into thinking the two games are connected, then adopting the title for the new game is probably okay. The more generic the title, the less chance the senior owner will be able to prevent others from using similar titles, and if the game is an intentional parody or homage to the older game, then having a similar title would probably be allowed in the US. Other jurisdictions, including Japan, do not have a parody defense for trademark infringement, so releasing a parody abroad is necessarily fraught with more difficulty than in the States.


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Posted in Wednesday: Current Issues.