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A Day of Mike

Zhonghan Xiao

Mike has been a lawyer for a few years; recently he found a job in Mony company, a company. Grown up in 90s, Mike has loved video games almost all his life. Working on IP consulting for a while, he found it a little bit boring, since he has dreamed of working in a video game company for a long time; now the dream came true.

Today is Mike’s first day of work. He had a good sleep last night, got up at 7, shaved and got himself a smart haircut. Then he had breakfast at

Corner Bakery, which is his favorite. Everything seems just right, “It’s my day today”, says Mike.

Mike is now sitting at his desk, and starts looking around. Everyone seems to be very busy, “Maybe that’s how things work in such a great company!”, Mike says to himself. But he’s getting busy soon.

“Hey, you!”, someone calls Mike,” Are you our new counsel?” Oh, yes!”,

Mike answers happily, he feels a little excited about having something to do. The man who speaks to Mike is Jack Jonson, the general manager of this company. [surely Mike would already know who the general manager was] “Now young man, grab your things and follow me. We’ve got a meeting on the ninth floor!”

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“Yes, of course, sir”, Mike answers as he collecting everything into his briefcase. “Have you ever heard of the Dragon Blade? That’s our new RPG game for this year.” “Yes, sir. In fact, I’m a big fan of that. I bought it on

Steam and have been playing it for months.” “Okay, that’s good. And what do you know about the Dragon Hunters?” “Well, that’s a dragon-hunting game of Micorhard. I’ve played it, and in fact I’m a big fan of that kind of game.”

“Good, good, good.” The manager seems to be satisfied about his answer.

“So here comes the problem”, the manager says as he gives a document to Mike. “Take a quick look at this, and tell me what you think of it, and please see the video in this DVD”, says the manager.

Mike finished reading the document and is watching the video. He frowns. The video is a comparative video that contains video materials from those two games, Micro’s on the left, and Mony’s on the right. They are about a (a powerful monster that players need to defeat in the end of a chapter) fight against a fire dragon. It’s easy to tell that these two games look extremely similar. Players attack the dragon and at different health levels, the dragons would use different abilities. For example, at 50% health, both the dragons would strafe fire from left to right, and players would jump on a rock to avoid being burnt. This is one similarity that Micro presents in their video. But this is not a significant similarity. It’s easy to

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change the percentage health standard. But in Micro’s game, the dragon would change his behavior every time he loses 10 percent of his total health, but in our game, it’s every 25%.”

Mike keeps speaking, “Here are other things that seem similar. Such a similarity would make someone, who doesn’t know they’re two completely different games assume that one of them is a sequel of another, or a DLC

(Downloadable Content, things like a new updated chapters in a existing game) provided by the manufacturer.”

The manager asks “So they are saying that we infringed their copyright of dragon hunter?”

Mike replies,“I don’t think our programmers and writers would ever have done that. But this video, man, it is lethal. Imagine they upload it on

Youtube, and naming it something like Mony steals game from Microhard, people would give lower rates on our games in their reviews. And when new consumers read about those reviews, they might have a doubt in our good will, and turn to other games. And we might need to pay them a lot of money. Even worse, players would no longer trust our games. Because players tend to associate themselves with games they love, for example, people who love NBA 2K are usually considered to be basketball lovers, and people who play Call of Duties like guns and wars. You know why people who play Dota have a feel of honorable towards people who play

League of Legends? Because League of Legends steal things from Dota

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and in the old advertisements LoL relates itself with Dota to attract players.

But you could see those comments on Reddit. We’ve been a company that has creative minds and the respected craftsmanship, it’s a selling point in our games. Imagine if we are related to copyright infringements, and become a thief, that hurts our interests. I need to dig deeper before I can tell you exactly what we should do.”

“I agree. But that is just what they claimed. Can you give me some instructions about explaining things in the video and steps we should take, so I could tell others on the board.”

“Well, these two games do have something in common. But they must have a good reason for claiming infringements. Lets do a simple illustration about claims they might have. In my opinion, the stories share a common theme, but those two games were written under very different coding systems. For the coding part, they didn’t claim that we copied their work.”

Mike replies, “Just give me some time. After researching I would went through all the possible aspects and give you a complete report.”

“I can see you disagree too. And what about the video? What should I tell the board?” The manager asks Mike.

“OK, I don’t think they have gained enough evidence yet, since our game are released only a week before. I mean, not enough evidence legally.

It’s not reasonable that they have run through those complicated tests. For examples, comparing all the items, I mean gears, (items that the players

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equipt themselves with), in the 2 games and have a conclusion that 80% of the items are similar, or have same effects. Even they do find some similar gears, the amount of those are only a small percentage, and cannot be considered as a similarity in legal contents.”

“You know that if they have their claim, they should be responsible of prove that we steal their ideas, which would be extremely difficult in this case. And that would cost them a lot of money, much more than they earn from their stupid dragon hunters. This been said, I suppose they dig into the details of those games and find some similarity there. For example, in the final Chapter of our game, players must defeat a elder dragon in a dome shaped cave, which means they can only avoid being ignited, while in another chapter of their game, players must do the same thing. I’ll explain this strategy. There are numbers of things that can be done to make the fight with Lo’Jel, the Elder Dragon (or any other dragon, for that matter) easier.

And they are different from Micro’s game.”

“First, do the damage yourself. Lo’Jel, like all dragons in the game, has the Dragonskin perk, which is a passive skill. This means that he takes half damage from anyone who isn't the player, this means your NPC teammates. Unless you've increased the difficulty to Torment, this means that allies, while useful, are almost always going to be doing less damage than you can. But in Micro’s game, players just need to avoid being killed and press some buttons when the game tells them to do so. They don’t need

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to do these damages as they do in our game.”

“Second, don't take the damage yourself (when it is possible). In the

Lo’Jel fight, there are three NPCs attacking him along with you. They may not be able to overcome his Dragonskin like you can, but all three are marked Essential, meaning they cannot die. Let them get the first couple of hits in on Lo’Jel, and he should keep his focus on them for a while. If he turns to attack you, feel free to run, try to find cover, and let them get his attention again. Even with Lo’Jel focusing entirely on them, there will usually be at least one still standing at any moment, with another getting up soon. This seems to be similar, but in our games, players need to let

NPCs take the damage. While in Micro’s, they simply evade those damages.”

“Third, look after your friends. The NPC allies in this fight may be

Essential, but that doesn't stop them from spending most of the fight in recovery mode(time between their death and rebirth). Directly healing them is often a waste of time, as they cannot die anyway, but buff spells like Courage, Rally, or Call to Arms can make them last longer between recoveries, and help them keep Lo’Jel's attention longer. If you have high enough Restoration, though, Grand Healing and Guardian Circle can be quite effective. The former heals all three allies and you at the same time, while the latter creates an area that will continue to heal you over time for a minute, keeping you healthy while leaving your hands free to keep

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damaging Lo’Jel. In Micro’s game, you don’t even have those friends.

NPCs simply standing their and talks, and is immune to those attacks.”

Forth, use elements wisely. Since he is the elder dragon, and the final boss, Lo’Jel has ability to use both Fire Breath and Frost Breath, but that doesn't change the fact that he's a Fire Dragon at heart. He has 50% resistance to fire damage, but a 25% weakness to Frost, so switch to a

Frost-enchanted weapon if you have one, or use Frost Damage spells.

Lightning spells may also be useful, as the Dragons' versions of the various shouts they use cost magicka – drain, all of Lo’Jel's magicka, and keep it drained, and you should lock down his ability to breathe fire/frost. While in Micro’s game, players simply press certain keys showed on the screen, and there would be a short film about damaging the dragon if they did it right in the limited time.”

Fifth, fight smarter, not harder. Lo’Jel is, overall, a giant beast made of pure pain and suffering. It's perfectly okay to turn around and run away, or hide behind cover when he attacks you. The area he's in doesn't have much, but it also doesn't take much to shield yourself from breath attacks. For more melee-oriented characters, try to stay to the side of him, attacking roughly his wings. Too close to the tail means getting caught in his tail swipe attack, but too close to his head opens you up for bites and breath attacks. As long as the NPCs are his main target, it shouldn't be too difficult to keep yourself positioned in the area he can't reach. This is similar, but

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playing smart is a general idea about playing games. If a player doesn’t use his smart mind, he might suffer keeping dying in the game. This is just an advice for players, not a specific steps as the former four elements.”

Sixth, change skills at different periods. Obviously for the first half of the fight, the Dragonrend is crucial to keeping Lo’Jel grounded, and should be reapplied to him the moment it's available again. But, once he gets below half of his health, he will remain grounded for the rest of the fight, the same as all other dragons. Once that happens, Dragonrend is rather useless, and you can switch off to anything else you have available. Marked for Death is quite useful, as are either of the Frost Damage-dealing shouts,

Ice Form or Frost Breath. If using Frost Breath, you're probably better off only using one word at a time; the reduced cooldown time makes it deal more damage overall that way. Become Ethereal is also quite useful for those times Lo’Jel starts to breathe in, you're in the line of fire, and you don't have enough time to make it to cover. As I just told you, you don’t need to switch to different skills in Micro’s game, this is not a similar point.”

“In all, just be prepared. As with basically every tough fight in the game, stocking up can make the difference between life and death. Healing

Potions are obviously crucial, but also poisons; Lo’Jel doesn't have any poison resistance at all, so high-power poisons of Damage health are quite useful. Especially Lingering Poisons of various forms, since the fight with

Lo’Jel is one of the few places where such poisons have enough time to

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really deal some meaningful damage. Drain Magicka poisons are also quite handy, for reasons described above. Also, potions of Resist , Resist

Fire, and Resist Frost can make a huge difference in survival against his breath attacks. And more than that, dragons we mentioned shares a same attack logic. They use auto attacks at the beginning, and then start using fire elements as their health reached at 50%, and they would fly when they lose 20% of their current health.Or it could be conversations of players and

NPCs when they have a new task or finish a task. I think there could also be similar items, like a sword that has a powerful effect of health steal, or a higher critical damage number.”

“That sounds great a little too complicated,”, says the manager, “Can you explain it in short?”

“Yes, that’s why I’m here. Even though they claimed that those games have something in common, for example 5 things. We could easily point out more difference there like I just did. Technically, there’s no substantial similarity in our case, which means their claim doesn’t satisfy the infringement test. Their claim is copying here. Copying involves a factual question of whether the we actually used the their work in order to create his or her own work. It can be proven through direct evidence, such as witness testimony, the defendant’s own admission, or photos or video catching the defendant in the act. More commonly, however, copying is demonstrated, through circumstantial evidence establishing (1) access to

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the plaintiff’s work and (2) probative similarities between the works. From this evidence, it can be inferred that, given us opportunity to copy their work by having access to it and given certain similarities between the works, it is more likely than not, that the we copied their work.

Since their game has released for a while, it’s easy to prove the access part, we should be focusing on similarities.” Smiles Mike. But meanwhile he is worrying about Micro does have some dangerous evidence of similarity.”

“For those gaming part we seem to be good. Let’s talk about other parts in the game. As you know, any story of this kind has a hero, evil dragons, magic and mages, and swords. They are common characteristics for a dragon hunting games, or stories. Therefore they cannot copyright the story type, and we can’t infringe that. We could apply this general element rule to other things like the landscape in the game, and the films in it. And they cannot be considered as a similarity.”

“Bravo! I love this. So, you mean we don’t need to worry about

Microhard?”

“Well, I mean we don’t need to be too worried about it for now. But it’s better to be prepared about those similarities. It might be not similar for us, but might be similar for a judge. I will send a letter to Microhard this afternoon and discuss about their claim. Should I be leaving now?”

“Oh, of course. Now I’m going to tell the Board that we don’t need to worry too much about Microhard. Thank God for sending you to us.”

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“Yes, sir, take care”, Mike smiles and left the office for his lunch.

A while later, Mike is sitting in this chair, and busying doing research.

“Beep! Beep!” Mike’s phone suddenly rings.

“Hello, Mony company, this is Mike. Can I help you?”

“Can you meet me at my office now?” That’s the manager’s voice.

“Well, something must have done wrong. Wait, did I offer the wrong advice? Better not be this.” Mike says to himself. He grabs his laptop and walks out of his office.

A few minutes later, Mike is back in the manager’s office.

“Mike, how’s is your research going?” asks the manager.

“It is going well, although I haven’t arrived at a conclusion yet,” answers

Mike.

“OK, take a seat. We need to discuss the Microhard problem.”

“Yes, of course. That’s my job” Mike answers while he really thinks

“something must go wrong on this.”

“So, the case is, we sent a reply to Micro, as you advised. But you know what happened? Micro’s lawyer wrote back and threatening that if they don’t get compensated, they expect to see us on court and be paid much more. And you know what? They suggest that we should be parerared of that.”

“Can you show me their response? I need to read it.”

“Sure, here you are.”

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“Well, they say that a video game can get multiple protection on copyrights. Yes, there is a multiple protection for a single videogame work on copyrights. They seem to be serious about this. I’m not sure whether their fight logics are copyrightable. Is it an something that’s creative and developed by Micro, or just something generic?” Mike is now confused about that fight logic.

“Well, I have no idea about that. I’ve been in Mony for almost 15 years, and the video games market for maybe more than 30 years. You know

Super ? I was one of that team when I was still young. Seriously, I haven’t heard such a thing as claiming we copied a game from other compay. But you know, they are Microhard, they don’t do things that are not likely to benefit themselves. Sometimes they threaten smaller companies, but this is new. I think, maybe you should dig a little bit more about that. Well, of course you will. You know, our teams have devoted so much to this game, we want it to be selling.”

“Hey wait. Don’t worry. We haven’t lost our case yet. Actually, they don’t have a solid claim about similarity.” Mike is now trying to comfort the manager.

“Well, yes, don’t worry about it for now.” The manager replies, he seems not so worried now with Mike’s efforts. He then left to meet the board.

“Do I really need to ask Miss Claire about this? Emm …I’d better do

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it as soon as possible. Claire is the best copyright lawyer here in this country, having her advice must be helpful. But seriously, I have no idea what’s Micro’s ground for their claim. I don’t want to mess up my first case at Mony anyway, yes I should go meet Claire.” Mike thinks.

“Yeah. Thanks for that. Now I should go to 19th floor and meet Miss

Claire. I’ll be back at 3 p.m.”

Now we are in the Earth Trade, the building where Mike’s law firm is located. Mike enters the building and takes an elevator. A few seconds later, he is at the front desk of the Claire’s Law Firm.

“Good afternoon, Sir. Can I help you?” the front desk lady asks with a big smile.

“Yeah, I’m Mike. Here’s my ID card. Can you schedule me a meeting with Miss Claire as soon as possible? I’ve got something important to discus with her.” Says Mike.

“Yes, just give me a moment please. OK, Miss Claire is in her office right now. Let me check her schedule for you. You can go now, she has no appointment until 5.”

“Thanks, and have a good day.” Mike says and rushes to the biggest office door.

“Good afternoon, Miss Claire.”

“Oh, good afternoon Mike. Didn’t expect to see you here. What brings you here? I thought you are supposed to be in Mony for a few weeks.”

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“Yeah. But now we have an issue here. Microhard claims that we infringed their right, and is asking for money.” Mike explains.

“Oh, I see. But you are majored in that area, right? I think you can deal with it, can’t you?” Miss Claire seems to be curious.

“Yes. I wrote them back and asked for more specific arguments for their claim. Both games have something in common because they are a certain kind of game, or you might want call it a story, which is dragon hunting here, you must have some general elements. Like a dragon, a hero, magic, and swords. Judging from what I know, using those general elements is not considered as copyright infringement. But there might be other similarities.”

“I agree with you, but what about the coding?”

“I saw that part might arise. I told Mony that the games are designed for different platforms, and there is no coding issue here.” Mike feels confidence flowing back into his body.

“But what happened then to cause you to want to see me?”

“Emm… Micro says we have stolen their fighting logic of bosses. And please watch this video they provided. I’m not sure about whether you could claim a copyright of this so called logic. I think it means how you design a boss fight. I mean, principles you need to follow.” Mike is a little embarrassed now.

Miss Claire showed Mike an old video game and tells him some general principles of such design.

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After discussing with Mike for a while, Miss Claire seems to be satisfied with their analysis. “Mike, why don’t you go back to do some further research on other games, like the Elder Scrolls , Dragon Age and

Diablo, then show the board and Micro that the fighting logic is just something generic about boss fights.”

Mike says “OK, I think I will get my report ready by the day after tomorrow. And we’ll see how this goes.” Then Mike went out of her office and headed back to Mony building.

Two days has past.

Now we are in Mony’s conference room. Mike is sitting there with

Miss Claire and his manager, and of course other managers.

“Mike, tell us what we should do about the Microhard problem. You know it’s important for us, we can’t risk paying what they demand, we’ve worked hard on Dragon Blade, and relying on it to make profits.”

“OK, this is Mike here. Copyright issues involving video games are far more important and complex than what one might have imagined. The forms or patterns of video games differ in thousands of ways. Copyright law does treat separately the content fixed by the “literal text” of video software and the content temporarily displayed on a player’s screen during a game process. If necessary, a work of video game can be viewed as a collection or compilation of various types of traditional copyrightable works. Copyright law does not need to create a special category for video

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games”

“The legal role of game players is hard to characterize. Whether a player should be viewed as an author of its gameplay video depends on the specific nature of a video game. Making gameplay videos available to the public or playing video games in public falls into the scope copyrights enjoyed by game developers. But for this two games, gameplay video is not popular as some other games. It’s more similar to a record of what you just did than a record of a football game.”

Mike feels great after this introduction, he smiles.

“Are you suggesting that Micro’s argument about similarity is not sufficient ?”A manager asks Mike.

“Only this video they offered cannot satisfy all the tests for similarity here. They only satisfied the total concept and feeling part, which is just not enough.”

“Yes, but you mentioned that story is a important part for games. What if Micro claims that we steal their story?”

“Our story does look like theirs. But then what? Is Microhard the first to ever writing a story about hero, princess and evil dragons? Obviously not. The first well known dragon hunting story is in the Greek myths, in which Heracles rescued the princess from a monster that is like a dragon.

This has long been a generic premise for stories. Thus, nobody could possibly claim their copyright for this topic. Technically, a story like this is

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considered to be a Aarne-Tompson folk tale type 300,301,302 or 304.

Micro’s claim is not dangerous for us, you know there are other games like

Skyrim and Dragon Age are about hunting dragons. So, for the story part, there won’t be a problem.”

“Then is the coding part. As I told you before, these two games is designed on different platforms. Ours is designed for our Playstation Fun, and theirs is for MicroBox. These two game console is running different systems, and or course use different coding language from the very beginning. What this means here, is they have very different source codes here. It would take some efforts to prove this, but we can’t be wrong on this.”

“Now the only remaining part is the action of players. As we all know, for some types of games, like FPS and MOBA, players compete with each other like a real football game. And videos of these games are quite popular, not to mention companies earn a lot of money from such tournaments like

WCG every year. The idea that the players here has added some creative work to the existing games. This creation should be taken into concern when talked about videogame copyrights. We appreciate this idea, but here, our game is more of collecting items, and Micro’s is more of killing bosses and unlock different CGs. But we can ignore the fact that the boss fights, at least the one Micro shows in their video, have a lot of similarities. As I told you guys, stories have types, then what about games? Please watch

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this video.” Mike played a video which combines 9 different boss fights in one frame, including micro’s and their own. “As your see it here, I have our game, Micro’s, Diablo III, Dragon Age 2, the Elder Scrolls, the Devil

May Cry IV, the Prototype III, World of Warcraft, and the first game that has a boss fight, Dungeons & Dragons. As you can see, I made a 9 palace video that has boss fights from 9 different games in one screen at the same time here.” Mick clicked the play button.

A few minutes past, when they finished watch, one manager asks “They looked all the same, can you explain it?”

“Sure. As you see here, Dungeons & Dragons is the first game that ever has a separated boss fight. There are many purposes you having when designing a successful boss fight”.

“ First, a boss fight should make players feel like it is a reward. It should make them feel nervous and itself should be exciting.

“Second, a boss fight should be a stepwise in the game, driving the players to reach a high point of emotions at the end.”

Third, Players could show what they learned from the games in a boss fight. This would make players feel over powered and enjoy the game.”

Fourth, it should help in building exciting and nervous emotions of players.”

“Fifth, the pace of a boss fight should also adjust the pace of the whole game.”

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“In short, this means boss fight is a test for players, and the procedure of it is similar as the structure of the game.Aboss fight is more than a milestone for players, it contains a pace that is similar as a traditional narrative story, which means, a beginning, development, a climax, and an ending.”

“Here is the old, but classic game, The Legend of Zelda: Ocarina of

Time, I’ll use it as an example for introducing how to design a successful boss fight with those principles”.

The Phantom Ganon is the final boss in this game. Before players reached here, they have already learned to reflect Ganon’s energy shots to fizz him and shoot him with arrow, which is necessary for this final boss fight. At the beginning, Boss should introduce something to the players, and starts the fight with something that is fierce, like a huge explosion. In many games, the boss would just shout towards players, which is old, but do works in drawing attention from players. In this game, the boss would fly in the air and laughing at you, and the subscribe shows up, Great King of Evil, GanonDorf.”

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“As learned before, players know how to reflect his attacks and hit him with the arrow.”

“Now let’s talked about the pace of the game, it’s time to make it more difficult since players have learned something. And in this stage, bosses would have new types of attack. And difficulty, nervous and dramatically experience starts from here. Because when bosses become angry and crazy, players would see that it’s going to be more difficult, and be more devoted

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into the fight. Now Ganon has two new abilities, first is to hammer down the ground, and hit players into the valley, second is shooting five energy balls towards players.”[is this the same in both games or different]

“The first ability is a test for the movement ability for players, which means moving to a safe area in a limited short time. The second is about decision making, whether to reflect these shoots or just avoiding them.”

“Then is the turning point, which the boss became extremely dangerous.

In Zelda, Ganon was knocked down. And with the King falling down, the castle seems to be falling as well, players must save the princess here and escape from the castle. When players reached the square, the castle is just broken stones, and there’s a short break for the players. Then Ganon shows up again, not only recovered from death, but also became a Huge monster

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that looks very powerful.”

“In this stage, boss is doing all he can do to destroy the players. The excitement of the fight reached the high point I mentioned before, and players are ready for this. Sometimes this is simple, because it seems the boss is simply getting angry with players. This is important because you want to leave a huge impression on players for defeating the boss. If the boss escaped again, players would be disappointed with that. So the boss would praise the players or just showing how bad he is beaten by players and lying on the floor, or showing how excited the players are, making the players feel they win a real battle.”

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“To kill Ganon in his monster mode, players need to hit his head with arrow, and run to his back to attack a weak point on his tail. The abilities tested here is using different weapons, avoiding shoots, find and attack a weak point, and basic movements, of course it’s under the pressure of the boss’s attack.”

“Ganon is finally defeated, players should fell proud at his time, for their abilities learned from the game. The boss doesn’t need to die, but must look defeated, like kneeing down, or praising the players. If he is dead, make his death more impressive, because this is what players are expecting.

Here, Ganon would kneeing down and ask players for mercy, asking players to end all this. The players stab Ganon’s head with their swords.

Zelda and other NPCs came and use magics to seal Ganon forever. Ganon shouts out that he will be back, but at this point, it’s all over.”

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“Now it’s the time to reward the players. You could use a CG of celebrating, a kiss from the princess, or praise from all over the world. No matter what you designed for here, the boss fight is over. In Zelda, the princess will praise players.”

“The conclusion is, in designing a successful boss fight, these area general rules for designers. This sort of routine is a widely used approach

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in designing a boss fight. If someone went back to the 1980s, he could also find a similar fight in and other grandfather games. It’s in the public domain and Micro can’t claim a copyright on such a thing, it will stop every other companies from developing a boss game. This means we don’t need to worry about this claim anymore. They might satisfy the total concept and feel test, but cannot satisfy the pattern test and abstraction-filtration-comparison test. Thus cannot claimed copyright infringement. ”

“The other two test means, even we assume that their claim about the first test is valid. We could still arguing that there’s no substantial similarity here by identifying the differencer between these games. If, fighting logic is one similarity, but the way we designed the scene, the weapons our hero holds, and the nature of those magic spells are all different. For example,

Diablo III and Torchlight II are two different games, but they are both about a hero fighting different demons in different places, the focus of both games is collecting items. The players have similar skills. In fact Torchlight is designed by the same studio as Diablo II, but they are now longer belonged to Blizzard, which is the right holder of all the Diablo series.

Board members seem to be satisfied with his report. One of them says

“It seems we agree that your report is great, why not send a fax to Micro and clarify our positions and opinion, so we can end this mess.”

“Yes sir. I’ll be doing it as soon as possible.” Mike replies.

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After a few days, Micro stays quiet about this. It seems the problem is solved. Mike goes back to Miss Claire later that day.

“How is it going, Mike?” Miss Claire asks him.

“As you know, we got it settled without paying them any money” Mike answers with confidence.

“You are not getting any further.”(This is what the hero after they defeated a dragon, and a slogan Mony uses on posters of this game.)They both laughed.

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