Articles Tagged with take-two interactive

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“For a bunch of hairless apes, we’ve actually managed to invent some pretty incredible things”

 —Ernest Cline, Ready Player One

It’s an incredible time to be alive. The Digital Age has helped us reached levels of efficiency and connectivity that were unimaginable just a few decades ago. In his award-winning novel, Ready Player One, Ernest Cline, paints a picture of a not-so distant future where people spend the majority of their time experiencing life in the “Oasis,” a realistic virtual world where users interact with one another in amazing virtual environments that mimic reality in many ways, but where the rules of physics and nature are malleable, allowing the game publisher to create wildly entertaining games where virtually anything can happen. While we may not have the Oasis yet, today’s video games are rapidly evolving into similar immersive social platforms where users can play, compete and express themselves in settings that seem to be inevitably headed towards something that looks increasingly like Cline’s Oasis. One way that video game makers are able to make game backdrops more realistic and thus enrich the overall user experience is to incorporate real-world ideas and content to more closely emulate reality in the game. In response, an increasing number of intellectual property owners who object when their “property” gets incorporated into video games are bringing lawsuits that will help define the boundaries of intellectual property law in this new arena.

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