“Good artists imitate, great artists steal.”
T.S. Eliot
Because it is a social enterprise as well as a private habit,
new ideas tend to emerge from other ones, innovations from previous breakthroughs.
Stealing work outright is a no-no of course, but concepts
and ideas are open season. In fact, it
is a job description for a creative person to be able to look around, be open
to influence, and see what other people are up to. And rip them off…er, that is, be influenced
by them.
Most folks who are not used to it, think that they have to
generate all ideas from their own knowledge base but they soon find out how
limited personal experience is. And also
how limiting, since it is easy to get stuck in one’s own restricted set of
notions. It takes humility to realize
that there are a lot of great ideas out there and a lot of them are a heck of a
lot better than yours. So why not work
with them? Why not use them? Why not rely on them?
In other words, if you want to build a decent Ingenarium,
you have to also run a stealmill.
The trick, of course, is knowing the difference between an
inspiration and a lawsuit, between being influenced and being sued. It is an amazing and chilling fact of creativity
that the line between the two is not all that clear even for professionals. Courtrooms are filled with people trying to
work out this difference in the visual arts, music, literature, and invention.
Johan Gutenberg pulled together disparate elements to create
the printing revolution but did he borrow from existing technologies or simply grab
them? Certainly the parts and pieces of
his invention already existed; movable type was used in China for 300 years and
the screw press was already used in winemaking.
But without any inventor around to sue him for either one, his use of
existing innovations is pure creativity not infringement.
In the 1920s a woman by the name of Lizzie Magie invented a
game called The Landlord’s Game in which players moved little pieces around a
board, landed on squares, and bought and sold properties. It was set in New York and the squares were
labeled Broadway, Wall Street, and so on.
A decade later during the Depression, a man named Charles Darrow took
(or borrowed or stole or was influenced by) this idea to come up with his own
game. He simplified the design, changed
the location to Atlantic City and invented Monopoly, the best-selling board game
of all time.
Magie fans say he was a scoundrel who ripped off her
idea. Darrow’s backers say he
transformed it and made it his own. Take
your pick, the distinction can be quite vague.
The movie Flash of
Genius showed a similar battle being waged in the effort to invent an
intermittent windshield wiper via a years-long court case that eventually found
in favor of Robert Kearns, the inventor.
The title of the film was based on the so-called Flash of Genius
Doctrine in patent law that said an invention had to come about by a truly
innovative insight rather than simple tinkering or altering. Sounds simple enough but the confusions
arising from it led to the rejection of the doctrine by 1952. A more recent movie called The Social Network raised the same
issues of creative ideas and breakthroughs, and just what can be stolen and
what cannot, and was equally inconclusive.
So the moral about your stealmill? You have to run it carefully and thoughtfully. Ideas are fair game, actual things are not. But the line is permeable and open to interpretation by juries. The goal here is not to abuse the creativity of others but, nonetheless, to rely on useful ideas when we find them. In other words, we need to be open to influence but shut to outright theft. And know a good lawyer just in case.
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