Original Post
First, I'm not sure if this comes under Writing, Business or even Game Design so if in error, feel free to move it to the appropriate forum. I've been design, writing, drawing and creating my game universe for some time now and drawing from my enjoyment of Sci-fi books, movies and TV shows. As a result I've inevitably based some of my hypothetical technology, terminology and even ideologies on some of the concepts I've read about or seen. For example, the method of long-haul space travel in a story will almost always boil down to a) a technology resembling Star-Trek's "Warp" speed, b) Jump-gates as in Babylon 5 (artificial wormholes), c) Deep-sleep long-haul at sublight speeds (Alien(s)) or other. Likewise, weapons technologies will likely be Plasma (Star Trek), Laser (Star Wars), Phaser (Star Trek), etc. I have a few concerns about using technologies and even terminology that could be traced back to an established Sci-fi story. Obviously, ripping of the entire story of Star Trek and all the technology it uses is a big no-no, but what about subtle references to things such as a new "Warp drive"? What if, like the Warp Drive example, the hypothetical technology itself has a scientific basis that makes it potentially feasible at some point? My references then move away from just naming and actually start to see a 'real' implementation in terms of how the mechanics work... is this pushing it too far? What I'm looking to acheive is to create realisim through an air of a person's familiarity with the technology; "oh, a photon/proton torpedo - I know how that works", etc. How do existing games or sci-fi stories go about this in their own technical references? Is one likely to get sued if a game story features a space transportation method which is called "Warp drive", especially if it behaves like the technology we all know and love? What're your thoughts on this? How would you avoid any potential pitfalls whilst still trying to maintain the familiarity of the audience?