[HN Gopher] Nintendo is trying to patent some broad Tears of the...
       ___________________________________________________________________
        
       Nintendo is trying to patent some broad Tears of the Kingdom
       mechanics
        
       Author : PaulHoule
       Score  : 223 points
       Date   : 2023-08-16 11:25 UTC (11 hours ago)
        
 (HTM) web link (kotaku.com)
 (TXT) w3m dump (kotaku.com)
        
       | gcau wrote:
       | What happens to a game developer who has never seen TOTK or these
       | patents, who just happens to converge on the same idea, and put
       | in their game? And what if lots of games already do the idea but
       | just didn't patent it?
        
       | hcks wrote:
       | This makes 0 sense from a business perspective. Their moat is
       | clearly in their brand, from what I've seen TotK game mechanics
       | look frankly unoriginal and subpar
        
         | feoren wrote:
         | It makes 0 sense from the perspective of the business of making
         | and selling a whole ton of great games and making oodles of
         | money on them. It makes lots of sense from the perspective of
         | the business of abusing a corrupt legal system to bully,
         | coerce, and destroy small studios.
         | 
         | It's pretty obvious that large corporations will only make
         | money via producing actual value if they have absolutely no
         | other choice. Give them the possibility of making money without
         | having to actually produce anything, via corruption, rent-
         | seeking, bullying, monopolies, and the like, and they
         | absolutely will do that instead (or at the very least, in
         | addition).
        
       | rawling wrote:
       | https://news.ycombinator.com/item?id=37062820
       | 
       | (Commentary on a different source, 1 week ago)
        
       | colechristensen wrote:
       | Oof this is awful.
       | 
       | TOTK has at least half a billion in sales, they don't need to try
       | to extract any more money through patents.
       | 
       | Who benefits from this? Certainly not consumers, doubtful even
       | Nintendo.
       | 
       | The whole thing about culture is copying and adapting things
       | which have been done before. Video games would suck if innovation
       | could only happen once every twenty years.
       | 
       | So many other things are way behind because innovation is blocked
       | behind paywalls.
       | 
       | I can't articulate exactly what it should be, but patents need to
       | be a whole lot more narrow in allowable scope and duration.
       | 
       | And organizations patenting things which wouldn't actually
       | threaten their products or market position should be shamed.
        
         | Spoom wrote:
         | Why wouldn't Nintendo benefit? Patents allow them to extract
         | rent from their competitors. Just license where applicable and
         | get $5 per sale of your competitors' games, or delay / block
         | your competitors' games when you specifically don't like them
         | (especially indies, who don't have the capability to fight or
         | effectively negotiate.)
        
         | hospitalJail wrote:
         | >TOTK has at least half a billion in sales, they don't need to
         | try to extract any more money through patents.
         | 
         | Yeah but it killed lots of good will. Lots of people realized
         | TotK is basically BOTW1.5 and BOTW wasnt all that great.
         | 
         | I theorize that TotK will have been the high point of sales for
         | the series, and future Zelda games will not quite get so high.
         | They had marketing + fanboys echoing, I think a lot of the
         | fanboys were disappointed.
        
           | mucle6 wrote:
           | BotW and TotK are both incredible games in my opinion. I
           | would love to travel into the future to play the next
           | installment
        
         | Dalewyn wrote:
         | >Who benefits from this?
         | 
         | Potentially smaller game development studios.
         | 
         | It's fairly commonplace in Japan for a bigger company in an
         | industry to file, hold, and defend patents with their better
         | funded legal departments so that the industry at large can use
         | them without fear of patent trolls or wanton infringers.
         | 
         | I am, of course, being fairly generous here.
        
           | zebomon wrote:
           | Perhaps even a little overly generous given Nintento's
           | extensive history of litigiousness.
        
       | skizm wrote:
       | In theory, if I were the first person to make an FPS game a while
       | back, could I have patented FPS as a game mechanic?
        
       | thaumasiotes wrote:
       | > Automaton, a gaming website that focuses on Japanese games like
       | Zelda, has a roundup of the 32 patents Nintendo put forth. Some
       | of them are specific to Link's latest adventure, including things
       | like Riju's lightning ability, which lets the player target
       | enemies with a bow and bring down a lighting strike wherever the
       | arrow lands.
       | 
       | That has... always... been a feature of D&D.
       | 
       | The TotK implementation is incredibly awkward, just like every
       | other part of the TotK interface. None of the mechanics work
       | well. ("Want to use an item in combat? Just pause for twenty
       | seconds while you d-pad your way through a list of everything in
       | your inventory!") No one would seek to copy a mechanic from TotK.
        
         | Cthulhu_ wrote:
         | > No one would seek to copy a mechanic from TotK.
         | 
         | I wouldn't be too sure... Plenty of copycats around, that will
         | even copy the less than ideal bits of the game, because it's
         | still part of the overall experience.
         | 
         | Example: Soulslike games don't have a map or quest markers. It
         | would be a good quality of life addition, but pretty much none
         | of the Soulslike clones add quest markers.
        
           | tanjtanjtanj wrote:
           | I've never played a souls-like that would be improved by
           | having quest markers. Most of them don't even have quests as
           | such.
        
         | lloeki wrote:
         | > That has... always... been a feature of D&D.
         | 
         | I'd argue that, going beyond the heroic fantasy setting, laser-
         | painting a target to rain some Hellfire has been a thing since
         | forever and a half, and is essentially the same core mechanics.
         | 
         | I'd also argue that Nintendo is perfectly aware of that, it
         | doesn't take them much energy to put out some patent
         | submissions out there, some may pass, and then it's a
         | deterrence-by-litigation game: if you don't have deep pockets
         | then you'd better stay clear or risk being sued to oblivion
         | should Nintendo feel like challenging you (irrespective of
         | whether the patents hold any water)
        
       | otikik wrote:
       | Someone will eventually manage to find a way to patent patenting,
       | at this rate.
        
         | OtomotO wrote:
         | Or law systems
        
       | amelius wrote:
       | Aren't these design patents (as opposed to utility patents)?
        
       | ChrisArchitect wrote:
       | [dupe]
       | 
       | More discussion a week ago:
       | https://news.ycombinator.com/item?id=37062820
        
       | Madmallard wrote:
       | game mechanics are not patentable. This is ludicrous to the nth
       | degree
        
         | NotYourLawyer wrote:
         | There have been some decisions in that direction
         | (https://www.nutter.com/ip-law-bulletin/no-dice-for-gaming-
         | pa...) but there's no per se rule against patenting game
         | mechanics.
         | 
         | Also, the story here is talking about Japanese patents. I have
         | no idea if game mechanics are patentable there.
        
         | dathinab wrote:
         | the truly absurd part is that there is priority art, en -mass
         | 
         | and when you patent something you have to sign that you did
         | proper research and found that there is priority art etc.
         | 
         | parents aren't a first tries to patent it wins system, but
         | first tries to patent something which isn't publicly
         | available/known wins system
         | 
         | can we pleas start hugely penalizing companies for blandly
         | deceiving the patent office, i.e. doing what I would say is
         | systematic fraud
         | 
         | (and no longer make the patent office have the number of
         | patents they grant being a positive/desired metric, too)
        
       | kevincox wrote:
       | I have to say that I hate that Nintendo makes great games,
       | because the company is awful. They are very controlling (ex: you
       | can only play on their hardware), very litigious, create trouble
       | with legal things like emulation and overall aren't pleasant.
       | 
       | I no longer give them my money. I would rethink this if they made
       | the games available for PC or something more open. But the more I
       | hear the less likely I am to start buying anything they produce.
        
         | NickC25 wrote:
         | They do make great games and have a very controlling ecosystem,
         | which honestly I have no problem with - it's their IP and they
         | can do what they want with it. Much like Apple, their
         | integration with hardware is quite tight and their first-party
         | content is usually really well done. Miles better than the
         | first-party outputs from Sony or Nintendo.
         | 
         | Apparently, though, their corporate culture is VERY Japanese
         | and kind of crappy. I know someone who negotiated with them
         | directly and although the gentleman was and remains a massive
         | fan of Nintendo, the experience put a bad taste in his mouth.
         | 
         | Wish Nintendo would also listen to fans and give some of their
         | lesser IP a fresh coat of paint. Can't believe it's been nearly
         | 20 years since a new F-Zero, and probably over a decade since
         | we've had a decent Star Fox. Kid Icarus, Donkey Kong, Metroid
         | and Earthbound could all use some love, too.
        
         | zagrebian wrote:
         | So what video games do you play?
        
         | matt_s wrote:
         | Great games, maybe. Repetitive use of same IP over 30+ years,
         | 100%. Its like Fast N Furious or other movie franchises that
         | just publish a slightly different version on some cadence. If
         | you really like it, then yes those would be great games for
         | you.
         | 
         | I recently fired up the original NES Zelda game and it was fun.
         | I also got a switch and BoTW and the original is more fun.
         | There is so much filler and repetitive game mechanics that
         | don't add to the game at all in BoTW. Game companies keep
         | adding stuff to lengthen game play loops and this ends up in
         | tedious, repetitive gaming sessions which after some point I
         | don't find enjoyable.
         | 
         | Its art though so to each their own and in my opinion you
         | shouldn't be allowed to patent art.
        
           | m3kw9 wrote:
           | Every fps is just new graphics and few mechanic changes, no
           | more different than sequels, at least Nintendo does it better
           | than anyone
        
           | PsylentKnight wrote:
           | You say the games don't change significantly, then you say
           | the games have changed in a way you don't like.
           | 
           | Yes, they use the same IP's for decades but they remain
           | relevant because they do new things with those IP's. BoTW
           | completely bucked the Zelda formula. ToTK was so successful
           | because they didn't try to just ride off the success of its
           | predecessor - they did a lot of new stuff.
           | 
           | A far better comparison to Fast N Furious would be Madden.
        
             | matt_s wrote:
             | I get tired of the same story being repeated, maybe I could
             | have worded it better - thats the part that they just
             | recycle all the time. Yeah they aren't releasing new games
             | on a yearly basis but when they do its the same characters
             | and nearly the same story lines. BoTW is about rescuing the
             | princess, so is the orig Zelda. Yes there are different
             | mini-boss fights, puzzles, etc. and they can be fun but its
             | certainly not a new original story.
             | 
             | I like how with Batman and Joker movies different
             | directors/actors have a different take on the characters or
             | setting (gritty vs campy humor, etc.) and I don't mind
             | similar story elements being re-used. I don't like that in
             | most video games for some reason. Horizon Zero Dawn was
             | awesome, same with Last of Us (game), haven't looked at a
             | sequels, they look like more of the same. Its okay for me
             | to not like that in this art form and its okay for you (or
             | others) to like it.
        
               | mrguyorama wrote:
               | >I get tired of the same story being repeated,
               | 
               | But "Link, the hero of time saves Zelda from Ganon, the
               | great evil" is the whole point of the story in the Zelda
               | games, that these three fates are intertwined for
               | eternity and meant to constantly dance their dance.
               | 
               | >I like how with Batman and Joker movies different
               | directors/actors have a different take on the characters
               | or setting
               | 
               | Zelda does this massively, there's multiple
               | interpretations of these characters because they are
               | different living beings in the same lineage or whatever.
               | Consider the toon games, where "Zelda" is a pirate girl
               | with zero "Royal" character attributes.
               | 
               | I don't know what you are expecting or asking for. Hell,
               | BoTW is ALSO another re-interpretation of the story and
               | characters
        
               | matt_s wrote:
               | I'm not asking for anything, Nintendo is going to do
               | whatever they want with their video game art form. I'm
               | just commenting that I've found for most video games with
               | story elements I don't like repeat/rehashing a story. For
               | whatever reason I'm ok with that sometimes in movies. I
               | got through most of BoTW but just can't pick it back up
               | to finish, so I don't.
               | 
               | Maybe the difference for me is with a movie, I'm just
               | along for the ride and have no input into anything, but
               | with a video game I'm playing the main character and when
               | I've played that same exact main character with that same
               | overall story arc I just don't find it interesting. The
               | other element I think is my age, I'm finding less
               | consumable media (tv, movies, games, books, sports)
               | enjoyable as I get older. There are things I still really
               | enjoy but genres of them that I used to and now I don't
               | find interesting.
        
           | _gabe_ wrote:
           | > Repetitive use of same IP over 30+ years, 100%. Its like
           | Fast N Furious or other movie franchises that just publish a
           | slightly different version on some cadence.
           | 
           | Go play the original Super Mario Bros, then Mario N64, then
           | Mario Sunshine, then Paper Mario (wii edition), then Super
           | Mario Galaxy, then Super Mario Odyssey. Sure all those games
           | have Mario in it, but they're only the same in the sense that
           | the Mandalorian takes place in the same galaxy as Star Wars
           | Ep 4. I would never compare this franchise (or Zelda) with
           | Fast and Furious or even something like CoD. And I don't know
           | how you can call the IP repetitive when the only constant in
           | all the games I listed is Mario. It's not like FIFA that
           | updates every year with a new roster and the exact same game.
           | 
           | The reason I love playing these game is because they _do_
           | innovate and create completely new games even if it's the
           | same franchise.
        
           | larrik wrote:
           | I disagree with everything you said, lol. Besides the
           | original NEW Zelda being fun.
           | 
           | Nintendo is very sparing in how often they make mainline
           | games in their IP (besides Pokemon). Mario has had one main
           | 3d game in a decade. Zelda had 6 years between BoTW and ToTK,
           | and 5 years between BoTW and it's predecessor. Everyone of
           | those (Mario and Zelda) until ToTK was completely different,
           | with a different feel and different mechanics.
        
             | larrik wrote:
             | too late to edit, but I meant "NES" Zelda, not "NEW" Zelda
        
             | pfannkuchen wrote:
             | I think a lot of what makes the games special is the level
             | of polish vs other studios. Polish takes a lot of time,
             | which is why most studios don't do it to the degree
             | Nintendo seems to.
        
           | ninedays wrote:
           | Couldn't disagree more with the first 2 paragraphs. It feels
           | like saying Apple publishes a slightly different version of
           | its iPhone every year. I think you will find plenty of
           | differences - even major ones between the first iPhone and
           | the latest one. Same thing with Nintendo games. IMHO,
           | Nintendo is probably the best developer in the world and have
           | proven this again and again. Completely agree with your last
           | paragraph though.
        
             | circuit10 wrote:
             | Honestly iPhones aren't changing much any more, at least in
             | a way that matters to most people
        
         | hospitalJail wrote:
         | Nintendo doesnt make great games. There is a phrase 'Graded on
         | the Nintendo Curve'
         | 
         | Nintendo games are rated highly by other Nintendo gamers, but
         | people from the outside see things significantly more clear.
        
           | TillE wrote:
           | "Nintendo gamers" aren't really a thing, unless you're a kid
           | with only one console.
           | 
           | Everyone I know who loves games has a Switch in addition to
           | at least a PS5/Xbox if not a gaming PC, and they play
           | everything. Nintendo games are unique. They're a legitimate
           | reason to still buy a six year old console, and millions of
           | people do.
        
             | brightlancer wrote:
             | > Everyone I know who loves games has a Switch in addition
             | to at least a PS5/Xbox if not a gaming PC, and they play
             | everything.
             | 
             | 2021 was the first year that _half_ of households own at
             | least one game console -- how many of those households
             | owned just the one?
             | 
             | There is something special to folks on HN who don't realize
             | the bubble they live in.
             | 
             | https://www.cta.tech/Resources/Newsroom/Media-
             | Releases/2021/...
        
           | spacemadness wrote:
           | Yeah, ok.
        
           | hombre_fatal wrote:
           | "Nintendo games actually suck, you are just too much a
           | {dummy,shill,fanboi} to realize it!"
           | 
           | Funny how these gaming faction war posts haven't changed one
           | bit from 15+ years ago when I was a preteen arguing about
           | Xbox vs PS2 vs Gamecube on NeoGAF forums.
           | 
           | I just hope anyone continuing the tradition on HN are no
           | older than that.
        
           | brightlancer wrote:
           | Nintendo games are a (meta)genre and not everyone likes that,
           | but it doesn't mean they're Objectively Bad(tm). It's a
           | matter of preference.
        
           | mcphage wrote:
           | > people from the outside see things significantly more clear
           | 
           |  _Somebody_ isn 't seeing things clearly, that's for sure.
        
         | m3kw9 wrote:
         | If you even hate Nintendo, then what company do you like?
        
         | WhyNotHugo wrote:
         | Yeah, Nintendo is an awful company. Unlike some other awful
         | game companies, at least they create pretty good games.
         | 
         | But they really love trying to squeeze every cent and milking
         | their customers to a point where it's disgusting.
         | 
         | My partner purchased a the latest Zelda and I can't even play
         | it on my account on the same device: I need to buy another copy
         | of the game (which obviously will never happen).
        
           | alexilliamson wrote:
           | That's odd... My partner bought the game and I can play it on
           | the same device with my profile.
        
             | bluefirebrand wrote:
             | Digital copies are linked to one account, physical copies
             | can be shared freely.
             | 
             | Don't buy digital, it's never worth it.
        
               | alexilliamson wrote:
               | She bought digital and I can play it though.
        
               | circuit10 wrote:
               | Buying digital is worth it to me because I'm very
               | disorganised and I will lose the cartridges
        
               | astura wrote:
               | They can be downloaded to a switch and once they are on
               | the switch an account playing that switch can play any
               | digital games on the switch. They don't even tell you
               | which account "owns" the game.
        
               | bluefirebrand wrote:
               | I think this is only true if they are local Switch
               | profiles.
               | 
               | If they are linked to a different Nintendo online account
               | they need to buy their own copy of the game?
               | 
               | Maybe I'm wrong about that...
        
               | astura wrote:
               | You're wrong about that.
        
               | bluefirebrand wrote:
               | Interesting. I spent a bit of time reading Nintendo's FAQ
               | on this topic and it seems you're right.
               | 
               | They are a lot more permissive with their digital copies
               | than I expected, honestly.
        
               | ygjb wrote:
               | My kids are both actively playing TOTK on their profiles
               | on my switch with a single digital purchase.
               | 
               | There have been other games where this has been
               | problematic (Animal crossing I think limited some
               | features per device instead of per account).
        
           | Taylor_OD wrote:
           | Well you have some odd settings. My nieces and nephews can
           | download and play games on their switch hundreds of miles
           | away from me using my profile. Whenever I get a new game they
           | are excited because now they have that game as well as long
           | as they use my profile on their account.
           | 
           | Nintendo does a lot of stupid shit but this is one of the few
           | things I think they have been really good about.
        
           | astura wrote:
           | This is wrong - Nintendo allows people who are using the same
           | switch to play each other's games that are downloaded to the
           | switch. It's not even labeled anywhere which account that
           | game belongs to. My husband an I pay each other's digital
           | purchases all the time.
        
           | semiquaver wrote:
           | I don't disagree with the sentiment but you're straight wrong
           | on the need to buy multiple copies of a game to play on
           | different profiles on a single switch.
        
             | [deleted]
        
           | sleepybrett wrote:
           | all companies are awful once they get big enough to hire
           | awful lawyers.
        
           | kmeisthax wrote:
           | Your partner needs to change the home console on their
           | account to the one you play on. Then you'll be able to play
           | with different accounts.
           | 
           | Usually most people only have one Switch so this never is a
           | problem. However, if you've switched consoles and you didn't
           | do System Transfer, you need to manually switch over the home
           | console in order to get your offline play rights back.
           | 
           | Alternatively your partner may have explicitly set their home
           | account to someone else's system. There's a mildly
           | pirate-y[0] thing you can do with a friend where you log into
           | your account on their system and they log into your system
           | with their account, and then you have a shared game pool. In
           | order to be able to play on your own account you need to swap
           | the home console associations around so your friend's Switch
           | is your home console and vice versa. But if you do this you
           | can never play your own games on other accounts, since your
           | friend's the one who took that half of the license.
           | 
           | [0] As in, it bends the rules of the DRM in ways Nintendo
           | probably does not intend and thus probably violates a license
           | agreement somewhere
        
       | mpsprd wrote:
       | Wait, aren't patents on gameplay inapplicable? I thought this is
       | why game clones are commonplace, so much that the term "x clone"
       | entered the vernacular for video games.
        
         | coldpie wrote:
         | No, you're thinking of copyright:
         | https://en.wikipedia.org/wiki/Atari_v._Amusement_World
        
       | rollcat wrote:
       | Context: I've nearly 100%'d BotW(+DLC)+TotK (except for the Korok
       | seeds). Spoilers might follow.
       | 
       | > Some of them are specific to Link's latest adventure, including
       | things like Riju's lightning ability, which lets the player
       | target enemies with a bow and bring down a lighting strike
       | wherever the arrow lands.
       | 
       | To be quite blunt, the sages' abilities are implemented
       | absolutely horribly in this game, doubly so when compared to the
       | similar system in BotW (which was excellent). The only ability
       | that is actually usable (and only really outside of combat) is
       | Tulin's gust of wind; everything else is a struggle to make
       | useful.
       | 
       | You have to walk up to a sage (they keep running around trying to
       | fight enemies; and they all have an identical color palette; so
       | it's super awkward and error-prone), press a button, and only
       | then you get to make use of the ability. The more sages you
       | summon, the bigger the crowd, the bigger the problem. Even the
       | one sage that does not appear as a ghost still has a broadly
       | similar palette (and on top of that, identical to a class of
       | enemies). Compare with BotW, where you also get broadly similar
       | abilities, but using each one was a decision you could execute in
       | a split second using a dedicated key combo/mechanic, and all of
       | them were directly viable in combat.
       | 
       | If Nintendo were to hold a patent on this bullshit and thusly
       | prevent it from being implemented in any other game, they'd do
       | the gamers a favour.
       | 
       | > Who knows if these patents actually go anywhere? But when game
       | design concepts are gatekept like this, it only leads to a loss
       | of innovation for other devs.
       | 
       | True! There's plenty of prior art for the remaining patents, so I
       | sincerely doubt a lot of this would hold up in court. But the
       | fact that this makes news at all is just proof of how rotten the
       | system is; the patent doesn't have to be standing on a firm
       | ground before it can successfully deter from climbing the
       | shoulders of giants, which is foundational to innovation.
       | 
       | Nintendo has always been famous for pushing innovative gameplay,
       | rather than endlessly refining the graphics on yet-another "next-
       | gen" console that has all the same last year's titles in a new
       | package. Whatever patents they can hold, I don't think it would
       | help them: patents only help entrench your current position;
       | Nintendo was always about moving forward.
        
         | PetitPrince wrote:
         | > If Nintendo were to hold a patent on this bullshit and thusly
         | prevent it from being implemented in any other game, they'd do
         | the gamers a favour.
         | 
         | I wonder if there's "real life" of such patent (i.e. patent a
         | process or method to ensure it is never used because it's so
         | bad).
         | 
         | (as for the example illustrated: I absolutely agree that it is
         | a terrible game mechanic that's doubly infuriating since the
         | previous game had a perfectly serviceable system)
        
         | ot wrote:
         | > To be quite blunt, the sages' abilities are implemented
         | absolutely horribly in this game
         | 
         | I agree 100%. I loved the game, but I don't understand how
         | anyone at Nintendo thought that these mechanics were a good
         | idea. To make matters even worse, the button is the same to
         | pick up an item. I can't count how many times I was about to
         | pick up an item, and a sage passed by, hijacking the button
         | (especially disruptive when it's Mineru).
        
           | NotYourLawyer wrote:
           | Also pretty disruptive when it's Tulin (and it usually is for
           | some reason) and the thing you were trying to pick up goes
           | flying.
        
           | gh02t wrote:
           | Don't forget that you use e.g. the lightning strike ability
           | as a long range attack, yet the avatar you have to interact
           | with tends to aggressively charge directly into close range.
           | I gave up using the lightning ability because I just get hit
           | if I run close enough while awkwardly fumbling around until I
           | find the magic spot to press the A button.
           | 
           | The fact that you can dismiss the sages through a hastily
           | bolted on menu interaction tells you that they knew it was
           | annoying. If it worked well you'd never need to.
        
           | philistine wrote:
           | Being hard to use and not very useful feels like a clear
           | design choice to me. They were too good in the previous game,
           | so they all got a big ol' round of the nerf hammer.
           | 
           | And they moved them to interactions next to the sages because
           | they sincerely overloaded the controls of that game.
           | 
           | The whole game would have been better without any sages'
           | power.
        
           | bowsamic wrote:
           | The worst part is that you get the only useful one first if
           | you go where the game obviously prods you to (north west),
           | setting the expectation that all the abilities would be
           | useful. Unfortunately they are so bad it's actually comical.
           | 
           | Imo the game kind of feels thrown together in general. I
           | think the worst part is that they traded the open feeling of
           | adventure in the original game, which felt quite lean on
           | mechanics and different things to do, for a much more common
           | open world style of gameplay. Now it feels like any other
           | checkbox open world game, a huge list of things to do and
           | going through them one by one. BotW never felt like that
        
             | kridsdale3 wrote:
             | Well that's better than if you got his ability last.
             | Imagine playing 100 hours and then being like WHAT, YOU CAN
             | DO THAT? I COULD HAVE DONE THAT THE WHOLE TIME?
             | 
             | I phrase it like that because I'm about 160 hours in to
             | ToTK right now and just last night I found something that
             | would have made me fantastically wealthy the whole way
             | through if I had known about it. Now it doesn't matter.
        
               | rollcat wrote:
               | I've heard of quite a bunch of people who went quite far
               | without realising you can get the paraglider. From the
               | promo materials & the tutorial it definitely seemed like
               | the game was meant to be played using skydiving and Zonai
               | wings.
        
             | 0cf8612b2e1e wrote:
             | Naturally, I picked him up last, but I thought the boulder
             | guy had his uses. Being able to break through walls without
             | consuming hammers was definitely a plus. Then again, the
             | cooldown was so long that it became quite irritating to use
             | it for demolition purposes.
        
           | spaceisballer wrote:
           | Jumping on the train. Companions in general are very
           | annoying, and having four is next level annoying. I've run
           | into the same issues, makes the game not fun when you go to
           | pick items up and initiate their power. Especially when their
           | powers have a tendency to kill the frame rate. I know you can
           | dismiss them but since some parts of the gameplay center on
           | their mechanics it's very annoying. I could do without
           | companions in an open world game.
        
       | schnebbau wrote:
       | Humans are the worst.
        
       | sam0x17 wrote:
       | I maintain that patents are unequivocally bad across the board no
       | matter who holds them. We like to subscribe to this myth of the
       | "small-time inventor" being able to capitalize on their invention
       | by requiring copycats to pay them licensing fees.
       | 
       | This is a myth, and even if it were true, the small-time inventor
       | in that scenario is just as much of a barrier to human progress
       | as the large corporation that will inevitably gate-keep the
       | invention and extract every drop of profit they can from it for
       | as long as legally possible.
       | 
       | Patents are just a way to kneecap you and all countries allied
       | with you when compared with countries that don't honor those
       | patents.
       | 
       | The same goes for IP in general, but that's a whole other can of
       | worms...
        
         | stasmo wrote:
         | I agree with you, but one could argue that R&D money comes from
         | a desire to patent.
        
           | mrguyorama wrote:
           | And I would point to the entirety of Open Source software
        
           | sam0x17 wrote:
           | One could, and one could counter with "then that is R&D done
           | for the wrong reasons"
           | 
           | This is why we (at least used to) have things like wide-
           | sweeping federally funded research grants aimed at advancing
           | science and technology in areas and ways short-sighted
           | profit-seeking R&D can seldom touch
           | 
           | Not discovering a thing is almost better than someone
           | discovering it and then patenting it, imo. It's negative
           | progress.
        
       | WhyNotHugo wrote:
       | > Some of them are specific to Link's latest adventure, including
       | things like Riju's lightning ability, which lets the player
       | target enemies with a bow and bring down a lighting strike
       | wherever the arrow lands.
       | 
       | I'm sure I've seen this mechanic about twenty years ago
       | somewhere.
       | 
       | > Link and the objects he rides on move together at the same
       | speed, rather than Link being technically stationary on top of a
       | moving object as is common in the physics of other games.
       | 
       | This is just how physics work. Aside from the absurdity of trying
       | to patent "simulating basic physics" , I'm sure simulations for
       | this have been written countless times in the past decades.
       | 
       | The sad thing about this is that stupid patents are often
       | accepted just fine, and Nintendo can later try and enforce them
       | against some little studio that can't afford the lawyers to
       | defend itself.
        
         | cornedor wrote:
         | > I'm sure I've seen this mechanic about twenty years ago
         | somewhere.
         | 
         | I've indeed seen this multiple times for example in Skyrim [1]
         | and in Minecraft (trough mods)
         | 
         | I think I've seen every concept listed in the article before.
         | Let's hope they don't get much out of it.
         | 
         | 1:
         | https://en.uesp.net/wiki/Skyrim:Arcane_Archer_Pack_Items#Lig...
        
           | AkBKukU wrote:
           | > Minecraft (trough mods)
           | 
           | Modding isn't even needed, the Channeling enchantment for
           | tridents does this:
           | https://minecraft.fandom.com/wiki/Channeling
        
         | thfuran wrote:
         | There needs to be penalty for filing patents that are utter
         | shit. At the very minimum, trying to actually enforce such
         | patents should constitute abuse of process or malicious
         | prosecution.
        
           | mtsr wrote:
           | This. Patents (excepting those describing otherwise
           | unreproducible inventions) have no real downsides.
        
         | ohgodplsno wrote:
         | >> Link and the objects he rides on move together at the same
         | speed, rather than Link being technically stationary on top of
         | a moving object as is common in the physics of other games.
         | 
         | >This is just how physics work. Aside from the absurdity of
         | trying to patent "simulating basic physics" , I'm sure
         | simulations for this have been written countless times in the
         | past decades.
         | 
         | It's not even a simulation with say, friction (which would be
         | simulating physics). It's literally sample code from PhysX
         | fifteen years ago, where if you're standing on a physics
         | object, your speed = physics object's speed, at every
         | simulation frame.
         | 
         | They've been granted a patent on code so simple a CS grad with
         | a game dev specialisation writes for class.
        
       | sebstefan wrote:
       | I'm still upset about that Bandai patent on loading screen mini
       | games...
        
         | Y_Y wrote:
         | Oh shit. I remember playing mini games while waiting for some
         | old Dragonball game to load and always wondered since then why
         | every game didn't do it.
         | 
         | Honorable mention for MTV UK who had "Ad-Break Pong" on the old
         | "red button" interactive TV which let you play pong on top of
         | commercials.
        
         | galleywest200 wrote:
         | That ended in 2015 but yeah that is silly.
        
         | lloeki wrote:
         | Would Broken Sword's PC version "play a tetris-like game while
         | install completes" count as prior art?
        
       | PaulHoule wrote:
       | .. if only somebody had gotten a patent for loot boxes.
        
         | thaumasiotes wrote:
         | What a great idea. We could extend the validity of the patent
         | forever on condition that licensing fees constantly rise.
        
         | Cthulhu_ wrote:
         | There's a few actually, although they don't seem to be direct
         | "this is a lootbox" patent. That said, the concept of lootboxes
         | goes back to things like trading cards from sealed packages,
         | e.g. baseball cards.
         | 
         | Lootbox patents:
         | 
         | https://patents.google.com/patent/US9744446B2/en
         | 
         | https://patents.google.com/patent/US9666026B1/en?oq=US966602...
         | 
         | https://patents.google.com/patent/US9789406B2/en
         | 
         | Trading card patents:
         | 
         | https://patents.justia.com/patent/8100402
         | 
         | https://patents.google.com/patent/US5803501A/en
        
         | Dalewyn wrote:
         | I know you're jesting, but Nintendo holds patents for their
         | gacha system in Fire Emblem Heroes.
        
       | Aaargh20318 wrote:
       | > On top of trying to patent the tech, Nintendo seeks to patent
       | the loading screen that shows up when the player is fast-
       | traveling across Hyrule. This specifically refers to the screen
       | that shows the map transition from the player's starting point to
       | their destination.
       | 
       | This is such a common trope that the Muppets even parodied it:
       | https://youtu.be/yIQKVITyaMI
        
       | eredengrin wrote:
       | The only game mechanic I want to see Nintendo patent is brawl
       | tripping. Probably not necessary as it seems other fighting games
       | haven't seen the brilliance of such a mechanic, but may as well
       | play it safe in case others become enlightened.
        
         | MaxfordAndSons wrote:
         | Brawl in general was the perfect encapsulation of what is wrong
         | with Nintendo (though tbf they have course corrected somewhat
         | in Smash Ultimate) - Melee was a game that allowed an
         | incredibly high skill ceiling with it's high speed and myriad
         | advanced techniques, which birthed the biggest grassroots
         | competitive fighting game scene ever. But Nintendo hadn't
         | conceived of Smash as a competitive game and so they went
         | alllll the way out of their way to shut that shit down in the
         | next iteration. Lowered the speed of the game, made it way
         | floatier so combos are harder, ensured there were no advanced
         | movement techniques, and even introduced mandatory bullshit rng
         | like the tripping mechanic.
        
       | manojlds wrote:
       | [flagged]
        
         | partitioned wrote:
         | You think these patents are reasonable? Or you think Kotaku
         | should ignore writing a story about leaked content that they
         | had no role in leaking?
         | 
         | Your brain on drugs folks
        
           | manojlds wrote:
           | I am just saying, Kotaku is just doing this with vendetta.
           | TotK patents were already talked about in detail in another
           | post. Comment is only about THIS article and motivation
           | behind it, not about the patents.
           | 
           | The other thread -
           | https://news.ycombinator.com/item?id=37062820
        
           | Ygg2 wrote:
           | Patents are reasonable?
           | 
           | Like patenting laser pointer cat exercise or log based dog
           | exercise.
        
       | LZ_Khan wrote:
       | I can understand Nintendo's actions because Genshin Impact's
       | success was entirely based off copying Breath of the Wild.
        
       | loupol wrote:
       | This feels like an extremely dangerous slippery slope. The more
       | patents on gameplay are granted, the more they'll be applied for
       | by big companies who will eventually end up with big patent
       | portfolios they can use to shut down other games from reusing
       | cool mechanics, whether from big companies or indie studios.
       | 
       | The potential for killing off novelty entirely (or slowing it
       | down to a trickle) in game development is definitely there long
       | term.
       | 
       | This reminds of Cory Doctorow's recent essay on the trend towards
       | owning and extracting rent on things rather than actually
       | producing them[0].
       | 
       | [0] https://pluralistic.net/2023/07/24/rent-to-pwn/
        
         | emmanueloga_ wrote:
         | I agree this is not good!
         | 
         | Note that "slippery slope" is usually used to refer to a
         | logical fallacy [1]. Maybe this is something that could
         | "snowball out of control"? [2] I'm not sure what other phrases
         | could be used.
         | 
         | 1: https://en.wikipedia.org/wiki/Slippery_slope
         | 
         | 2: https://en.wikipedia.org/wiki/Snowballing
        
           | kiawe_fire wrote:
           | I tend to argue that "slippery slope" is not actually a
           | logical fallacy the way others (e.g. straw man) are.
           | 
           | A slippery slope is often a legitimate concern.
           | 
           | Using it as the sole means to shut down an idea is often
           | disingenuous, but so, too, is shutting down any concerns of a
           | "snowball effect" by calling it a logical fallacy.
        
         | wahnfrieden wrote:
         | I hate that loading screen mini games was patented for many
         | years. It's a cultural theft orchestrated by govt like a crime
         | racket, not an investment into innovation
        
           | bitwize wrote:
           | That patent has expired.
        
             | [deleted]
        
             | teddyh wrote:
             | It was also an obviously invalid patent, as prior art
             | existed from 1988:
             | 
             | <https://en.wikipedia.org/w/index.php?title=Fast_loader&old
             | id...>
        
               | adrr wrote:
               | It's only invalid if you the have the cash to fight an
               | expensive court battle.
        
               | wahnfrieden wrote:
               | Anyone can think of it and invent it independently, but
               | you'd have been put in a cage if you acted on your
               | original thought because someone else paid the protection
               | money earlier
        
               | voxic11 wrote:
               | You won't be put in a cage if you violate a patent. There
               | are no criminal penalties for patent violations.
        
               | wahnfrieden wrote:
               | The threat is there if you don't pay the damages. It all
               | comes back to cages. Without the cage there is no damages
               | payment, without the threat of damages payment there is
               | no patent.
        
               | voxic11 wrote:
               | Do you actually know of a case where someone went to jail
               | because they failed to pay damages in a patent case? I
               | don't think that is how it works. If you don't pay what
               | you owe then the court will order your wages garnished
               | and your property confiscated. And I guess if you
               | intentionally interfere with either of those things you
               | could end up in jail for violating a court order.
        
               | gabereiser wrote:
               | It's that last bit that's the kicker. IANAL, but if you
               | blatantly refuse a court order, they can put you in a
               | cage.
        
               | justinclift wrote:
               | > There are no criminal penalties for patent violations.
               | 
               | You might be made permanently destitute and homeless
               | however.
        
               | vvanders wrote:
               | Still didn't prevent us from taking a wide berth around
               | the idea when I was working on my first title in the
               | industry. The studio was aware of the patent and wasn't
               | willing to take on any risk.
        
               | bitwize wrote:
               | You'd have to prove it in court, which means you'd have
               | to outspend Namco Bandai on lawyers. Water under the
               | bridge now, but still.
        
               | pbhjpbhj wrote:
               | In USA and UK, AIUI, you can submit prior art without
               | being involved (in UK you can do it anonymously; someone
               | is looking at using an AI system to do this
               | automatically!). Importantly there is a limited window of
               | time for such submissions. In USA it's called Third Party
               | Pre-issuance Submissions, 35 USC 122;
               | https://www.uspto.gov/web/offices/pac/mpep/s1134.html. In
               | UK it's called Third-Party Observations (Patents Act
               | S.21). IIRC, WIPO and EPO have these too, I imagine it's
               | common to all/most patent systems.
        
               | ekianjo wrote:
               | Proving prior art is often should be as simple as
               | presenting an obvious proof and have the patent
               | invalidated in the same day as long as the records are
               | not debatable.
        
               | kmeisthax wrote:
               | What you're talking about almost exists, it's called an
               | _inter partes review_ [0]. The problem is, the records
               | are almost always debatable. The legal system affords
               | scoundrels plenty of opportunities to file paperwork.
               | 
               | As it stands, IPR works _enough_ that patent trolls are
               | angry that it 's too easy to get junk patents thrown out.
               | But it still requires you to know in advance what to
               | fight, to spend money on lawyers fighting it, _and_ to
               | delay actually using the invention you think isn 't
               | patented until the patent is actually thrown out. Some
               | developer who independently invents loading screen mini-
               | games probably isn't going to even know about the loading
               | screen games patent until either legal tells them to
               | remove the mini-game or they launch and get sued by
               | Namco.
               | 
               | An example of this: do you remember VRML chatrooms?
               | Worlds, Inc was one of them, and they got US8082501B2[1],
               | a patent on _having a character in a multiplayer virtual
               | world_. They sued Activision[2] over the span of nine
               | years, while also hitting up other game developers for
               | money, including Microsoft[3]. Microsoft actually tried
               | filing an IPR case[4], but the courts acted first to
               | invalidate the patent before the IPR could go through[5].
               | 
               | [0] https://www.uspto.gov/patents/ptab/trials/inter-
               | partes-revie...
               | 
               | [1] https://patents.google.com/patent/US8082501B2
               | 
               | [2] https://www.gamesindustry.biz/activision-blizzard-
               | sued-for-p...
               | 
               | [3] https://portal.unifiedpatents.com/litigation/Texas%20
               | Western...
               | 
               | [4]
               | https://portal.unifiedpatents.com/ptab/case/IPR2021-00277
               | 
               | [5] https://s3-us-west-1.amazonaws.com/ptab-
               | filings%2FIPR2021-00...
        
               | mrguyorama wrote:
               | Don't forget the patents on CONTROLLERS VIBRATING for
               | fucks sake. The reason the original PS3 controller didn't
               | have vibration was because sony wanted to avoid paying
               | the protection racket one time.
               | 
               | As if making something buzz is fucking "non-obvious"
        
           | marcellus23 wrote:
           | That patent expired a couple years ago IIRC, but I still
           | haven't been seeing any loading minigames. Are games starting
           | to do them yet?
        
             | WXLCKNO wrote:
             | Are loading times still a thing with new consoles? I don't
             | own last gen consoles but I remember them making a big fuss
             | about it.
        
             | lukas099 wrote:
             | If you can consider it a minigame, when you are skydiving
             | down into the depths and the music and atmosphere changes
             | in TOTK... that's a loading screen.
        
             | UnlockedSecrets wrote:
             | It makes alot less sense now with SSD's being as fast as
             | they are largely llimiting how long a loading screen will
             | be.
        
               | robotnikman wrote:
               | It's funny when you play older games with things on the
               | loading screen you only see them for a split second
               | nowadays.
               | 
               | I played Bayonetta for the first time a few months ago on
               | my steam deck, and during loading times you were able to
               | practice combos and stuff. Unfortunately it only lasted
               | for a split second since it loads so fast from the SSD,
               | I'm guessing it's original release on console disc
               | allowed players a bit more time to try it while it was
               | loading from the disc.
        
             | wahnfrieden wrote:
             | It doesn't matter anymore
        
         | kmeisthax wrote:
         | What you're describing already happened twenty years ago.
         | Konami patented beatmania's keysounding[0] and DDR[1]'s control
         | scheme and effectively had veto rights on competing rhythm
         | games for decades. And they enforced those rights _very
         | strictly_ :
         | 
         | - They sued Andamiro for Pump it Up, a competing dance game
         | with five panels arranged diagonally. Andamiro was able to
         | settle with Konami, possibly because they'd found some prior
         | art that limited the DDR patent, which is the only reason why
         | we still have PIU today.
         | 
         | - They sued RoXoR for In The Groove, a proprietary[2] fork of
         | StepMania, which is a DDR clone. In The Groove was designed as
         | a conversion kit for DDR cabinets as well as having dedicabs
         | produced by Andamiro and then themselves. RoXoR settled and
         | Konami basically got to kill ITG as part of the settlement.
         | 
         | - They sued Pentavision for having keysounding in DJMAX, a
         | competing DJ game that was popular in Korea. They settled with
         | the end result being that Konami gets a permanent share of
         | DJMAX sales and Japanese distribution rights for that game.
         | 
         | - They sued AmuseWorld for EZ2DJ, although to be fair this one
         | looks literally identical to five-key beatmania. They... sort
         | of just rebranded to EZ2AC and kept going, as far as I can tell
         | from the Wikipedia page?
         | 
         | Harmonix was involved with the ITG lawsuits at one point, so
         | they wound up designing a more complicated and _worse_ design-
         | around for the keysounding patent in Guitar Hero. Other rhythm
         | games not made by Konami also tend to have very generic
         | keysounds (e.g. it just plays one sample).
         | 
         | As for extracting rent... _oh boy_. There 's a reason why
         | rhythm games disappeared from American and European arcades. To
         | explain that I first need to provide some context. The
         | ownership model that western arcade operators are used to is
         | that they buy a very expensive machine (in the $10k+ range) and
         | then get to rent it out to people for $1 a play or so. This is
         | why private collectors and retro arcades exist and used to be
         | how rhythm games worked too.
         | 
         | Konami changed all this in Japan over two decades ago. First
         | they added online capability with eAmusement - you could pay a
         | monthly fee to get your arcade cabinets auto-updated. Then they
         | added score tracking through NFC cards through the same
         | service. Around 2011 they switched to a licensing model where
         | arcade owners have to pre-pay a rev share for each play, and as
         | part of this, the machines have always-online DRM. If your
         | machine isn't connected to Konami's eAmusement VPN, it won't
         | boot, and if your revshare isn't paid up it won't accept
         | payment from users.
         | 
         | Outside of East Asia, arcade operators balked at all of this.
         | Originally this just meant not having eAmusement passes to save
         | scores on, but after they moved to licensing instead of
         | ownership, we stopped getting DDR cabinets altogether. Dave &
         | Busters still wanted to operate DDR though, so they somehow got
         | Round1[3] to negotiate a joint order of DDR White Cabs running
         | a special build of DDR A with an offline mode. You're probably
         | reading this and thinking that D&B is the good guy, except my
         | local Round1's arcade techs _hate_ them for this, because major
         | game updates are now expensive upgrade kits that frequently
         | brick machines[4]. Furthermore, D &B is penny-pinching right
         | now, so the A3 upgrade for all the NA-region DDR cabs got
         | delayed by like a year while Round1 renegotiated with Konami.
         | 
         | If you're not D&B or Round1, you either operate decades-old DDR
         | cabinets, Pump It Up[5], or StepManiaX, another dance game by
         | the ITG people with better patent design-arounds.
         | 
         | [0] When you press a button, the game makes the sound. It's why
         | you know _immediately_ when you suck at Beatmania.
         | 
         | [1] DanceDanceRevolution, not East Germany. (Formerly?) Known
         | as "Dancing Stage" in Europe for this reason.
         | 
         | [2] They convinced StepMania's developers to relicense to MIT
         | so they could license songs for ITG
         | 
         | [3] Round1 is an arcade chain from Osaka with a US branch and a
         | frightening ability to get Konami to license import cabs for
         | the US. It is the closest you'll get to the Japanese arcade
         | experience in the US and you could probably film a shot-for-
         | shot recreation of _Lost in Translation_ in there.
         | 
         | [4] https://twitter.com/EvilDave219/status/1691599463276564579
         | 
         | [5] I have no clue if Andamiro's also charges revshare and
         | requires always-online but I suspect they are.
        
           | PaulHoule wrote:
           | Ouch!
           | 
           | What I find funny about it is that Breath of the Wild is a
           | story-based game and competes with a movie or a book in a
           | certain respect, but that DDG has no plot (though you could
           | apply the "scene analysis" from the Meisner school to a
           | situation like that.)
           | 
           | For a game like "Breath of the Wild" one is left wondering if
           | you could patent a trope in a movie, as opposed to depending
           | on this kind of IP law
           | 
           | https://theipcenter.com/2019/03/copyright-cartoon-images/
           | 
           | but DDR is something entirely different.
        
           | jncfhnb wrote:
           | What's the significance of 0? Is it just playing a sound on
           | the key press?
           | 
           | Is it something more nuanced like playing the sound on the
           | press without waiting for the next frame to tick?
        
             | lewispollard wrote:
             | It's just playing a sound on the keypress, but each note in
             | the song has an individual sound assigned to it that
             | matches the song. In Beatmania iirc, the sound assigned to
             | each note is the section of the song itself, meaning if you
             | miss a note, the song stops playing until you hit a correct
             | note.
        
               | kmeisthax wrote:
               | It's not just if you miss a note, the song stops playing.
               | If you're off on your timing, the song plays off. If you
               | press the wrong button, _the wrong part of the song
               | plays_. All of this is immediate and obvious audio
               | feedback that you don 't really get from other rhythm
               | games, because all the workarounds for beatmania
               | keysounding _can 't do this_.
               | 
               | You know those YouTube videos of people playing whole
               | songs on a DAW control surface? beatmania is literally
               | just that with a scrolling note chart and a judgment of
               | your performance, except it came out in like 1997.
        
             | kmeisthax wrote:
             | Yes, keysounding in beatmania is literally just playing a
             | sound when you press a key.
             | 
             | Harmonix keysounding works a bit differently. If you press
             | the strum bar with the wrong frets pressed, it plays a
             | generic error noise and cuts out the guitar/bass/drum
             | portion of the song until you play another note correctly.
             | It's arguably easier to chart since you just need separate
             | audio tracks for each instrument, but the main reason this
             | was done was to avoid a second Konami lawsuit.
        
               | iamjackg wrote:
               | Do you have a source on that being the reason? I'm
               | extremely curious. The amount of work it takes to
               | keysound a track (and figure out hot to not make it
               | awkward at lower difficulty levels) seems like a much
               | more reasonable reason not to do it, especially since
               | there is some evidence[0] that Konami and Activision
               | might have struck a deal for patent access, and even
               | ended up collaborating to manufacture and distribute
               | Guitar Hero Arcade.
               | 
               | [0]: https://www.gamedeveloper.com/pc/exclusive-
               | exploring-i-guita...
        
               | kmeisthax wrote:
               | I don't have hard sources on Harmonix keysounding and may
               | have misremembered things[0], or this might just be
               | community misinformation. The article you are linking to
               | concerns Guitar Hero III, which was made by Neversoft
               | after Activision bought RedOctane _without_ Harmonix. At
               | that point they had enough money to pay for patent
               | licenses. The amount of money being spent on guitar games
               | in the US was _utterly insane_ at this point (and part of
               | the reason why they died off so quickly).
               | 
               | A few years prior they did NOT have that kind of money.
               | The history of Guitar Hero is that RedOctane was involved
               | in manufacturing third-party softpads for people
               | importing DDR home games from Japan. They saw
               | GuitarFreaks in a Japanese arcade and contracted Harmonix
               | to build a game around a guitar controller. The game they
               | made, Guitar Hero, was _startlingly_ low budget, with
               | loads of covers[1]. Nobody had any money to license
               | patents.
               | 
               | In terms of the cost of actually keysounding a track,
               | relative to Harmonix's patent workaround... I'm not
               | entirely sure. It could go either way. I could imagine
               | some automated/cheap way to do 'good enough' keysounding
               | could have been made, especially since they're already
               | charting out note data.
               | 
               | [0] For example, I said Harmonix was involved in the ITG
               | lawsuit but it was actually RedOctane who published ITG.
               | I'd edit my comment but I can't find the edit link.
               | 
               | [1] Which arguably worked in the game's favor - I do
               | remember people noting that the all-masters-all-the-time
               | approach of Guitar Hero World Tour made playing vocals
               | feel strange.
        
           | NickC25 wrote:
           | Grew up on DDR back in the early 2000s as part of my
           | workouts. Loved it immensely but when ITG came out, switched
           | over immediately. I understand why Konami did what they did
           | although I wished they didn't, because it killed the genre.
           | ITG had better UI/UX, better tracks, better graphics, and
           | equally important - better content. I was good enough that
           | 10-footers like Max300 and Legend of MaxX were not cutting
           | it, so when ITG came out and tracks like Vertex and Vertex^2
           | had a 12 foot rating, the game was really challenging. What
           | wasn't to like?
           | 
           | Still have a version of the old StepMania running on a Mac I
           | bought in like 2002, with the ITG patch and probably 500+
           | songs. I bust that out from time to time. Still great fun.
           | 
           | Honestly I miss that whole scene, my local arcade had 10 or
           | so guys that were really good and the online community was
           | great too. Wish rhythm games made a comeback.
        
             | kmeisthax wrote:
             | I would highly recommend checking out Zenius-i-vanisher's
             | arcade search[0], you might have a local operator with
             | something worth playing. Even if it's _just_ StepManiaX.
             | Actually, SMX is pretty cool on its own, I shouldn 't talk
             | about it like it's the red-headed stepchild of dance games.
             | 
             | Speaking of UI/UX... that's actually the reason why I
             | prefer Pump It Up to DDR right now. DDR A has this
             | _extremely irritating_ menu noise. If I want to switch from
             | level 7 to 8, I have to BZZ-BZZ-BZZ-BZZ-BZZT up, close the
             | level 7 folder, open the level 8 folder, BZZ-BZZ-BZZ-BZZ-
             | BZZT down through the song list, etc. Pump 's UI noises are
             | far more tolerable, you can pick songs from the dance pad,
             | and you can quickly get in and out of different level
             | folders. StepManiaX actually takes this one step further
             | and just _makes the monitor a touch screen_ so you can
             | swipe through songs.
             | 
             | DDR actually rebalanced their level curve a while back, so
             | MAX 300 is now a level 15 instead of a 10-footer, and the
             | scale goes up to 20. So there's harder stuff now, but top-
             | level players still want stuff harder than that, and
             | complain that DDR isn't giving it to them. I don't know
             | about SMX but Pump has some pretty insane high-level
             | charts[1] that I will probably never be good enough to
             | clear.
             | 
             | [0] https://zenius-i-vanisher.com/v5.2/arcades.php
             | 
             | [1] https://www.youtube.com/watch?v=yQ8DPAD2zCs
        
           | x0x0 wrote:
           | Hey, this was a fascinating read. Thanks for sharing it.
        
           | zkldi wrote:
           | fun addendum: StepmaniaX doesn't have _note receptors_
           | because konami 's patents for DDR are so broad that the idea
           | of notes scrolling towards a visible note outline is
           | something they can sue you for.
           | 
           | I believe that patent has expired now at this point, but it's
           | the reason StepmaniaX doesn't have receptors.
           | 
           | Similarly this is the reason games like Guitar Hero/Rock
           | Band/ITG have hallway style viewports instead of straight
           | lines. It was to mitigate the patents on having things scroll
           | towards receptors in a straight line.
        
         | Buttons840 wrote:
         | > owning and extracting rent on things rather than actually
         | producing them
         | 
         | Many of our IP laws were put in place to incentivize creators,
         | to increase creative output throughout society, if they no
         | longer serve this purpose they should be repealed. Those who
         | benefit will act as though these IP laws are a fundamental
         | right, but if society at large decides they are no longer
         | beneficial, there's nothing morally wrong with removing them.
        
         | naillo wrote:
         | Devils advocate but not sure how not allowing reusing mechanics
         | leads to killing off novelty. If anything not allowing resuing
         | mechanics should lead to developers being forced to _invent_
         | new non cookie cutter mechanics to get around the patent.
        
           | alpaca128 wrote:
           | No game mechanic in Minecraft, Dark Souls, Baldur's Gate 3,
           | etc is new. Their success comes from a well-executed mix of
           | known features. Trying to create a game with a new mechanic
           | is like writing a story with an unknown plot device:
           | theoretically possible but quite difficult and the result
           | likely won't be any better in terms of quality.
           | 
           | Try and name just one game released in the last decade with a
           | completely novel game mechanic.
        
             | voz_ wrote:
             | Well written.
        
             | justinclift wrote:
             | "flOw" certainly seemed novel (and really nice) when it was
             | released back in 2006 (not the last decade, obviously):
             | 
             | https://www.youtube.com/watch?v=tTVDSOnPLns
             | 
             | It's a pity nothing else since seems to use the same
             | mechanic / concept.
        
           | concordDance wrote:
           | A game consists of many mechanics combined. A great game
           | needs all of them to work and licensing deals have very high
           | transaction costs. You also have game mechanics that only
           | work in the presence of other game mechanics, so patenting
           | these can actually _decrease_ novel game mechanics.
        
           | insanitybit wrote:
           | One of the techniques when you file a patent is to come up
           | with as many variations of an idea as possible. You don't
           | even need to have built those ideas into an implementation.
           | So maybe I say "This patent is for playing a sound right when
           | a button is pressed" but I expand it to "and right before and
           | right after, based on some cadence, or a configuration", etc
           | etc etc. This makes patents both precise and very broad,
           | leaving little room for someone to go "ah but I did it
           | differently".
        
             | edgyquant wrote:
             | Couldn't this be fixed by requiring an implementation to
             | patent?
        
               | insanitybit wrote:
               | I think that would have its own issues, such as creating
               | a significant burden on both the person filing (who the
               | system is designed to protect) as well as the patent
               | office having to verify the implementation. I think it
               | would be very complex.
               | 
               | Really, patents should just expire after 5 years by
               | default, possibly with exceptional grants for 10 years. I
               | think 5-10 years is _plenty_ of time to establish
               | yourself in a market, and if at that point your
               | competitors start competing, well, you had your grace
               | period.
        
               | PeterisP wrote:
               | No, because one of the traditional use-cases why patents
               | were made is so that an inventor of a novel solution can
               | get investment to get that invention actually implemented
               | without risking that the investors will just steal the
               | invention; or that the inventor can contract a
               | manufacturing company to make the prototype without
               | risking that they will just include the invention in
               | their own products.
               | 
               | So being able to secure a patent before its first
               | implementation is made is pretty much a non-negotiable
               | requirement.
        
               | brightlancer wrote:
               | Patents are often not directly exploited by the holder;
               | instead, the holder sits and waits decfor someone else to
               | build a working tool, then sues.
               | 
               | So, yes, folks should be able to secure a parent before
               | they're able to build and sell a working product, _but_
               | it should be a requirement that they build and sell
               | within a shorter time-frame than the length of the
               | patent, e.g. the patent is for X years and I have to
               | build and sell within 0.2*X years or the patent is
               | rejected.
        
               | OkayPhysicist wrote:
               | It could also be fixed by making the penalty for filing
               | an invalid patent prohibitively high. If someone proves
               | prior art, you have to pay them "a mountain of cash".
               | That way, there's A) a real risk in making your patent
               | any broader than it needs to be and B) an incentive for
               | law firms specialize in killing patents for the reward
               | payout.
        
               | insanitybit wrote:
               | That's going to make it way easier for large companies
               | who can afford a team of lawyers to hunt through
               | potential infringements (and defend them). The cost of
               | filing a patent is already really high (1000s, 10s of
               | thosands) even without that.
        
           | makeitdouble wrote:
           | It prevents new games from coming up with novel
           | application/combinations of these mechanics.
           | 
           | For instance if Minecraft or any of the multide of crafting
           | games had a patent on sticking together objects we wouldn't
           | have BoTWToTK in the first place.
        
             | bluefirebrand wrote:
             | The example I go to is the Nemesis system of the Mordor
             | games. Such a cool system for that type of game, and it's
             | easy to imagine ways to use it in a ton of similar games.
             | 
             | My understanding is that it's patented, though. So no one
             | else is making anything like it. No other experiments about
             | what else those mechanics can do.
        
               | alpaca128 wrote:
               | I'm not sure if even that Nemesis system is really
               | something completely new. You could probably get a
               | similar emergent behaviour from older systems like goal-
               | oriented action planning, and I wouldn't be surprised if
               | games like Dwarf Fortress already had something similar.
        
               | bluefirebrand wrote:
               | That's probably true, but the specific implementation in
               | the Mordor games is pretty unique. It's not just emergent
               | gameplay, there's elements of deliberate action in there.
               | The game selects certain enemies to become "resurrected"
               | to come back stronger and become your longterm rivals.
               | 
               | The enemies are also generated with perks and flaws based
               | on the available game mechanics. These orcs return to
               | fight you again, they often have upgrades themselves to
               | resist or be immune to the ways you killed them
               | previously.
               | 
               | Taken individually none of these mechanics are novel I
               | don't think. But this particular implementation is pretty
               | unique. I'd love to see similar things in other games.
               | Like Mech pilot rivalries in a Mecha game or something
               | similar. But games aren't copying it, despite how well
               | received it was. I can only think it's due to some kind
               | of patent licensing issue.
        
         | WhyNotHugo wrote:
         | Yup, that's the whole point of patent. To be able to "own"
         | ideas, so nobody else can compete.
         | 
         | It takes capitalism from the realm of physical property to a
         | realm of "ideas as property".
         | 
         | Patents to software were are a mistake. Patents in general are
         | a mistake IMHO.
        
           | brightlancer wrote:
           | > Yup, that's the whole point of patent. To be able to "own"
           | ideas, so nobody else can compete.
           | 
           | No, it's to own _your invention_ so someone else (with more
           | money) can't mass-produce your invention while you're only
           | able to produce and sell in Peoria.
           | 
           | Are many patents rubbish in one form or another? Yes. Are
           | some patents nothing more than an "idea" without an
           | invention? Yes.
           | 
           | Does that mean all patents are just an "idea"? NO.
           | 
           | Invention != Idea.
           | 
           | > Patents in general are a mistake IMHO.
           | 
           | We can and should improve the patent system by shortening the
           | term lengths, denying "obvious" patents, limiting the ability
           | of someone to patent an invention that they never exploit
           | (i.e. build and sell).
           | 
           | None of that means we should toss out patents entirely.
        
           | StrictDabbler wrote:
           | It's also a "prisoner's dilemma" that involves playing
           | against every other company on the planet.
           | 
           | If you don't patent an idea that you use somebody else will
           | and they will extract rent from you.
           | 
           | So you must "defect" by paying lawyers to search through
           | every product you make looking for ideas you've used that
           | don't have a patent.
           | 
           | You cannot "cooperate" by refusing to patent ideas.
           | 
           | You cannot "cooperate" by refusing to inform people they've
           | violated your patent, because somebody else who uses the idea
           | may also be granted a patent and now you have to go to court
           | or settle.
           | 
           | The result is a flood of articles saying "Apple patents
           | obvious idea X! What bastards!", when in fact every major
           | corporation has no sane option to avoid that behavior.
        
             | loupol wrote:
             | The dynamics at play at play are definitely similar, but
             | not completely so.
             | 
             | In the prisoner's dilemma, the highest theoretical yield
             | for each prisoner is achieved by everyone "cooperating",
             | but that isn't really the case here.
             | 
             | The fixed patent fees and inadequate institutions granting
             | them mean big companies are disproportionately able to rack
             | up on patents and increase their yield as they "defect" and
             | play the game. They could lobby to strongly restrict or
             | even abolish certain types of patents but they don't have
             | much of an interest to do so, since patents solidify their
             | already strong position in the market.
        
           | imtringued wrote:
           | The irony is that patents exist to limit your private
           | property rights. You worked hard and made your own game but
           | it violates a broad patent and now you're being sued? Private
           | property is sacred!
        
             | insanitybit wrote:
             | Patents exist to protect small inventors from large
             | companies. If I spend years of my personal time inventing
             | something and I patent it it prevents another larger
             | company from using their existing infrastructure to ramp up
             | way faster on my idea.
             | 
             | One of the major issues with patents is that they take too
             | long to expire. If the goal is for me to be able to get up
             | and running before a big competitor takes the idea, I need
             | a few years, not a lifetime.
        
               | justinclift wrote:
               | > Patents exist to protect small inventors from large
               | companies.
               | 
               | That's the sticker on the front. Not what actually
               | happens though.
               | 
               | Wonder if the Patent Office could be sued for false
               | advertising? "it doesn't do what you're selling it as..."
               | :)
        
               | rcxdude wrote:
               | The original motivation for patents was for people to
               | publish their methods so they didn't get monopolised
               | indefinitely or lost. Any bias towards larger or smaller
               | inventors was incidental (and I would say patents work
               | far more against smaller players than for them: if you're
               | a new entry to the market with a new patented innovation,
               | what's your option to actually make anything with that
               | patent considering all the incumbents have plenty that
               | you probably need to compete at all?)
        
               | lesuorac wrote:
               | I mean all of patent law originates from the Statue of
               | Monopolies [1] which was literally designed to screw over
               | small companies.
               | 
               | I do find it amusing how much people call startup small
               | and fast and yet some large company can swoop in and
               | execute on their idea and knock them out of business if
               | it weren't for a patent?
               | 
               | [1]: https://en.wikipedia.org/wiki/Statute_of_Monopolies
        
               | insanitybit wrote:
               | I don't really think either of your statements are that
               | interesting. The first is an extreme oversimplification
               | about England's patent system origins from literally
               | hundreds of years ago, the second is just some sort of
               | straw man that I don't see as being relevant.
        
               | coldpie wrote:
               | > Patents exist to protect small inventors from large
               | companies. If I spend years of my personal time inventing
               | something and I patent it it prevents another larger
               | company from using their existing infrastructure to ramp
               | up way faster on my idea.
               | 
               | It's a cute story, but I suspect the real innovation
               | gains from those small inventors are a teeny, tiny, itty
               | bitty fraction of the harms to innovation caused by the
               | patent system. It's not a good bargain.
        
               | insanitybit wrote:
               | > It's a cute story, but I suspect the real innovation
               | gains from those small inventors are a teeny, tiny, itty
               | bitty fraction of the harms to innovation caused by the
               | patent system. It's not a good bargain.
               | 
               | I don't think anyone would really argue otherwise,
               | certainly I would not. I'm just advocating for reform
               | because I think the idea is really valuable.
        
               | Joker_vD wrote:
               | That didn't really worked well _at all_ for the Wright
               | brothers, did it?
        
               | insanitybit wrote:
               | No one is claiming it works well.
        
           | kderbyma wrote:
           | Patents are terrible. They don't provide any real protection
           | since you still have to litigate and they don't provide
           | innovation. They are greed tools for evil people to use to
           | stop other people from using a part of our rights.
        
         | sooheon wrote:
         | Great link. Another classic on patents as rent-seeking:
         | http://www.dklevine.com/general/intellectual/againstnew.htm
         | 
         | > intellectual property is not like ordinary property at all,
         | but constitutes a government grant of a costly and dangerous
         | private monopoly over ideas. We show through theory and example
         | that intellectual monopoly is not necessary for innovation and
         | as a practical matter is damaging to growth, prosperity and
         | liberty.
        
       | h2odragon wrote:
       | Why haven't we got "story patents" yet?
       | 
       | Next great investment opportunity: Raise money to get the laws
       | changed / bribe some judges into deciding that broad storylines
       | _can_ be patented, then patent  "boy meets girl" etc, and start
       | extorting Hollywood for chunks of their revenue stream.
       | 
       | Probably best to sell the idea to those big "IP conglomeration"
       | first; they'd invest early in exchange for a share of the
       | extorted revenue stream later, I'm sure. Fits right into their
       | business model.
        
         | mrbungie wrote:
         | Time to go read all tropes in TVTropes and become a trope
         | patent troll.
        
         | RichEO wrote:
         | We have this already and it's called copyright.
        
           | h2odragon wrote:
           | Nah, that's far too limited and specific. Patents have been
           | extended in scope somehow to cover things like "business
           | models" and algorithms, far more abstract things. Copyright
           | keeps being held to specific sequences of tokens and much
           | more concrete things.
        
           | Cthulhu_ wrote:
           | The problem there is that it's incredibily difficult to prove
           | copyright violation / plagiarism; a recent example, there's a
           | Tetris film on Apple TV and the author of a book is suing
           | because they believe it lifted their story after he sent a
           | pre-production copy to the company currently owning the
           | Tetris brand:
           | https://www.theguardian.com/games/2023/aug/09/the-tetris-
           | eff...
        
             | izacus wrote:
             | I dunno, with DMCA and backdoors to YouTube, I don't see
             | megapublishers having any problems taking down content via
             | IP laws.
        
               | h2odragon wrote:
               | Right, but we don't want to just "take it down"; we want
               | to extract rent from the efforts of others by legal
               | means.
               | 
               | To move into the music industry, we might patent the idea
               | of "notes" and thereby gain royalties on all extant
               | music... certainly any _future_ music, what with  "prior
               | art" and all...
               | 
               | But arranging tones in families by resonances and using
               | that system to make a written representation of tones for
               | the purposes of later independent reproduction of the
               | sequence of sound? That's a patent-able idea, at least as
               | much as "Method and arrangement for data compression
               | according to the LZ77 algorithm"
        
           | 0xcde4c3db wrote:
           | Copyright generally doesn't cover broad plot structure or
           | tropes, especially components that are considered
           | characteristic of a genre ( _scenes a faire_ ). Where it gets
           | tricky is deciding when a particular _arrangement_ of plot
           | points and tropes is close enough to be infringing. The lines
           | between rip-off, homage, parody, subversion, and (sub)genre
           | (re)invention aren 't especially bright or sharp. As with
           | many other things, how much you can get away with seems to
           | heavily depend on industry influence/standing. I don't think
           | too many people other than Mel Brooks could have made
           | _Spaceballs_ happen, for example.
        
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