Middle Earth unexpectedly became a backdrop for the recent debate on video games patents. For those unaware, last month Warner Bros approved a patent for the Nemesis system, a much-loved mechanic inherited from Middle-earth: Shadow of Mordor and his sequel, Shadow of War. The mechanic was joined by an extremely hardman who loved the player, hold grudges and cause long-lasting injuries, before being immediately replaced by the player or deposed due to the usual Orcish infighting. Patent, signed in February 23, protects Nemesis characters, nemesis forts, societal vendettas and gamers in computer games. The body of the highly popular mechanic includes all encompassing issues of the idea. With the media reporting that the news broke, the reaction to game technology was incredibly distressing – some still bemoaning the patent stifling creativity in this sector, allowing some to say that Warner Bros is hypocritical for the move. It’s difficult to deal with these arguments so much. The Shadow of Mordor series gained a lot of support from work that came before it many of its mechanics closely resemble those of popular franchises like Assassins Creed, and Batman: Arkham. To deny other developers the right to invoke the Nemesis system does, on its face, look untold to the creative stepping stones that the series owes so much. Nonetheless, it’s not the first time that many people in the game industry have to think about game patents. It might sound unreasonable to discuss the topics in the nuance-averse Twittersphere, but these discussions require a large context. Patents are, of course, not in and of themselves a bad thing, but often do essential job in doing business. De fact, many complaints were not about acquiring a patent by Warner Bros but that they felt the patent in question was much too broad. That makes the question one of the two main questions. How unique or specific do game mechanics qualify for a patent? Says Kostyantyn Lobov of Harbottle & Lewis. How well you can apply for a patent, both you should show is your invention is a novel and inventive one. If a similar invention exists, or has been described in enough detail in the textbook or the article, then it might make it unpatentable. In contrast to other registered IP rights, patents undergo a relatively rigorous exam. After the application is filed, the relevant patent office will investigate the subject of a hard search (i.e. things already out there like existing patents and other publications), and list those things, which it finds difficult to understand. Consequently, the patentee has to overcome these challenges: either by arguing they aren’t relevant, or by tweaking its patent scope. If the application is not possible, it may need to be abandoned. With these things in mind, a patent for the Nemesis system doesn’t seem particularly unfair. It was the first time that that attracted much attention. In fact, it was unlike anything we had seen in the industry before. With a process that is very strict (the Nemesis patent itself was years after the finalization), it would be reasonable to conclude that the mechanic is at least unique enough to deserve legal protection. THE SPECIFICS Calum Smyth, partner at Wiggin. Just be aware that its no longer being considered because it is too large, yet it doesn’t mean to stop the future mechanics that are triggered by the Nemesis system, and not simply to recreate it wholesale. If not, are these types of patents normally hyper-specific, so other developers could create a similar, but non-infringing, technological or are they the more widely utilized tool to block applications and use of a field of a technical field? It is a mix, says Calum Smyth, partner of Wiggin. If you like to protect yourself with the new technology, you can generally obtain much more protection as well. There is very little resemblance between a certain technology and the same one in the operation. This makes the test for innovation and innovation a breeze, in regard to the fundamental features of the invention, but it isn’t necessary to take the test upon the specific applications. We can’t avoid the risk of such a third party patent, yet developers can need an abrupt change in technique or a licence from the owner, if possible. In developed technologies, patents may be granted for new technological advancements allowing incandescent, which are, as inventive as they are, less complicated to apply and use. The more specific scope of the patent claim, the more easier it is for a developer to alter the work product, without having impact on its functionality. However, as previously mentioned, any aspect of a game must meet specific criteria to win a patent. If the more I look at the patent, it’s more likely it will get dismissed. Though the simplicity of an invention can be useful here, a basic and basic copyright was often considered the subject of many patents in the 1960s. It’s worth noting these patents aren’t particularly uncommon in the industry, though it is certainly more common to see patents for hardware (Nintendo once patented its D-Pad design or dual-directional switch) or back-end elements such as graphic engines and improved ways of handling multiplayer matchmaking. One reason for this is that inventions require technical knowledge, says Harbottle, and Lewis Lobov. Some kinds of inventions are completely excluded, no rules or methods are created to perform a mental act or play a game is one such exclusion. AN ORDINATE PERFORMANCE? Despite this, Shadow of Mordor is hardly the first gaming genius to receive a patent. The game included the Mass Effect dialog wheel, the loading screen, and the glitzy video game (to Twitters saneness). The big tech companies who also operate computer game divisions have vast patent portfolios, says Wiggins Smyth. Those innovations will not doubt, both for games and nongame related technologies. But just for pure play, many companies have sought patents. Japanese companies tend to have the largest patent portfolios; Nintendo also has many large patents. Although he’s a hardware manufacturer, that’s probably to be expected. However, even from the outside of Japan, the use of patents in the industry has steadily increased over the years (see above chart). These patents are, too, territorial. US patents only works in the United States for example. While Harbottle & Lewis Lobov points out that a patent application is fairly common in many countries once again, companies in the United States tend to only protect their inventions in their own country. This technology is free to companies outside of the US. Of course, this is not possible for the real world. For instance, if it’s the same as an open-source technology, publisher will surely want to sell the same game in all markets simultaneously, says Wiggins Smyth. To create a US version of the game that stops patented technology that supports a game mechanic can be commercially impractical and technically technically impossible (like the MMO games). Nevertheless, there are risks in offering such limited protection, country-specific, to the highly used technology. ENFORCEMENT Now we know how to qualify for a patent, what common they are and how often they are applied? With a lot of patents available, it looks like a potent minefield for developers and publishers, but we don’t tend to hear story about arguing against mechanics and suitability. We don’t see a lot of litigation relating to gameplay patents, especially when it comes to physics, but we rarely see much litigation. Harbottle andamp; Lewis Lobov agree, which is probably partly due to they are fewer than other patents. Those are the things that can’t even be resolved. It’s worth noting that only the cases you hear are the ones where legal proceedings have been begun. In theory, there could be cease and desist letters and other legal correspondence happening in the background. If a dispute is resolved before the legal process is started, it is most likely that you will never hear about it. The majority of fights in video games don’t work together, however. The majority of legal proceedings, only threatened or otherwise, are brought by companies who acquire these patents but not produce their own games. These are the non-practising entities (NPE) who are prevalent in the United States. These PVCs are very dangerous, since they are irreversible to legal claim. Amid the 2014 Supreme Court judgment (Alice v CLS Bank) and inter-industry efforts to protect patent assets from NPEs, the threat they pose has waned in the past few years (see chart below). Nevertheless, the risk continues to expose problems for the industry, the fact that many companies are willing to sell their patent assets to NPEs, notes Wiggins Smyth. Similarly, we should remember that these patents are not just a weapon to use. They can be used defensively (to retaliate in order to sued a rival company), or even in collaboration efforts. One can choose between multiple reasons for the applications, says Harbottle & Lewis Lobov. Respect is one of them. Patents can also be exploited through licensing, as deterrents, and be used to attract investors. Patents can generate valuable, but don’t apply the threat of enforcement, adds Wiggins Smyth. For example, they can form the foundation of a collaborative development project or technical collaboration project, and they are can also be used by their owners to benefit from jurisdictional tax-related rules designed to promote innovation (e.g. the Patent Box in the United Kingdom). SROLL OF PROTECTION With that being said, existing patents can be dangerous to developers. With the number of patents available, there is certainly the possibility of accidental infringement if you aren’t careful. Patents are a true monopoly, says Harbottle and Lewis Lobov, meaning you could infringe anyone without realizing it exists (unlike copyright, for example, requires a copying act). That said, there are literally millions of patents out there, so finding them isn’t very easy. Even if you do find something interesting, it is difficult to understand that a patent can only be discovered without experience of reading patents. They often have long sentences with multiple subclauses. That was because patent lawyers must be extremely precise about the scope of the invention they claim. In practical terms, a game may take very little action if it’s done several times before. As a developer suspects what they do can be the subject of a patent or even if you know a specific patent or other possibility, the safest way to deal with it is to speak to an expert, who is likely to make work and manage the problems as needed. Patent litigation may not be as common in the games industry as in other industries, but developers still should be aware of the risks. According to Wiggins Smyth, the decision to enforce a patent or not in strategic and commercial spheres can quickly change, making it feasible for a third party to take risks. If you recognize a problem in the development phase of the development, you could easily avoid infringement by designing around the patent claims. If you’re working with another company, you should think carefully up front to see how to effectively allocate costs to third party firms by contractually controlling the potential for any resulted work order. Developers should also recognize the need to protect their own creations. The patents are again not valuable because they’re used defensively, and better even better, they’re ready ahead of time. As for obtaining patent protection, Smyth continues. As the most difficult problem and the more technical it is to resolve the problem, the more technical it’s to protect yourself, the more your patent application needs to enter a patent protection claim. If you have any substantial issues with competitors, a strong patent portfolio can only help you negotiate better – and it will be too late for you to rectify the problem. There is a balance, but it isn’t easy for you to build a patent estate. As it is in other sectors, computer games companies should look for a solution to their dummy mischief and dnaps. The strategy should also reflect risks incurred with litigation, but also the opportunities to leverage patent value through licensing (e.g. in technical collaborations) and other commercial contexts (e.g., benefit from specific tax rules). So does this mean that the Shadow of Mordor patent was fair? Look, I won’t tell Twitter what to think. I’m only disappointed, so we’re not going to see the Super Mario nemesis system.


title: “Iicymi S Orci Patent How Do Videogame Patents Work And Should You Protect Your Ideas " ShowToc: true date: “2022-12-06” author: “Beverly Jones”


Middle Earth unexpectedly became a backdrop for the recent debate on video games patents. For those unaware, last month Warner Bros approved a patent for the Nemesis system, a much-loved mechanic inherited from Middle-earth: Shadow of Mordor and his sequel, Shadow of War. The mechanic was joined by an extremely hardman who loved the player, hold grudges and cause long-lasting injuries, before being immediately replaced by the player or deposed due to the usual Orcish infighting. Patent, signed in February 23, protects Nemesis characters, nemesis forts, societal vendettas and gamers in computer games. The body of the highly popular mechanic includes all encompassing issues of the idea. With the media reporting that the news broke, the reaction to game technology was incredibly distressing – some still bemoaning the patent stifling creativity in this sector, allowing some to say that Warner Bros is hypocritical for the move. It’s difficult to deal with these arguments so much. The Shadow of Mordor series gained a lot of support from work that came before it many of its mechanics closely resemble those of popular franchises like Assassins Creed, and Batman: Arkham. To deny other developers the right to invoke the Nemesis system does, on its face, look untold to the creative stepping stones that the series owes so much. Nonetheless, it’s not the first time that many people in the game industry have to think about game patents. It might sound unreasonable to discuss the topics in the nuance-averse Twittersphere, but these discussions require a large context. Patents are, of course, not in and of themselves a bad thing, but often do essential job in doing business. De fact, many complaints were not about acquiring a patent by Warner Bros but that they felt the patent in question was much too broad. That makes the question one of the two main questions. How unique or specific do game mechanics qualify for a patent? Says Kostyantyn Lobov of Harbottle & Lewis. How well you can apply for a patent, both you should show is your invention is a novel and inventive one. If a similar invention exists, or has been described in enough detail in the textbook or the article, then it might make it unpatentable. In contrast to other registered IP rights, patents undergo a relatively rigorous exam. After the application is filed, the relevant patent office will investigate the subject of a hard search (i.e. things already out there like existing patents and other publications), and list those things, which it finds difficult to understand. Consequently, the patentee has to overcome these challenges: either by arguing they aren’t relevant, or by tweaking its patent scope. If the application is not possible, it may need to be abandoned. With these things in mind, a patent for the Nemesis system doesn’t seem particularly unfair. It was the first time that that attracted much attention. In fact, it was unlike anything we had seen in the industry before. With a process that is very strict (the Nemesis patent itself was years after the finalization), it would be reasonable to conclude that the mechanic is at least unique enough to deserve legal protection. THE SPECIFICS Calum Smyth, partner at Wiggin. Just be aware that its no longer being considered because it is too large, yet it doesn’t mean to stop the future mechanics that are triggered by the Nemesis system, and not simply to recreate it wholesale. If not, are these types of patents normally hyper-specific, so other developers could create a similar, but non-infringing, technological or are they the more widely utilized tool to block applications and use of a field of a technical field? It is a mix, says Calum Smyth, partner of Wiggin. If you like to protect yourself with the new technology, you can generally obtain much more protection as well. There is very little resemblance between a certain technology and the same one in the operation. This makes the test for innovation and innovation a breeze, in regard to the fundamental features of the invention, but it isn’t necessary to take the test upon the specific applications. We can’t avoid the risk of such a third party patent, yet developers can need an abrupt change in technique or a licence from the owner, if possible. In developed technologies, patents may be granted for new technological advancements allowing incandescent, which are, as inventive as they are, less complicated to apply and use. The more specific scope of the patent claim, the more easier it is for a developer to alter the work product, without having impact on its functionality. However, as previously mentioned, any aspect of a game must meet specific criteria to win a patent. If the more I look at the patent, it’s more likely it will get dismissed. Though the simplicity of an invention can be useful here, a basic and basic copyright was often considered the subject of many patents in the 1960s. It’s worth noting these patents aren’t particularly uncommon in the industry, though it is certainly more common to see patents for hardware (Nintendo once patented its D-Pad design or dual-directional switch) or back-end elements such as graphic engines and improved ways of handling multiplayer matchmaking. One reason for this is that inventions require technical knowledge, says Harbottle, and Lewis Lobov. Some kinds of inventions are completely excluded, no rules or methods are created to perform a mental act or play a game is one such exclusion. AN ORDINATE PERFORMANCE? Despite this, Shadow of Mordor is hardly the first gaming genius to receive a patent. The game included the Mass Effect dialog wheel, the loading screen, and the glitzy video game (to Twitters saneness). The big tech companies who also operate computer game divisions have vast patent portfolios, says Wiggins Smyth. Those innovations will not doubt, both for games and nongame related technologies. But just for pure play, many companies have sought patents. Japanese companies tend to have the largest patent portfolios; Nintendo also has many large patents. Although he’s a hardware manufacturer, that’s probably to be expected. However, even from the outside of Japan, the use of patents in the industry has steadily increased over the years (see above chart). These patents are, too, territorial. US patents only works in the United States for example. While Harbottle & Lewis Lobov points out that a patent application is fairly common in many countries once again, companies in the United States tend to only protect their inventions in their own country. This technology is free to companies outside of the US. Of course, this is not possible for the real world. For instance, if it’s the same as an open-source technology, publisher will surely want to sell the same game in all markets simultaneously, says Wiggins Smyth. To create a US version of the game that stops patented technology that supports a game mechanic can be commercially impractical and technically technically impossible (like the MMO games). Nevertheless, there are risks in offering such limited protection, country-specific, to the highly used technology. ENFORCEMENT Now we know how to qualify for a patent, what common they are and how often they are applied? With a lot of patents available, it looks like a potent minefield for developers and publishers, but we don’t tend to hear story about arguing against mechanics and suitability. We don’t see a lot of litigation relating to gameplay patents, especially when it comes to physics, but we rarely see much litigation. Harbottle andamp; Lewis Lobov agree, which is probably partly due to they are fewer than other patents. Those are the things that can’t even be resolved. It’s worth noting that only the cases you hear are the ones where legal proceedings have been begun. In theory, there could be cease and desist letters and other legal correspondence happening in the background. If a dispute is resolved before the legal process is started, it is most likely that you will never hear about it. The majority of fights in video games don’t work together, however. The majority of legal proceedings, only threatened or otherwise, are brought by companies who acquire these patents but not produce their own games. These are the non-practising entities (NPE) who are prevalent in the United States. These PVCs are very dangerous, since they are irreversible to legal claim. Amid the 2014 Supreme Court judgment (Alice v CLS Bank) and inter-industry efforts to protect patent assets from NPEs, the threat they pose has waned in the past few years (see chart below). Nevertheless, the risk continues to expose problems for the industry, the fact that many companies are willing to sell their patent assets to NPEs, notes Wiggins Smyth. Similarly, we should remember that these patents are not just a weapon to use. They can be used defensively (to retaliate in order to sued a rival company), or even in collaboration efforts. One can choose between multiple reasons for the applications, says Harbottle & Lewis Lobov. Respect is one of them. Patents can also be exploited through licensing, as deterrents, and be used to attract investors. Patents can generate valuable, but don’t apply the threat of enforcement, adds Wiggins Smyth. For example, they can form the foundation of a collaborative development project or technical collaboration project, and they are can also be used by their owners to benefit from jurisdictional tax-related rules designed to promote innovation (e.g. the Patent Box in the United Kingdom). SROLL OF PROTECTION With that being said, existing patents can be dangerous to developers. With the number of patents available, there is certainly the possibility of accidental infringement if you aren’t careful. Patents are a true monopoly, says Harbottle and Lewis Lobov, meaning you could infringe anyone without realizing it exists (unlike copyright, for example, requires a copying act). That said, there are literally millions of patents out there, so finding them isn’t very easy. Even if you do find something interesting, it is difficult to understand that a patent can only be discovered without experience of reading patents. They often have long sentences with multiple subclauses. That was because patent lawyers must be extremely precise about the scope of the invention they claim. In practical terms, a game may take very little action if it’s done several times before. As a developer suspects what they do can be the subject of a patent or even if you know a specific patent or other possibility, the safest way to deal with it is to speak to an expert, who is likely to make work and manage the problems as needed. Patent litigation may not be as common in the games industry as in other industries, but developers still should be aware of the risks. According to Wiggins Smyth, the decision to enforce a patent or not in strategic and commercial spheres can quickly change, making it feasible for a third party to take risks. If you recognize a problem in the development phase of the development, you could easily avoid infringement by designing around the patent claims. If you’re working with another company, you should think carefully up front to see how to effectively allocate costs to third party firms by contractually controlling the potential for any resulted work order. Developers should also recognize the need to protect their own creations. The patents are again not valuable because they’re used defensively, and better even better, they’re ready ahead of time. As for obtaining patent protection, Smyth continues. As the most difficult problem and the more technical it is to resolve the problem, the more technical it’s to protect yourself, the more your patent application needs to enter a patent protection claim. If you have any substantial issues with competitors, a strong patent portfolio can only help you negotiate better – and it will be too late for you to rectify the problem. There is a balance, but it isn’t easy for you to build a patent estate. As it is in other sectors, computer games companies should look for a solution to their dummy mischief and dnaps. The strategy should also reflect risks incurred with litigation, but also the opportunities to leverage patent value through licensing (e.g. in technical collaborations) and other commercial contexts (e.g., benefit from specific tax rules). So does this mean that the Shadow of Mordor patent was fair? Look, I won’t tell Twitter what to think. I’m only disappointed, so we’re not going to see the Super Mario nemesis system.