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  • 3 years ago
From Apex Legends' Ping system in aid of accessibility to Shadow of Mordor's Nemesis system, there are many surprising patents out there.

When it comes to safeguarding and protecting ideas, and inventions, developers and publishers will sometimes go that extra mile by taking out patents. As you might already know, developers can file patents to gain sole rights to a new innovation or creation, and protect it from being for a certain amount of time by competitors. It could be anything from a new feature in a game, something that's been developed for hardware, or an original element of gameplay. Once a patent file request has been approved, others can't create or use the same feature or replicate it without the owner's permission. There are now a number of video game patents out there right now that may well surprise you.
Transcript
00:00 Ever wondered why that amazing bit of tech they use in games or an amazing system never
00:04 made it into other games, like the Nemesis system in Shadow of Mordor?
00:08 Some of them literally transform the game and you wonder why has nobody else used this?
00:13 Do other gaming developers not play this game or know about it?
00:16 Well it turns out if the system is THAT good, it's probably been painted by the company
00:20 so no other gaming developer can use it without getting sued into oblivion.
00:24 Which has happened and it is on this list.
00:27 Now Apex Legends' beautifully simplistic ping system is one example of a patented system
00:32 but, interestingly, it was done for a good cause.
00:36 EA took out a patent on the much lauded ping system in Apex Legends.
00:41 Patents tend to be used by companies to protect innovations but in this instance EA has patented
00:46 the system as part of its Accessibility Patent Pledge, an initiative that opens up accessibility
00:51 led patents to developers in a bid to encourage collaboration and drive forward accessibility
00:55 in the video game industry.
00:57 The ping system allows you to communicate with your teammates in Respawn's Battle Royale
01:01 Hero Shooter by making points of interest, calling out the location of an enemy, and
01:05 much more, as well as reducing in-game toxicity by offering an effective alternative to speaking
01:10 over voice chat.
01:11 The ping system also helps players with cognitive, speaking and hearing disabilities.
01:15 As you can see here, the patent filing gives a detailed rundown of the system.
01:19 EA's EVP of Positive Play told GamesRadar in a recent interview that when you patent
01:24 a technology or idea, you publish technical information that would otherwise have never
01:28 been accessible to the public, and, as such, this equips developers with know-how and it
01:33 advances the state of art in game development.
01:38 The Nemesis system introduced in Middle-Earth's Shadow of Mordor, and later refined in Shadow
01:43 of War, put a refreshing and innovative spin on procedurally generated enemies.
01:47 Instead of fighting nameless, carbon copy foes, Shadow of Mordor pits you against various
01:51 different members of Orc society, and each and every one is unique to your playthrough.
01:56 With their own names and ranks, every Orc you come across will remember your encounters
01:59 to add more depth to the action.
02:01 It quickly became a huge selling point and trademark feature of Monolith's action RPG
02:05 series.
02:06 Many have wondered why Social Vendettas never made their way out of Mordor and into other
02:10 games in the industry, and this, it would appear, is why.
02:14 After several years of trying, Warner Bros. Interactive Entertainment successfully patented
02:18 the Nemesis system, meaning that the appearance of similar systems outside of games produced
02:22 by Warner Bros. is very unlikely.
02:27 In The Medium, you take on the role of Marianne, who you control in both the real world and
02:31 the spirit world in which developer Bloober team calls 'dual reality' gameplay.
02:36 The screen is split in half so you gain two different perspectives in both worlds.
02:40 Ahead of the game's release, many were quick to notice that Bloober described this dual
02:43 reality style as 'never seen before' and officially painted a gameplay.
02:48 As it turns out, Bloober filed a patent for this dual reality gameplay back in 2016.
02:52 As you can see from the filing, the developer patented the 'method of simultaneous playing
02:56 in single player video games', where 'the key feature of the invention is the way of
03:00 playing in a video game for a single player, involving simultaneous controlling of several
03:05 character avatars placed in several virtual realities that constitute separately presented
03:10 story universes'.
03:11 Currently active until 2039, it does make you wonder what kind of Bloober projects we
03:15 might see using this style of gameplay in the future.
03:20 One very prominent part of the Mass Effect experience is actually painted by the developer.
03:24 BioWare requested a patent for the 'Dialogue Wheel' or 'Graphical Interface for Interactive
03:29 Dialogue' used to select your responses back in 2006, which was officially approved
03:34 a few years later.
03:35 Still currently active, this might go some way to explaining why other RPGs that came
03:39 after this date continue to present dialogue choices in a list form.
03:43 The wheel interface that presents you with a selection of different responses went on
03:47 to be used in the entire Mass Effect trilogy, as well as the more recent Mass Effect Andromeda,
03:51 and also found its way into BioWare's other franchises in both Dragon Age 2 and Dragon
03:55 Age Inquisition.
03:59 With the advent of the PS5 and Xbox Series X, lengthy loading times are quickly becoming
04:03 a thing of the past.
04:04 But, for years we've found ourselves staring at a loading screen as we waited to get back
04:08 into the virtual adventuring.
04:10 Perhaps one of the most famous and well-known patents just so happens to be related to loading
04:14 screens.
04:15 Back in 1995, Namco took out a patent for the use of auxiliary minigames during loading
04:20 screens.
04:21 The idea to keep players busy with a minigame while they waited for the main game to load
04:25 was a novel one, with the likes of the classic arcade shooter Galaxian popping up during
04:29 the loading screens for games such as Ridge Racer.
04:31 There were some ways around the patent, with the likes of FIFA including some distractions
04:35 in between matches, but for the most part minigames rarely appeared to mitigate loading
04:40 times.
04:41 The patent eventually expired in 2015, opening up the door to include minigames in loading
04:44 screens to developers everywhere once more.
04:49 You may vaguely remember that Crazy Taxi was rather helpful with a big green arrow that
04:53 points you in the direction of your destination.
04:56 Using this arrow as a guide, you try to take your customers to their location in the requested
04:59 time.
05:00 Sega filed a patent for this directional arrow feature in 1998.
05:04 As of 2018, it has now officially expired, but before it did expire, Sega did sue another
05:10 game over a green arrow.
05:12 How dare they?
05:13 It was Simpsons Road Rage that ran afoul of Sega for this infringement back in 2003.
05:21 Eternal Darkness from developers Silicon Knights and Nintendo released on the GameCube back
05:25 in 2002.
05:27 Described as a psychological horror, the adventure included a sanity system which featured a
05:31 meter bar.
05:32 The meter depletes if your character stumbles upon an enemy or sees a gruesome situation.
05:37 When this happens in game, various effects occur on screen and around the environment
05:41 to show the character is being affected by these encounters.
05:44 Prior to the game's release, Nintendo filed a patent for a video game and game system
05:48 incorporating a game character's sanity level that is affected by occurrences in the
05:52 game.
05:53 This patent expired in November 2021, so get ready for more sanity systems to start popping
05:57 up folks.
06:00 Nintendo pioneered the design of the D-pad back in the 80s and it was such a good design
06:04 that it continued to form a part of Nintendo's consoles and handhelds throughout the years.
06:09 Given its great design, it's not so surprising to learn that Nintendo patented its trademark
06:13 multi-directional switch.
06:15 While the patent expired in 2005, it is interesting to consider how this patent might have influenced
06:20 the design of button layouts for other controllers for consoles such as the PlayStation and Xbox
06:25 when it was still active.
06:28 Midway Amusement Games took out a now expired patent with a rather interesting title back
06:33 in 2000.
06:35 It was called "Unlocking Sequence in Video Games" and it was essentially a way to sell
06:39 peripherals by locking game content that could only be accessed by using a particular controller.
06:44 "A video game system and method is provided which the enabled content of a video game
06:48 depends upon the type of video game controller coupled to the video game console," the abstract
06:53 reads.
06:54 "If you were to use a specific controller that's a matching type to the game you're
06:58 playing, it would unlock extra features or secrets, in-game, that are not otherwise available.
07:03 Additional pay-for content is nothing new in the world of video games, but just imagine
07:07 having to buy a controller just to get your hand on more features and secrets."
07:11 How annoying.
07:12 So what's your favourite video game patent and is there any out there that you've heard
07:15 about?
07:16 Let us know in the comments below.
07:18 (electronic music)
07:21 (cat meows)

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