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Nintendo filed numerous patents for Zelda: Tears of the Kingdom mechanics

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Re: Nintendo filed numerous patents for Zelda: Tears of the Kingdom mechanics

#51
post #5

Ah yes don't want a repeat of Genshin Impact

I’m unaware of Genshin Impact. Are you able to explain the reference?

It's extremely similar to the last couple of Zelda games both stylistically and in terms of game mechanics. The "climbing up a rock wall" mechanic is basically identical, for example.

It's like chatGPT took the prompt "make a game just like zelda but with microtransactions".

Re: Nintendo filed numerous patents for Zelda: Tears of the Kingdom mechanics

#52

> The functionality seems at first glance to be a given for any game with a similar environment, but according to an observation by naoya2k, what makes Nintendo’s solution unique is that there are no physics working between Link and the dynamic object. Since both the character and object use physics, the most straightforward solution would be that Link moves together with the moving objects he is on top of as a resul…

I’m pretty sure the source engine has this builtin

Re: Nintendo filed numerous patents for Zelda: Tears of the Kingdom mechanics

#53

They should patent their "tedious side quests with mundane rewards" feature so nobody does it again.

Meh, I'd rather have lots of side quests with mundane rewards for the quest-enjoyers than a bunch of "not actually side quest" side quests with near-mandatory rewards. Side quests should feel optional.

Re: Nintendo filed numerous patents for Zelda: Tears of the Kingdom mechanics

#54

> The functionality seems at first glance to be a given for any game with a similar environment, but according to an observation by naoya2k, what makes Nintendo’s solution unique is that there are no physics working between Link and the dynamic object. Since both the character and object use physics, the most straightforward solution would be that Link moves together with the moving objects he is on top of as a resul…

I think most games that use detailed physics include optimizations like this.

Re: Nintendo filed numerous patents for Zelda: Tears of the Kingdom mechanics

#55
post #29

So... would you SNES nostalgics quit cloning Nintendo titles and giving them mind share? I've been toying with getting some of their hardware and finally seeing what the hype is about for years. This piece of news just saved me the money I would spend for a Switch or whatever follows it.

If you're really curious to play a Nintendo game just emulate one.

You'll need someone to let you borrow their switch and dump their bios/firmware keys. I am not aware of any emulation that works without this ritual having been performed on real switch first

Re: Nintendo filed numerous patents for Zelda: Tears of the Kingdom mechanics

#56
post #5

Earlier quoted context omitted.

I’m unaware of Genshin Impact. Are you able to explain the reference?

It's a gacha game (prints money with pseudo gambling micro transactions) that has the same look and mechanics as Breathe of the Wild

I don't know about the mechanics but the cel shading look of Breath of the Wild has been around since at least the Dreamcast with JetSet Radio.

Making a shader using normals for the color values has been around a long time.

Re: Nintendo filed numerous patents for Zelda: Tears of the Kingdom mechanics

#57

We seem to always focus on the cost of the patent system, never the benefit. One day we will all be dead (or much older) and all of these features and patents will be freely available, described in significant detail to be reproducible, and the world will be a slightly more amazing place than it is now. If you look at all the expiring patents, many filed 20 years ago, you will find there are some neat things document…

What benefit? Most "inventions" hit the world @ large as soon as products incorporating them are released. Same world @ large gets the details after someone pokes around in those products & figures out how they work.

That is practically always before patents expire.

Truly smart innovations will survive over time. Obvious "inventions" are often trivial enough to be "invented" independently again & again.

Patents mostly add a load of red tape, and a big stick that large companies (& patent trolls!) can hit smaller companies or individuals with.

Overall benefit to society, even if patents work as intended? Debateable (and forever being debated, eg. between economists).

In a small society, an inventor taking solution-to-big-problem into their grave, is a problem. In a world with 8 billion+ souls, not so much. Someone else will repeat what 1st inventor didn't release into the world.

Companies innovate because they want to grab market share by getting there first. Losing 'protection' doesn't stop this process. It just removes that big stick that would-be competitors are beaten down with.

Re: Nintendo filed numerous patents for Zelda: Tears of the Kingdom mechanics

#58
post #11

Huh, didn't think there were that many new and innovative things even though the game was fantastic experience. The two things I really liked about TOTK was the ascend ability and the rewind / recall ability. Those were pretty cool and seemed novel to me. Admittedly, I don't play a ton of video games other than Zelda titles and the odd indie game so maybe those features are not novel and have been implemented before…

Rewind was a gameplay mechanic in the pretty great 2d platformer “Braid”. There is a GDC talk about how it was implemented in 2010. https://www.gdcvault.com/play/1012210/The-Implementation-of-...

The first game I remember having a "rewind" feature as a part of the core gameplay mechanics was Blinx on the OG Xbox: https://en.wikipedia.org/wiki/Blinx:_The_Time_Sweeper

Re: Nintendo filed numerous patents for Zelda: Tears of the Kingdom mechanics

#59
post #11

Huh, didn't think there were that many new and innovative things even though the game was fantastic experience. The two things I really liked about TOTK was the ascend ability and the rewind / recall ability. Those were pretty cool and seemed novel to me. Admittedly, I don't play a ton of video games other than Zelda titles and the odd indie game so maybe those features are not novel and have been implemented before…

my kid told me that the ascend function was a development utility that a dev decided was fun and into the game it went.

Re: Nintendo filed numerous patents for Zelda: Tears of the Kingdom mechanics

#60

> The functionality seems at first glance to be a given for any game with a similar environment, but according to an observation by naoya2k, what makes Nintendo’s solution unique is that there are no physics working between Link and the dynamic object. Since both the character and object use physics, the most straightforward solution would be that Link moves together with the moving objects he is on top of as a resul…

That's just a trivial parent-child transformation copy, and it's one of the oldest tools in 3D digital representation. You would be hard-pressed to find a game engine or even modeling software without this feature. Hell, I'm sure if you looked through a few geometry or physics books, you could pretty easily find any instance of this that predates computing.

We aren't even talking about something interesting like inverse kinematics!

This patent boils down to nothing more than math, and should have been invalidated as soon as it was read. The fact that it wasn't speaks volumes on the failure of our patent system.

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