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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

#41

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…

No thank you. That's not a unique benefit of the patent system, that's a minor ancillary benefit that has already been replicated elsewhere. The patent office doesn't have a patent on historical records of so-called inventions.

And the patent process is not optimized to produce documents that actually help other inventors or future historians. In fact, to the contrary, as it exists within a particular narrow legal IP regime that optimizes around legal risk. This is especially the case with software patents, where the patent office incentivizes patents that use convoluted language to make an obvious process seem like a novel invention.

In other words, let's assume a future where there are no more copies of Zelda to play. If you had to choose between getting to preserve the patent on the Zelda loading screen and an actual recording of it, I'll take the recording every time. Or in a future where much of the knowledge of computer science and programming was lost, I'd rather have an archive of a set of textbooks, Stack Overflow, and Github than the entirety of the patent office's software patent documents.

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

#43

Earlier quoted context omitted.

There isn't a point to the game though. You just walk around jumping on shit.

What do you mean? It's a puzzle platformer. https://store.steampowered.com/app/26800/Braid/

https://m.youtube.com/watch?v=xSXofLK5hFQ

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

#44
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…

I haven't played TOTK, but when you say rewind-ability, it makes me think about Braid. Is it similar?

Similar, in a much a bigger scale, but with the big difference that Zelda applies rewind to objects instead of the whole level.

Also, world state is not deterministic like Braid's levels, so entities can lose its rewindable status or have their state history modified depending on certain factors (a destroyed or lost object can't be brought back with rewind, etc.).

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

#45

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…

constantly putting a pause button on progress for 20 years because someone owns a key patent (e.g. e-ink, 3d printing) does much more harm for progress than documenting these things in patents does good

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

#46

> 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…

Or like every 2D platformer ever?

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

#47

> 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…

If I understand the issue correctly:

Uncharted 2, (or 3?) on the PlayStation, was widely publicized among game developers as having this kind of technology built into enable for instance the Nathan Drake character to stick appropriately to platforms which were being tossed around in a sinking ship. The ship was filling up with water creating buoyancy for the platform that he was standing on. There were numerous talks about this and I believe also a GDC presentation about it.

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

#48
post #32

Earlier quoted context omitted.

If the claims are non-novel or obvious, then the examiners, who are familiar with the state of the art in the field, will reject them. Maybe the applicant will amend the claims to claim something narrower, or maybe not. If the examiner and patent office screw up and allow a claim that shouldn’t have been allowed, then the claim can be challenged later and revoked. Yes, that costs money and is inefficient sometimes.

Your original comment that monocasa responded to read only: > If the claims are non-novel or obvious, then the examiners, who are familiar with the state of the art in the field, will reject them. Which displays a stunning level of naivety and lack of familiarity with our patent system. Patents are regularly granted for extremely trivial (edit: and obvious) mechanisms.

[deleted]

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

#49

> 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…

Another example could be: in Tribes, when you pilot a vehicle your player character gets attached to a mount point and any physics calculations are ignored.

I'd imagine nintendo probably have other claims linked to this since alone it has clearly been done before.

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

#50
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.

I'm scared I'll go to jail :)
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