Patent For Mini-Games Within Loading Screens Expires; Explosion In Better Game Loading Screens Forecasted
from the promote-this dept
Whenever we discuss patents here, it's always useful to restate that the purpose of patent law generally is to promote creativity and innovation such that the public has greater access to novel and useful inventions. That the application of the patent system has been perverted from this original purpose ought to be obvious to everyone, which is why the mantra of patent protectionism by industry, often large industry, has always had the air of religiosity to me. Without patents, no creation would be made. Without patents, small inventors would be pilfered by monied interests. Without patents, we'd be without life-saving medicine. So goes the mantra of those prostrating themselves before restrictionism, repeated over and over again lest their imagined livelihood be taken away by the heathens who point out every counter-example.
Those counter-examples abound, of course, and we typically talk about them in terms of generic medicines that proliferate after a patent expires, or when life-changing technology is suddenly available to a wider public when access to it is relieved from restriction. But lesser examples can be useful to illustrate this as well. One such example is an absolutely asinine patent that had been granted long ago for mini-games being used within software loading screens. That patent recently expired and nobody is even pretending like this won't suddenly mean the proliferation of much less tedious loading screens.
For twenty years, Namco Bandai has held patent US 5718632 A, which has given them ownership of the idea of a loading screen minigame. On November 27 (this Friday), that patent expires. This is a big deal! For two decades, companies that wanted to keep players busy during load times (like Ridge Racer’s amazing Galaga) either had to pay Namco, find ways around it (as EA’s FIFA series has) or...give up and go back to writing a ton of boring tips and lore screens for people to read.Is this really a big deal? No. Also, yes, absolutely. No because having a mini-game inside of another game's loading screen isn't going to save a life or ease the suffering of the masses. But yes, too, because it's an easily understood example of how broken the promise the patent system made all those years ago has become. Already there are plans to do a "game jam" for loading screens, where people will get together and spurt their creativity, now that what was once banned, is finally allowed. If the patent system worked on its original premise, this shouldn't be a thing. The patenting of mini-games in loading screens should have resulted in the use of that concept throughout gaming. It hasn't. If it had, a game jam built around building that very thing wouldn't be necessary.
Loading Screen Jam's "theme" is creating interactive loading screens (or anything that infringes on the abstract) and defiling the patent that held back game design for so many years! Create games/interactive material based on infringing the now-defunct patent in any way possible!It's yet another example of the reality of the patent system working in nearly exact reverse to its stated purpose. Once the patent expires, the public benefits.
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Filed Under: games, patents, screen loading
Companies: namco bandai
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Re:
What these minigames are great for, though, is situations where long load times are unavoidable. Between turns in a big game of civilization, while waiting for other players to load into a game of League of Legends.
I doubt people are going to just throw a minigame onto every single loading screen, because that's just plain annoying.
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I'm working on a new patent
That way you are never waiting for a game!
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Austin Meyer and the patent trolls
http://www.x-plane.com/x-world/lawsuit/
Austin Meyer fights them as best as he can. His experience with patent trolls is quite telling. I recommend viewing his documentary also.
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Remember Invade-a-Load... in the 1987? On the damn c64?
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Reviews of games
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Re: Remember Invade-a-Load... in the 1987? On the damn c64?
Gaming has come full-circle. In the 80s, developers put minigames in the loader for C64 tape games because they took a painfully long time to load. Then games went through a period where level loading was reduced to mere seconds by hard drives. And now we're back at the stage where games can take so long to load that people need to be entertained during the process.
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The article is missing a though
Namco Bandai didn't need the extra incentive of a patent to "invent" minigames in loading screens. Even if they didn't have the prospect of exclusive rights for loading screen games they probably would have added it to their game anyway. It would have been worth it to make a better overall game. Just basic competition would have been incentive enough, in this case.
This is a common theme for patents which should have been thrown out for either prior art or obviousness.
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Re: Reviews of games
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Re:
There's very little that a developer can do to shorten loading times other than using fewer game assetd. They could use real-time compression, trading CPU for Memory, but that hasn't been in style since the '80s. Sometimes JIT (Just-In-Time) loading (or procedural generation) of assets can work, spooling up assets soon to be required in the background, but that's a difficult technique, and doesn't work for every type of game. Another technique is just to load all the assets into memory at startup, having an initial long load instead of having smaller incremental loads interrupting play, but obviously that can only work for smaller games.
All in all, hardware is going to solve the problem, not software. Loading screen minigames aren't going to matter, one way or the other.
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Or...
Or in the case of Bungie... nothing. You get to just stare at the screen and wonder how long it will take to load.
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