Nintendo Patents Insanity
theodp writes "Nintendo scored a patent Tuesday for a Sanity system for video game, which covers causing a game character to hallucinate - e.g., see bleeding walls and hear maniacal laughter - as its sanity decreases in response to encountering a creature or gruesome situation."
I wonder of the writers/copyright holders of Call of Cthulhu would say to that.
morcego
Didn't they do this already with Eternal Darkness for the Gamecube? Way to patent something years after you put out the product!
Filed: December 14, 2000
PCT Filed: December 14, 2000
PCT NO: PCT/US00/33717
371 Date: September 3, 2002
102(e) Date: September 3, 2002
PCT PUB.NO.: WO01/62359
PCT PUB. Date: August 30, 2001
This is not a dream, not a dream...we are transmitting from the year 1-9-9-9.
Rogue/ Nethack had this 20 YEARS ago, albeit in ASCII.
Anyone who has played 'nethack' will know the visual and auditory effects of applying a cursed unicorn horn or drinking a "Potion of Hallucination" anywhere in dungeon, and the possibly fatal effects.
And anyone who has played 'falconseye', an isometric user interface for 'nethack' will note that these effects are implemented both visually and accoustically.
To quote 'nethack':
"You hear an attorney jingling in the distance"
Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
Max Payne
Hmm. Wouldn't ROTT (Rise of the Triad) be prior art (circa 1997-1998 maybe?). I remember it having a 'shroomin' mode - where if you ate some mushrooms, it got all trippy for a minute or two...
But I guess that taking drugs is not covered by this patent:
character's sanity level that is affected by occurrences in the game such as encountering a game creature or gruesome situation
Let the pill popping games begin!
Moria and Angband have had hallucination status flags a decade before Nintendo submitted this patent. It wasn't a variable effect, but when something triggered hallucinations it caused you to see all sorts of things that weren't there and couldn't be acted on.
Of course, since those are free, open-source games, nobody saw the need to patent features like that.
For effect we are going to analyze the broadest claim the way it should be analyzed. Get out your notebooks cause you'll want to understand this before you complain about another patent.
1. A method of operating a video game including a game character controlled by a player, the method comprising:
This "preamble" tells us we are dealing with a mode of operating a video game. It further says that there is a game character and that said game character is player controlled. Straight forward so far, but we have limited ourself to the realms of video games and the user controlled characters there-in.
(a) setting a sanity level of the game character;
We are now assigning a sanity level to the game character that was mentioned before. This means that some sort of value for sanity is being set, this is somewhat similar to what would be done for health, mana, or the like; however, it is important to note at the same time that it IS DIFFERENT.
(b) modifying the sanity level of the game, character during game play according to occurrences in the game, wherein a modifying amount of is determined based on a charater reaction and an amount of character preparation;
We are now changing the sanity level for the character during game play, this limits the setting to occuring while the game is actually being played. Now there are two things that determine the modification amount: (1) characters reaction and (2) amount of character preparation.
This is now two more limitations that must be met in any prior art (including possible multiple references for 35 USC 103(a) obviousness).
(c) controlling game play according to the sanity level of the game character, game play being controlled at least by varying game effects according to the game charater sanity level
Now the game is affected by the sanity level of the mentioned game character. Now it states that at the very least game effects will be varied according to the game character's sanity level. This means that some degree of changes in some characters of game play will be changed based on this level.
Now to defend this over mentioned prior art, Nethack people keep mentioning the hallucination potion. This has 0 to do with the patent if that is true. The system used for Nethack could simply have stated, if potion=TRUE then change the effects. This is therefore different then the current patent, unless someone can show otherwise that the system as claimed above is EXACTLY how Nethack was done.
This similar thing goes for other games. If they used different methods then it would not preclude the patenability of this patent. Remember prior art needs to be before the filing date on this application, also remember that if the system used in other games is unknown, and unpublished the individual companies would have to make aware that they invented such a system to preclude patentability and get the patent nulled.
Remember what is in the claim is what the patent is for and do not confuse the spec for what the patent is good for. The specification is put there so the public knows the "Best Mode" for the invention. Any questions, please feel free to ask.
"Some days you just can't get rid of a bomb."
See that "tr.v."? That means "transitive verb". Which means that the phrase "has an affect" is incorrect. The word 'affect' can be used as a noun, but then it has a completely different meaning. The correct way to use 'affect' is in a phrase like ' affected the profit margin'.
http://gamesdomain.yahoo.com/pc/call_of_cthulhu_da rk_corners_of_the_earth/preview/108608
l hudarkcote/preview_6125712.html
Human minds are fragile, and when they see things that are too frightening, too ghastly, or too wrong, they can start coming unglued in unfunny ways. If the player beholds any unbalancing element, the screen distorts with a number of unique "sanity" effects that not only make everything look more enigmatic and threatening, they also erode the player's ability to coherently aim and properly move about. There will also be distracting auditory hallucinations, taking the form of voices in one's head. And we all know how troubling that can be. Um, right?
If sanity erodes too drastically, the ultimate debilitating penalty may result; if Walters is holding a loaded firearm, he's liable to summarily turn it on himself and blow his own head off from terror, despair, or whatnot. Game over.
Mental damage, like physical damage, is cumulative through a level -- and the only immediate "treatment" for mounting mental instability is to decisively banish, blast, or otherwise stomp some Cthulhoid horror's eldritch ass to death. The temporary (if ultimately empty) physical victory gives our hero a sense of accomplishment, a little world-reordering sanity to set his mind at ease.
http://www.gamespot.com/xbox/adventure/callofcthu
We got to see some of the game's sanity effects as Walters starts to see the world through the eyes of his enemies, or starts to feel disoriented and dislocated. We were told that, if Walters gets too in over his head and loses all of his sanity, he may even involuntarily turn his weapons on himself. The sanity effects in the game are not governed by any onscreen meter, so it'll be up to players to try to see through Jack's mental issues.
Akarsz Magyar Gentoo fórumot? Akkor
And the best example of this: Yoshi's Island. Ah... who can forget the level "Touch Fuzzy, Get Dizzy"
Hallucinating indeed...