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Worlds.com Sues NCSoft Over MMO-Patent

Lulfas writes "Worlds.com today sued NCSoft over its patent on a scalable virtual world, filed in 2000 and granted this February. This is a very broad base patent, and there is no reason to expect they will only sue NCSoft, when they should be able to use the same patent against other companies. 'Specifically, the suit claims that NCsoft has infringed on patent 7,181,690, "System and Method for Enabling Users to Interact in a Virtual Space" through its games, including City of Heroes, City of Villains, Dungeon Runners, Exteel, Guild Wars, Lineage, Lineage II, and Tabula Rasa.'"

16 of 261 comments (clear)

  1. Prior Art? by LabRat · · Score: 5, Insightful

    Filed in 2000? Um...shouldn't be too hard to show prior art to overturn it if the patent indeed is applicable to operating MMOs. UO and EQ for sure...probably even text-based MUDs.

    1. Re:Prior Art? by Kindaian · · Score: 4, Informative

      Even some of NCSoft games are prior art to that.

      But the issue is a bit irrelevant due to the fact that as stated before elsewhere VRML existed way before it.

      Also "World" is a fictional MMORPG anime series and fully trademarked...

      Also.. shockwave dates from 2000, and i'm sure Macromedia/Adobe will have tons of patents related with them.

      *drumrolls*

  2. LambdaMOO by OrangeTide · · Score: 4, Funny

    Sorry, Xerox beat you to it. They invented everything first.

    --
    “Common sense is not so common.” — Voltaire
    1. Re:LambdaMOO by hairyfeet · · Score: 4, Funny

      Sorry that this is off topic, but Google won't give me the answer and this meme is irritating me. Who the hell is Shampoo?

      --
      ACs don't waste your time replying, your posts are never seen by me.
    2. Re:LambdaMOO by baKanale · · Score: 4, Informative

      Slashdot Disagree Mail on November 07 Scroll down to the last email.

  3. Shot down faster than you can say prior art by genner · · Score: 4, Funny

    Lol...how many MMORPG's were out before 2000.
    Somewhere a NCsoft lawyer is praticing his layups while saying *swish*

  4. Correction... by aztektum · · Score: 5, Interesting

    It was granted in February of '07

    Anyway, this takes some gigantic balls. Granted I only read the abstract, but Ultima and Everquest were active before this shit patent was even filed.

    <melodramatic rant!>
    Only when we can throw patent examiners in prison for such gross negligence will we have true patent reform!
    </melodramatic rant!>

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    :: aztek ::
    No sig for you!!
  5. Blizzard. by Thalagyrt · · Score: 4, Funny

    If only they had tried to go after Blizzard... Worlds.com would have had their patent invalidated in a very epic way, if you will. :P

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  6. Are you a patent attorney? by cpu_fusion · · Score: 4, Interesting

    Because many patent attorneys are not entirely sure WTF Bilski has actually done to software patents. And "invalidate this extremely quickly" rarely happens in patent law after a patent has been granted. There are many levels of appeals, etc.

    The Bilski decision invalidated a business method patent that was so abstract it could be done in a person's head. The dicta [nonbinding precedent -- stuff unnecessary for the specific holding] of Bilski said some soothing things that made certain computer algorithms appear vulnerable.

    But really, do not overestimate Bilski. And don't forget the Supreme Court hasn't yet weighed in on whether it will deny cert to Bilski ... [at least I am not aware of any denial...]

  7. Sounds a Lot Like by techsoldaten · · Score: 4, Funny

    Sounds a lot like my patent, "System and Method for Allowing People to Talk." Perhaps we should get all our lawyers together for a barbeque or something.

    M

  8. EQ might be better than UO for this one. . . by JSBiff · · Score: 5, Informative

    If you look at the link to the actual patent, and begin reading the claims, this does not apply to the (original version of) Ultima Online, or to text muds, because the patent specifically describes a 3-dimensional graphical world as being part of the claims. UO is (or at least was, last time I played it around 2001 or 2002) 2-dimensional. Right about the time I was leaving, they introduced an expansion called Third-Dawn, which still didn't make the world truly 3D, but it did make player avatars and monsters 3D, IIRC.

    EQ, as I recall, was true 3D (I only played a trial account for like 10 days once, so my memories are rather vague), so it might be a good candidate for prior art.

    It should be noted that the patent does not appear to cover (I don't know for sure; I'm not a lawyer), the idea of a 3D MMO, per se, but rather a few necessary client rendering techniques (which, in reality, almost any 3D MMO would be likely to employ) for determining what other users' avatars should be displayed by the client. It appears the idea they are trying to patent is that, in a 3D world, when you turn the camera to look a given direction, you should only see some avatars, and not others (that is, only the ones in your field of view). Additionally, if there are a lot of avatars, this patent claims protection for the idea that the client can implement a maximum number of avatars to display, and to use the knowledge of the maximum number to display, combined with the position information, to determine some subset of the avatars to display (presumably the X nearest avatars, where X is the maximum number to display, though the patent doesn't specify this explicitly).

    I'd be shocked if EQ and Meridian59 didn't both do these things several years before this patent app was filed.

    I'd also like to point out, that the patent doesn't specify 'camera orientation' or 'client view orientation' (even though that appears to be what they are trying to cover), but rather 'avatar orientation' (which suggests to me that this patent would only apply to MMOGs where the camera orientation is locked to the avatar orientation). Based on my 3+ years of playing CoH, I can tell you that the CoH client doesn't determine which other avatars to show on screen based on the orientation of my avatar - I can spin the camera freely to point in any direction, even look completely backwards from the direction my avatar is facing, so I suspect that NCSoft could claim that as a defense, if they had to.

    Also, I think they could, maybe, make a defense against claim 6 (I'm not sure though):

    6. A method for enabling a plurality of users to interact in a virtual space, wherein each user has a computer associated therewith, wherein each computer has a client process associated therewith, wherein each client process has an avatar associated therewith, and wherein each client process is in communication with a server process, comprising:

    (a) monitoring, by each client process, a position of the avatar associated with the client process;

    (b) transmitting, by each client process to the server process, the position of the avatar associated with the client process;

    (c) transmitting, by the server process to each client process, the positions of less than all of the avatars that are not associated with the client process; and

    (d) determining from the positions transmitted in step (c), by each client process, a set of the avatars that are to be displayed.

    Now, I could be wrong here, but I thought most client/server 3D game protocols do *not* have the clients transmit the position of the avatar to the server, which is part (b)? Don't the servers already know the position of the avatar, and the clients just send a vector, that is, a request to move a certain number of units in a particular direction, at which point the server calculates a new position from the original posti

    1. Re:EQ might be better than UO for this one. . . by Fluffeh · · Score: 5, Informative
      *cracks knuckles*

      Being an avid MMO player from UO to current, as well as being a 3D developer on the Unreal Engine, I can make for some useful input here.

      The original UO was indeed a 2D isometric client. Third Dawn brought 3D aspects to the game, though the world was still rendered in isometric view. It just looked more 3Dish. There were however mods/ports to UO that rendered a 3D world! They were buggy as heck though, but you could (in theory) play in the UO world with a 3D client. (Though it was a third party client).

      Now, EQ was a true 3D world. No if's or but's about it.

      The whole bit about the number of avatars to display, that's more really related to engine/hardware performance. Basically, when developing an environment developers need to look at polygons on a screen. This is one of the main restricting factors in developing a world. The more polygons a graphics card has to render, the longer it takes. It's not the only thing, but at the time that this patent was filed, it was certainly one of the most important things.

      Now, avatars in a game generally have a much much higher polygon count than the environment around them, so naturally restricting the number shown might be very beneficial to rendering a game world nicely, however, soon after this patent was originally filed, a bright spark came up with the idea of not removing entire actors, but adding a LOD factor into models. Basically, it means that the further something is away from the camera, the less polygons it will use. This can also be ingeniously used to reduce the polygons per actor/model in the camera view if the number starts getting too high.

      To use the obligatory car analogy, if I want to limit my game engine to displaying 100 polygons on the screen at a time, I can render a car with 100 polygons, but also allow the code to reduce these polygons to 50 if a second car comes onto the screen. Should I need to have 10 cars on the screen at once, they would each be reduced to 10 polygons.

      Don't the servers already know the position of the avatar, and the clients just send a vector, that is, a request to move a certain number of units in a particular direction, at which point the server calculates a new position from the original postion + the vector?

      The section you write about actors and client/server relative positions is sort of right. It's not far off anyhow. Here is how things work in just about all client/server applications now.

      The server sets the original position to the client - when a new level loads for example. The the client sends data as to where it wants to go and both the server and client move the character around. Now, due to a number of factors such as latency, packet loss as well as a number of others, the two locations will become out of sync. However, rather than the server being updated with the client's location, what happens is that the client is updated with the server's location of where it things the character is. This sometimes leads to what is known as the "slingshot effect" where characters (or other actors) suddenly update in the client view and appear to slingshot around the screen to catch up. A notable exception to this rule is World of Warcraft, which does actually have servers that will quite happily allow a character anywhere in the world that the client lets them get. This has resulted in some rather funny "exploits" where people altered their clients and walked past mobs to get to the final boss in an instance and then just started attacking it. This may have been fixed in one of the expansions however. While I am not entirely sure, I think that D&D Online may have also suffered from the client updating the server with actor locations, as I recall there was a considerable number of movement hacks and exploits in that game.

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  9. Correction to your Correction by cpu_fusion · · Score: 4, Informative

    From the patent itself: Related U.S. Application Data
    (63) Continuation of application No. 08/747,420, filed on Nov. 12, 1996, now Pat. No. 6,219,045.

    Now educate yourself on continuing patents:
    http://en.wikipedia.org/wiki/Continuing_patent_application

    Now look at the dates for release of Ultima Online and Everquest:
    http://en.wikipedia.org/wiki/Ultima_online
    http://en.wikipedia.org/wiki/Everquest

    People on Slashdot discussing the Law sound as informed as your average senior citizen would sound on here discussing tech. "I PUT THE ETHERNET INTO THE HARD DRIVE WHY DOESN'T MY AOL WORK?!"

    There's a reason why people spend three years of their life in law school. It's not for their health.

    1. Re:Correction to your Correction by DustyShadow · · Score: 4, Informative

      CONTINUED = invalidated if the state of the art eclipses the parts they add in the continuation.

      Sure but what you are discussing is called a "continuation-in-part" which is a continuation that adds new material to the old patent that isn't supported by the original specification. Continuations in part are tricky because they have two priority dates associated with them. A regular continuation is when the patentee claims different things that are supported by the original specification.

      Reread this: http://en.wikipedia.org/wiki/Continuing_patent_application

  10. Patent is nonsense.....prior art exists by Michael+Snoswell · · Score: 4, Insightful

    I presented public lectures on a system I developed called Cyberterm, back in the early 90s. I presented lectures at UK VR_SIG Meeting at deMontfort University in Leicester in 1995 and at the HITL (Human Interface Technology Lab) at the University of Washington in that same year. I can name names or people in attendance if required.

    Each talk was advertised and attended by the general public and outlined Cyberterm's use of pretty much exactly the system described in the patent (which I had up and running at the time). The system had also been demonstrated to numerous other people around the world at the time and since then and was written about in WAVE and Virtual magazines in the late 90s and described in written detail in many online papers as well as a series of ariticles in the PCVR-Magazine (also in the late 90s). Some of these articles are still available online archived by the HITL Librarian.

    As the author of this system and the underlying technology, I would say I have some copyright ownership of the technology I developed. I still have archives of the earlier code and it runs with a copyright message.

    I'll be happy to claim a big chunk of any money worlds.com make. Patent attorneys and lawyers of other companies (NC-Soft for instance) wishing to defend themselves can contact me via linkedin.com (amongst other places).

    --
    pithy comment
  11. 1998 prior art for a truly scalable, 'P2P' MMO by Richard+W.M.+Jones · · Score: 4, Informative

    This is something we were working on from 1998. We documented the design in some detail, and I released the documentation to prevent people from trying to patent it: http://www.annexia.org/freeware/fleet

    The innovation in this (never-built) MMO is that the design requires no server at all. It what might now be called "P2P" (although that term wasn't around at the time).

    Rich.