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Major MMO Publishers Sued For Patent Infringement

GameboyRMH writes "The Boston Globe reports that major MMO publishers (Blizzard, Turbine, SOE, NCSoft, and Jagex) are being sued by Paltalk, which holds a patent on 'sharing data among many connected computers so that all users see the same digital environment' — a patent that would seem to apply to any multiplayer game played between multiple systems, at the very least. Paltalk has already received an out-of-court settlement from Microsoft earlier this year in relation to a lawsuit over the Halo games. If Microsoft can't fend off Paltalk's legal attacks, the odds don't look good for their latest group of targets."

3 of 232 comments (clear)

  1. Re:My first thought by Grail · · Score: 5, Informative

    Patent 5822523, summarised:

    The number of communications required to keep a game with N players updated with each other is O(N!). This patent suggests a method by which the communications are sent to a central server, with the server sending regular updates to each player of all the actions taken by the other N-1 players. The server includes the ability for clients to become part of a "group" which further limits the amount of communication required to something less than O(N). The patent attempts to claim the Nagle algorithm as a unique invention (ie: hold on to outgoing messages for a short time to potentially squeeze more data into one packet).

    "Group" in this context would be similar to "instance" in World of Warcraft or "grid" in EVE Online.

    If someone can explain how this is not an obvious solution to the problem, as evidenced by the parallel development of this technology by every MMO out there, I'd love to hear it.

  2. Sorta by Moraelin · · Score: 5, Informative

    As usual, Slashdot's summaries are the "OMG, here's a broad mis-representation of the patent, so we can whine about it" trolling. I swear if someone invented a new clock mechanism, it would come out on Slashdot as "OMG, they're patenting the cog." Because apparently some people just try that hard to belong to a big family of clueless whiners.

    Actually searching for HearMe's patents (since TFA mentions that the patent was bought from HearMe) actually shows that they're a bit more speciffic than "showing the same world on two PCs". Not by much, mind you, but still. So the actual debate would be whether it's a multiplayer game, but whether it implements the exact synchronization algorithm described there.

    And if you want to help those companies, knowing what they need help with, might help more. And just "it was a multiplayer" game ain't it.

    The actual patents that seem even remotely relevant are these:

    1. Method and apparatus for loosely synchronizing closed free running raster displays

    The problem is that I can't see how it even remotely applies to multiplayer games, except via an equivocation fallacy. It's about "seeing the same thing" in a much more literal way: literally seeing not just the same scene, but the exact same image and synchronizing the frames. As in, the VSync signal comes at the same moment.

    I don't think any game does that at all.

    It includes such tidbits as temporarily changing the video mode to interlaced (which should look the same, according to them -- except to anyone who isn't blind, it isn't), to change the timings on one monitor, then switch back to non-interlaced when the sync signals synchronized with each other.

    Again, I don't think any actual game does that. I don't think interlaced modes are even used at all nowadays.

    The second problem with it, is that it's been filed on 23 December 1997, i.e., a good 3 months after the launch of Ultima Online. So if they actually want to push the "it's about seeing the same thing" equivocation, it seems to me the defense doesn't even have to go as far back in time as your Xanadu. UO already showed the same thing.

    2. Server-group messaging system for interactive applications

    Basically this one is about this: you have a server and X clients, and all clients are sending packets to all other clients. Think, an IRC channel, basically. So they propose that instead of dumbly routing between clients, the server aggregates the packets and sends the aggregates periodically.

    The first problem is that a MMO only does that in a very loose sense. It sends the resulting status, rather than the bundled messages from all other players.

    The second problem is that even if they want to push the equivocation that that status processing is a form of aggregation, MUDs already did that. Whenever you entered a room and god a "PrincessLayMe and MrMacho are standing here", it was effectively an aggregate result of the previous movements of the two players.

    Of course, this has the caveat that their patent actually mentions aggregating over an interval, and sending the status periodicially, which MUDs did not.

    However here comes the third problem: the patent was applied in 1999, a solid two years after UO which _did_ do just that.

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  3. Re:My first thought by Fred_A · · Score: 5, Funny

    My first thought was this is great anything to force innovation. Something more then the same old, same old in MMO gaming.

      But then again sounds a bit broad, as do many a patent these days.

    On the other hand, an online game where none of the players would share the same environment would be more challenging !

    - So shall we conquer the castle ? You have flaming arrows, right ?
    - I'm feeding my pink ponies
    - What space station is that castle on again ?
    - Has anybody got spare rifle grenades ?
    - Wait, we have to act in sync
    - Ooops, gotta go, the unicorn is here !
    - wait, what ?
    - I think a castle just floated by
    - floated ? Wait, where are you ?
    - It's behind that large asteroid !
    - Never mind about the grenades, I found a RPG, let's go !
    - Ok, let's pause for a moment, this doesn't make sense
    - They have fighters in orbit ! I'm on it !
    - I'll cover you with the RPG !
    - I'm so going back to Wow...

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