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On May 13, 2013, the United States Court of Appeals for the Federal Circuit issued a decision in favor of Nintendo in Motiva v. International Trade Commission (on behalf of Nintendo). In the following post I will write about the facts of the case, the legal reason that the court decided the case in Nintendo’s favor, the broader legal impact of this case, and the main lesson for game makers.
Facts of the Case: What’s a Motiva?
Motiva first filed suit against Nintendo in 2008, and alleged that Nintendo violated two of its patents, the ’151 patent and the ’268 patent. The court quoted the following language from the ’151 patent to describe the invention that Motiva claimed Nintendo infringed:
[The '151 patent] generally relates to a “system for . . . testing and training a user to manipulate the position of . . . transponders while being guided by interactive and sensory feedback for the purpose of functional movement assessment for exercise and physical rehabilitation.”
The patent sounds loosely like a description of the user interface for the Wii. Or, in other words, how the Wii Remote is used to control the Wii and its games. Or, in yet other words, how the Wii works.
Before this story broke, none of us had likely heard of Motiva, and that was a key fact in this litigation. Motiva had a patent on this technology, but it never actually developed a marketable product. Motiva’s original vision for its technology was an expensive tool designed for exercise, athletic performance training, physical therapy, and research. But its only “remaining protoype” was a device with exposed circuit boards, wiring and sensors. Furthermore, there was no investor interest in developing the Motiva technology until after the release of the Wii.
By comparison, Nintendo has sold over 99.84 million relatively inexpensive Wii consoles; about 20 million more than the Xbox 360 or the PS3.
Finally, the fact finder in this case decided that Motiva was not concerned with removing Wiis from the market or in arranging a licensing deal with Nintendo, and was only interested in extracting money from Nintendo.
Legal Reason for the Decision: No Commercial Use of the Patent by Motiva
In this particular case, Motiva attempted to use a once relatively unknown intellectual property court, the US International Trade Commission, to sue Nintendo. At its most basic, the ITC investigates and provides relief for US patent holders against foreign companies that are attempting to import and sell products in the US that violate that US patent. This is also referred to as Section 337 litigation. Typically, these cases are decided much quicker than “traditional” patent litigation and the relief provided can be very devastating to the foreign company. Therefore, it can be a good tool to extract a quick cash settlement from a foreign company that is infringing your patent.
Under Section 337′s “domestic industry” requirement, it is unlawful to import products that infringe a US patent if an industry for the product in the US exists or is in the process of being established. The term industry is used specifically in this case to refer to a market for a particular product and not to a broader concept like the video game industry, for example. Section 337 describes how this domestic industry requirement is satisfied:
[A]n industry in the United States shall be considered to exist if there is in the United States, with respect to the articles protected by the patent, copyright, trademark, mask work, or design concerned–
(A) significant investment in plant and equipment;
(B) significant employment of labor or capital; or
(C) substantial investment in its exploitation, including engineering, research and development, or licensing.
These factors generally require an economic investment in exploiting the technology described in a patent. The courts have generally held that investment in litigating and suing over a patent satisfies this economic requirement so long as the investment in litigation is substantial and the litigation is based on forcing a licensing program that would encourage the adoption and development of the patented technology.
In Motiva’s case, the court held that Motiva’s investment in litigation was not aimed at any type of licensing deal to develop Motiva’s technology, and was instead aimed at extracting damages or settlement money from Nintendo. Furthermore, the court found that Motiva’s investment was not substantial because the case was taken on contingency and Motiva had not paid any attorneys’ fees or expenses.
Therefore, the court held that Motiva’s litigation was not an investment in commercializing its technology, and Nintendo won.
Broader Legal Impact of This Case: A Knock Against Patent Trolls
There is a greater legal war going on in the federal district and Circuit courts on whether patent law protects patent trolls. This case is squarely against patent trolls. An understanding of what a patent troll is will help us understand this case’s implications for game developers. The term patent troll is almost always used in the pejorative, and I’m using it mostly for convenience.
A patent troll is a patent holder that has no intention of using their patent to create and market products or enter licensing arrangements, and is using the patent to financially benefit from lawsuits. There are companies whose whole business is acquiring large numbers of patents, typically in bankruptcy proceedings, and then suing companies that are using technology that could possibly be infringing these patents. The criticism of patent trolls is that they are not actively developing anything and that they are creating market inefficiencies by collecting rents from real innovators.
This case holds that in the case of Section 337 litigation before the ITC, the law requires substantive investment and economic exploitation, and not mere possession of a patent.
Lessons for Game Makers: Indie Developers Are Leading Innovators, Your Innovations Are Patentable, and Indie Developers Are Not Generally Trolls
Have you ever gone trolling through Patent Arcade? Have you seen the types of patents that are out there that affect game play? Here’s a sample:
It would be good for game makers to be aware of how many aspects of games are being patented. However, the breadth of game mechanisms that are being patented is not all bad for game makers, particularly indie game makers.
A lot of innovation is happening in the indie market. And indie developers could stand to benefit from technology licensing fees for years after their game is released if they patent their innovations. However, you can’t just go out, invent a mechanism, and not use it. If you invent it, you will need to implement it in your game.
William Lewis is a tax and business attorney based in the Silicon Valley. He advises domestic and foreign clients on a range of business, tax, and estate planning matters.
This post was also published here.
The abstract troll is by Patrick Hoesly, and was under a CC BY 2.0 license at publication.
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The CAFC decision is restricted to determining whether the ITC decision with respect to the requirement of domestic industry was correct. No decision whatsoever has been taken on the merits of the case, namely whether i) the asserted patent is valid or not and whether ii) Nintendo infringes it or not. In fact, there is a parallel litigation in the district courts that has been stayed because the USPTO is re-examining the patent for validity. Nintendo might not be off the hook yet. In conclusion, the decision commented in the post might restrict the ability of patent trolls to obtain quick relief via the ITC, but does not affect the ability of patent trolls to bring lawsuits in general sense.
The other comment I have on the post is that I don't really see how the conclusion follows from the premises. The fact that a lot of innovation occurs among indies is, I think, rather uncontroversial, as uncontroversial is the fact that indies do not fall under any definition of "patent troll" that I am aware of.
On the other hand, the notion that "your innovations are patentable" is at least questionable, especially in the wake of the recent CLS Bank v Alice Corp. decision, which has made pretty clear to the whole world that there is absolutely no consensus whatsoever in the US higher judiciary about what is patent eligible or not when it comes to software and abstract ideas. Patents are normally an investment with some risk involved, and in these conditions, investing in patents in that area is even a riskier business proposition, especially for cash-strapped indies.
The only "teaching" of the present decision to indies is that IF they patent their innovations, IF they decide to sue someone for infringement and IF the assumed infringer happens to be a foreign company so that they can use the ITC, they'd better be sure that their patents are implemented in their product. Considering again that the average indie works on a very tight budget, I'd be surprised if they even entertained the idea of building a big "patent cloud" of unimplemented ideas.
I also agree with your assessment that the cost of patenting a game mechanism could outweigh the benefit, especially for a cash-strapped indie developer. FYI, I'm not in the business of prosecuting patents. BUT indie developers need to be aware of the patent landscape and they need to be aware that they can patent their game mechanisms.
As far as CLS Bank v. Alice Corp., I'd love to hear what you think that case means? And if it means that there's no consensus, which is certainly how it reads, then the innovations are still patentable. If an indie has some extra cash to patent a true innovation, shouldn't they be aware that they have the possibility to further monetize their hard work?
This means that a patent as investment involves two inherent kinds of risk: 1) the risk that your invention will be so marginally useful that no one will want to use it, even for free and 2) that your incomplete knowledge of what's out there will cause you to ask a patent for something known/obvious, so that your application will be rejected/your patent invalidated. In addition to this, a patent is useless unless the proprietor is willing to enforce it against potential infringers, which again involves costs to be borne for an uncertain result. This must be very clear to any indie who wants to play the patent game.
In addition to the above, there's established US jurisprudence that "abstract ideas" are not patent eligible, but no real consensus of what an "abstract ideas" is and how claims directed at abstract ideas look like. However, it is fair to say that indie innovations, mostly related to software and game mechanics are likely to enter that minefield.
The en banc decision that was supposed to clarify the question actually produced seven different opinions, none of which garnered a majority. It would be too long here to comment on CLS Bank v Alice in detail, but its result can be summed up quite nicely by Judge Newman's words in her dissenting opinion: "With today’s judicial deadlock, the only assurance is that any successful innovation is likely to be challenged in opportunistic litigation, whose result will depend on the random selection of the panel." In the particular case, Alice's patents were all declared invalid as directed to abstract ideas: out of the three kinds of claims appearing in those patents, two were found invalid by 7 out of the 10 judges of the CAFC, albeit for different reasons, and the remaining one fell because the 5-5 split panel could do nothing but affirm the District Court decision under appeal. Until either the Supreme Court or Congress clean up this mess, I would think twice before investing in patent protection in that area.
I would say the better thing for Indie developers to do is to join the fight to end software patents and fight along side other technology companies to reform patent law to limit the damage that patent trolls can do. That is better for indie developer's long term health than filing a bunch of potentially frivolous patents that will fall into the hands of future patent trolls.
The danger in that exposure is that you may bring your "innovation" to the attention of a patent troll who thinks they have a matching patent and then goes after you, where you may not have been an obvious target before.
This is a moot point for user-facing innovations but I think both the "community benefit" of publication and the consequential risk are real if you have innovative backend processing.
"Holy !@#%ing !&@&, Square Enix has a patent on chat boxes in multiplayer games! I'm @&$ed as an indie developer"
Part two:
"id or Activision paid to license that patent in Quake 3 Arena. Hmm. Can an indie developer capture that kind of value? Maybe. And the ITC could be a relatively inexpensive venue to enforce that patent against any company that attempts to import a game with that technology. Additionally, there are apparently law firms out there that will take cases on a contingency basis to bring a suit to enforce a patent in the ITC. But the developer needs to conduct a cost:benefit analysis on the patent, and question whether patenting fits with their game development and social philosophy."
Better? :)
Yes, I'm a realist. People need to make money to pay their bills, feed their family, and so forth. However, what happened to the good old days of creating a great game to earn your money instead of focusing on how you're going to patent your game ideas? This 'leach money from anyone and everywhere' mentality needs to stop.
I think that game developers need to be aware that it is possible to develop software gameplay innovations and capture value through tech licensing. Also game developers need to be aware that there is a legal minefield of patented gameplay "inventions" out there. The class of possible patentable gameplay innovations is small, and growing smaller as the courts address these issues. But that doesn't mean that these issues don't exist.