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If a patent is
filed in the U.S. Patent and Trademark Office and no one is around to
enforce it, does it make any money?
This somewhat zen
query actually hides a serious business question about the best way
to extract value from a patent. Sure, there's some prestige
associated with publicly staking your claim to an idea before anyone
else, but prestige doesn't pay the bills. It takes a significant
investment of time and money to get a patent -- between 18 to 30
months and thousands of dollars in filing fees on average, according
to PatentInfo.com.
In the business world, the point of such investments is usually to
make money.
In the video game
world, there are two main ways to make money off a game-related
patent. You can do it indirectly by using the threat of litigation to
secure a monopoly on a lucrative genre or technology, holding the
patent over the heads of potential competitors like a Sword of
Damocles. Or you can be more active about it, bringing suits against
infringers, usually resulting in favorable settlements from
defendants unwilling or unable to defend their work.
But there's a
much more direct way to make money from that moldy old patent – by
renting it out in the form of license fees to other companies.
At least one
company has been using this third method since at least 2001 to make
money off a set of patents that traces its lineage back to a game
from the late '80s. Look carefully at the legal fine print associated
with games like Sony Online Entertainment's GripShift, Namco's
Ridge Racer 6 and Sega's Outrun 2006: Coast 2 Coast and
you'll find the following cryptic bit of legalese:
“US
Patent Nos. 5,269,687; 5,354,202 and 5,577,913 used under license
from Midway Games West Inc. All rights reserved.”
See if you can guess what these patents
cover based on this easy-to-follow excerpt from patent '913.
“A first driver
responsive software having a buffer, wherein the first driver
responsive software is representative of a first user and responsive
to said position information provided by the first user, and wherein
the first driver responsive software stores in the buffer a first
route of said simulated vehicle taken by the first user through said
simulated environment, replays the first route on said video display,
and stores at least one parameter indicative of a performance
characteristic of the first route in the buffer; and
A second driver
responsive software representative of a second user, wherein the
second driver responsive software is responsive to said position
information provided by the second user for a first time, and wherein
the second driver responsive software displays a second route of said
simulated vehicle taken by the second user through said simulated
environment and determines at least one parameter indicative of a
performance characteristic of the second route;
Wherein said first
route is replayed simultaneously with said display of said second
route on said video display; and
Wherein a best
route through the simulated environment is selected by comparing
route parameters indicative of the first and second routes.”
If you were able to condense this
mouthful of a description down to “a ghost mode in a racing game,”
you win a prize for succinctness that a patent lawyer could never
dream of winning.
Classic arcade racing simulator Hard Drivin'
The patents Midway is licensing
derive from the 1989 Atari Games arcade hit Hard Drivin', the
first racing game to let players race against a translucent,
ghost-like recording of their previous run. In 1993 and 1994, Hard
Drivin' Project Manager Rick Moncrief and programmers Max
Behensky and Stephanie Mott filed the patents cited above on behalf
of Atari Games. The patents were all granted by 1996, just in time
for Midway to buy up the remnants of Atari Games, including their
patents, from Time Warner.
Midway spun the Atari Games division
off into Midway Games West in 2000, and in 2002, the renamed company
updated its claim by filing U.S. patent 6,755,654 for a “system and
method of vehicle competition with enhanced ghosting features.”
Microsoft's Xbox racer Project Gotham Racing
The
updated patent was granted in June of 2004, though the licensing
language for the older patents first appeared in the instruction
booklet for Microsoft's Project Gotham Racing in 2001.
Midway “currently has about a dozen or so licenses for its
ghosting patents,” according to their legal team.
“It's more of a unique [patent]
than other things I've seen,” said Debbie Minardi, vice president
of corporate development at Global VR. Minardi acquired one of those
dozen or so ghosting patent licenses for a “Shadow Attack” mode
in the arcade version of Need for Speed: Underground.
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