Patent 11666827

Obviousness

Combinations of prior art that suggest the claimed invention would have been obvious under 35 U.S.C. § 103.

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Obviousness

Combinations of prior art that suggest the claimed invention would have been obvious under 35 U.S.C. § 103.

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Based on the provided prior art, here is an analysis of the obviousness of US Patent 11,666,827 under 35 U.S.C. § 103.

Obviousness Analysis of US Patent 11,666,827

Under 35 U.S.C. § 103, an invention is unpatentable if the differences between the invention and the prior art are such that the subject matter as a whole would have been obvious at the time the invention was made to a person having ordinary skill in the art (PHOSITA). The analysis of US Patent 11,666,827 suggests that its claims would have been obvious over combinations of the cited prior art.

A PHOSITA in this context would be a software engineer or game developer with experience in mobile application development and networked multiplayer games, familiar with location-sensing technologies (like GPS) and their integration into software applications as of the priority date of November 19, 2012.

Argument 1: Obviousness over US 2011/0212771 A1 (Google) in view of General Knowledge and Game Design Principles

The '771 publication serves as a strong primary reference as it discloses the core framework of a multiplayer, location-based game.

  1. What the '771 Publication Discloses:

    • Multiplayer, Location-Based Game (Claim 1, limitations B, C, F): The publication explicitly describes a multiplayer game where players' real-world geographic locations are detected and represented on a game map.
    • Retrieving and Using Local Elements (Claim 1, limitations D, G): It teaches retrieving real-world data associated with player locations (e.g., businesses, landmarks) and incorporating them as interactive elements in the game. This is functionally identical to retrieving a "local element" and actuating a "script" to modify gameplay.
    • Modifying Plot/Storyline (Claim 1, limitations E, J): By turning a real-world business into an in-game objective or resource point, the '771 publication teaches the modification of the game's plot or available actions (i.e., "plot nodes"). It also describes a multiplayer context where one player's location and interaction with a virtualized real-world location can affect the game state for other players.
  2. Motivation to Modify '771 to Arrive at Claim 1:
    A PHOSITA starting with the system in the '771 publication would be motivated to refine the gameplay for balance, user experience, and resource management. The remaining elements of Claim 1 represent obvious design choices rather than an inventive leap.

    • Motivation for Modifying "Virtual Character Statistics" (Limitations E, J): The '771 publication focuses on modifying the game world (plot nodes). It was a well-established principle in game design before 2012 that in-game events, character location, and environmental factors could modify character attributes (statistics). A PHOSITA would have found it obvious and desirable to extend the location-based triggers of '771 to affect not only the game world but also the players' characters. For example, having a player's character receive a temporary "caffeine" speed boost (a modified statistic) for being physically located at a real-world coffee shop is a predictable and logical extension to create more immersive gameplay. This would not require invention, but merely the application of a known game design technique to the location-based framework of '771.

    • Motivation for the "Non-Representation" Uniqueness Condition (Limitations H, I): Claim 1's condition to only actuate a script if the location is not already "represented" by another player is an obvious solution to a known problem in multiplayer game design: world clutter and event redundancy. A PHOSITA implementing the game in '771 would immediately face the question of what to do when multiple players are in the same location. The most straightforward solutions would be to either (a) spawn a separate instance of the event for each player, or (b) spawn a single, shared event. The claimed method is simply option (b)—a common-sense approach to manage server load and prevent the game map from becoming cluttered with duplicate icons or events at a single popular location. This is a predictable implementation choice, not an invention.

Conclusion for Argument 1: The '771 publication teaches the foundational elements of a multiplayer, location-based game that modifies its storyline based on real-world data. Modifying character statistics and ensuring that a location-based event is triggered only once for a group of co-located players are obvious and predictable refinements that a PHOSITA would have made to improve game balance and performance.


Argument 2: Obviousness over US 8,298,065 B2 (Microsoft) in view of US 2011/0212771 A1 (Google)

This combination argues that it would have been obvious to apply the specific multiplayer game mechanics from the '771 publication to the broader location-based virtual world described in the '065 patent.

  1. What the '065 Patent Discloses:

    • Location-Based Virtual World (Claim 1, limitations A, C): The '065 patent teaches detecting a user's real-world location to influence their experience in a virtual world.
    • Serving Location-Based Content (Claim 1, limitations D, E, G): It describes providing location-based services, content, and advertisements. This is a form of actuating a script to modify the user's experience based on a "local element."
  2. Motivation to Combine '065 and '771:
    The '065 patent provides a system for delivering location-specific content to a user in a virtual world, which could include games. The '771 publication provides a specific blueprint for a dynamic, interactive multiplayer game using location data. A PHOSITA would have been motivated to combine the teachings of these two references for clear commercial and technical reasons: to create a more engaging and interactive location-based application than the one described in '065.

    The motivation would be to take the content-delivery architecture of '065 and apply it to the competitive and cooperative multiplayer game framework of '771. This would result in a system where the "location-based services" of '065 become the "local element scripts" that modify the game state (plot nodes and character stats) for multiple interacting players as taught by '771. This combination directly leads to the core concept of Claim 1, where the location of one player triggers a script that modifies the game experience for that player and others in a shared environment.

Overall Conclusion on Obviousness

The independent claim of US Patent 11,666,827 recites a combination of elements that were individually well-known in the prior art before the patent's priority date. The prior art clearly establishes the concept of detecting a player's location to trigger in-game events and modify the game world. The supposedly novel elements—specifically modifying character statistics and adding a condition to prevent redundant event triggering for co-located players—represent predictable solutions and design choices that a person of ordinary skill in game development would have found obvious. Therefore, the claims of US Patent 11,666,827 are likely invalid as obvious under 35 U.S.C. § 103.

Generated 5/10/2026, 3:04:53 AM