Invalidity dossier

US 8668592

Systems and methods of changing storyline based on player location

Current assignee: Imaginear Inc

Added 4/27/2026, 7:40:22 AM

IndustryGaming (G)
At a glanceNo PTAB challenges2 lawsuits on fileasserted by Imaginear IncGaming (G)

Active provider: Google · gemini-2.5-flash

Patent summary

Title, assignee, inventors, filing/issue dates, abstract, and a plain-language overview of the claims.

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US patent 8668592, titled "Systems and methods of changing storyline based on player location," was filed on December 14, 2011, and issued on March 11, 2014. The original assignee was 2343127 Ontario Inc., and the current assignee is ImagineAR Inc. The inventors are Oliver Watkins, JR., Yousuf Chowdhary, Jeffrey Brunet, and Ravinder (“Ray”) Sharma.

Abstract:
The patent describes a method for virtual gameplay where a player interacts with a character in a game environment on a computing device. The method involves detecting and storing the player's geographic location. In response to this detected location, a storyline is retrieved for the player's character, which is specifically related to that geographic location.

Independent Claim Overview:

  • Independent Claim 1: This claim outlines a method for enabling virtual gameplay on a computing device with a storage medium. It involves:
    1. Providing a video game environment for multiple players, where a first player plays a game through a character, and each player has a geographic location.
    2. Detecting the first player's real-world geographic location using an input device connected to the computing device, and storing this location.
    3. In response to the detected location, retrieving a storyline for the first player's character that is linked to their geographic location.
    4. Allowing other players' characters to interact with this retrieved storyline as long as the first player remains connected to the game.
    5. Further, this claim specifies that other storylines become available (opened) or unavailable (closed) to the first player's character as other players join or leave the game.

Regarding the legal status, the patent is currently active and is set to expire on March 12, 2032. The patent family has been involved in litigation, including a US case filed in the Delaware District Court (1:24-cv-01252) and a US case filed in the Court of Appeals for the Federal Circuit (26-1720). Additionally, there is a record of the first worldwide family litigation being filed. A search of CAFC 2026 dockets did not specifically list case 26-1720 in the provided May 2026 scheduled cases, so the current status or hearing schedule of this particular case in 2026 through the CAFC dockets remains uncertain based on the search results.

Generated 5/30/2026, 6:47:36 PM

Cases on file (2)

Group view →

Specific litigation cases in our database that name US patent 8668592. The free-form analysis below may also discuss cases beyond this list.

  • 26-1720Court of Appeals for the Federal CircuitOpen

    Defendants: Niantic Inc

    Other patents asserted: 11666827, 10946284, 11484797, 8777746, 12070691, 8579710

    The accused products are location-based games that use player gestures and real-world locations to alter gameplay. These games also feature a system for trading virtual goods whose value is determined by user ratings.

  • 1:24-cv-01252Delaware District CourtCase filed

Litigation summary

Past and pending lawsuits — plaintiffs, defendants, jurisdictions, outcomes, and notable rulings.

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As a patent attorney, I have investigated known litigation involving US patent 8668592.

Based on the available information, US patent 8668592 is currently involved in the following litigation:

Generated 5/30/2026, 6:47:40 PM

Proceedings on file (0)

All PTAB activity →

AIA trial proceedings (IPR / PGR / CBM) filed at the USPTO Patent Trial and Appeal Board against this patent. Sourced from the USPTO Open Data Portal and refreshed every six hours; each proceeding number deep-links to the PTAB E2E docket.

Current assignee: Imaginear Inc

No PTAB proceedings on file. This patent has not been challenged via IPR, PGR, or CBM. The absence is itself a signal — well-asserted patents eventually attract IPRs. The LLM analysis below may surface filings the ODP feed hasn’t indexed yet.

PTAB challenges

AIA trial proceedings at the USPTO Patent Trial and Appeal Board — IPR, PGR, and CBM. Petitioners, judge panels, claim-level invalidation outcomes from Final Written Decisions, and Federal Circuit appeals. The single most important defensive datapoint after litigation history.

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Proceedings overview

There are no AIA trial proceedings (Inter Partes Review, Post-Grant Review, or Covered Business Method) on file for US patent 8668592. The USPTO Open Data Portal API returns no such proceedings, and targeted web searches for related PTAB activity did not yield any results. This gives a defendant a posture where the patent's claims have not been challenged or altered through these administrative review processes.

Strategic summary

As of the current date, no claims of US8668592 have been canceled or sustained through AIA trial proceedings. All claims remain untested by IPR, PGR, or CBM challenges.

Since there are no PTAB proceedings, there is no estoppel landscape established under 35 U.S.C. § 315(e)(2). This means that any defendant currently being asserted against would not be barred from raising any prior-art grounds in a future PTAB petition, assuming they meet the statutory requirements for filing. The absence of PTAB activity also means there are no pattern signals, such as multiple IPRs filed by the same petitioner or aggressive appeals by the patent owner, to analyze. There is no indication of involvement from defensive aggregators like Unified Patents regarding this specific patent.

Recommended next steps

Given the absence of PTAB activity on US8668592, a potential defendant has full flexibility to consider filing an IPR, PGR, or CBM petition, if strategically advantageous and if the statutory requirements are met. The absence of prior challenges suggests that the patent's claims have not yet faced scrutiny in these administrative fora. The fact that no PTAB activity exists, especially for a patent that appears to be involved in district court litigation (as indicated by the Google Patents page for US8668592 listing a Delaware District Court case 1:24-cv-01252 and a Federal Circuit case 26-1720), could be a signal that potential challengers have either opted for other defense strategies, or that the patent may have characteristics that make it less susceptible to successful PTAB challenges, or simply that it has not yet been sufficiently targeted.

Generated 5/30/2026, 6:47:49 PM

Ownership chain (6)

Asserters network →

Structured records extracted from the assignment-history narrative below. Each entity links to its full ownership-network profile.

  1. 2011-12-14 · reel 027003/0861 · ASSIGNMENT

    BRUNET, JEFFREY, WATKINS, OLIVER, JR., CHOWDHARY, YOUSUF, SHARMA, RAVINDER (RAY)XMG STUDIO INC.

    Correspondent: R. GORDON HOUSTON · HOUSTON & COMPANY

    Initial transfer of patent rights from inventors to an operating company.

  2. 2013-04-02 · recorded 2013-04-05 · reel 029676/0653 · ASSIGNMENT

    XMG STUDIO INC.2343127 ONTARIO INC.

    Correspondent: R. GORDON HOUSTON · HOUSTON & COMPANY

    Internal corporate transfer, likely to a holding company related to XMG Studio Inc.

  3. 2018-04-09 · recorded 2018-04-12 · reel 043209/0142 · ASSIGNMENT OF ASSIGNORS INTEREST

    2343127 ONTARIO INC.XMG STUDIO INC.

    Correspondent: R. GORDON HOUSTON · HOUSTON & COMPANY

    Internal corporate transfer, likely a re-acquisition or consolidation within the same corporate group.

  4. 2019-05-22 · recorded 2019-05-23 · reel 046316/0651 · ASSIGNMENT OF ASSIGNORS INTEREST

    XMG STUDIO INC.IMAGINATION PARK TECHNOLOGIES INC.

    Correspondent: MICHAEL J. FEGIN · HOFFMANN & BARON

    Transfer of ownership to a new operating company, which was later renamed ImagineAR Inc.

  5. 2022-08-17 · recorded 2022-08-18 · reel 061203/0185 · MERGER AND CHANGE OF NAME

    IMAGINATION PARK TECHNOLOGIES INC.IMAGINE AR INC.

    Correspondent: C. BRANDON MCMILLAN · MCBRIDE, MCBRIDE & MCMILLAN

    Corporate name change/merger of the assignee.

  6. 2023-01-24 · recorded 2023-01-26 · reel 061730/0394 · CORRECTIVE ASSIGNMENT

    IMAGINE AR INC.IMAGINEAR INC.

    Correspondent: C. BRANDON MCMILLAN · MCBRIDE, MCBRIDE & MCMILLAN

    Corrective assignment to update assignee's name and address.

Assignment history

Inventors, original assignee, and the chain of ownership recorded with the USPTO — including the correspondent attorney who recorded each assignment, since shell-LLC chains often share one repeat-player attorney even when the entity names look unrelated. Surfaces NPE / patent-troll patterns: shell-entity transfers, known asserters in the chain, repeat correspondent fingerprints, pre-litigation assignments, and bankruptcy fire-sales.

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Inventors

The named inventors are Oliver Watkins, JR., Yousuf Chowdhary, Jeffrey Brunet, and Ravinder (“Ray”) Sharma. At the time of filing, these inventors assigned their rights to XMG Studio Inc. [cite: 027003/0861]. This indicates they were likely employees or contractors of XMG Studio Inc., or an entity closely associated with it, such as 2343127 Ontario Inc., which was the applicant. There is no unusual pattern of inventors departing within 12 months, as the assignment to the initial operating company occurred at filing.

Original Assignee

The original assignee named on the issued patent is 2343127 Ontario Inc. This is a Canadian-numbered company, which often functions as a holding company. However, the initial assignment from the inventors was to XMG Studio Inc., a Canadian mobile game developer known for shipping products like "Ghostbusters™ Afterlife: ScARe" and "FOTONICA." The transfers between 2343127 Ontario Inc. and XMG Studio Inc. (Reel 029676/0653 and Reel 043209/0142) suggest an internal corporate reorganization or a parent-subsidiary relationship rather than a transfer to a non-practicing entity.

The current assignee, ImagineAR Inc., is an operating company that provides an augmented reality (AR) platform and solutions for various industries, including sports, retail, and live events. They offer products such as the ImagineAR™ Augmented Reality Platform, SDK, and mobile app.

Assignment timeline

  • 2011-12-14 (executed) / recorded 2011-12-14 — Reel 027003/0861

    • Conveyance: ASSIGNMENT
    • Assignor: BRUNET, JEFFREY, WATKINS, OLIVER, JR., CHOWDHARY, YOUSUF, SHARMA, RAVINDER (RAY) (inventors)
    • Assignee: XMG STUDIO INC.
    • Correspondent: R. GORDON HOUSTON, HOUSTON & COMPANY, 1200 PORTAGE AVENUE, SUITE 213, WINNIPEG, MANITOBA, R3G0S1, CANADA. This correspondent recurs multiple times in this chain.
    • Context: Initial transfer of patent rights from inventors to an operating company.
  • 2013-04-02 (executed) / recorded 2013-04-05 — Reel 029676/0653

    • Conveyance: ASSIGNMENT
    • Assignor: XMG STUDIO INC.
    • Assignee: 2343127 ONTARIO INC.
    • Correspondent: R. GORDON HOUSTON, HOUSTON & COMPANY, 1200 PORTAGE AVENUE, SUITE 213, WINNIPEG, MANITOBA, R3G0S1, CANADA. This correspondent recurs multiple times in this chain.
    • Context: Internal corporate transfer, likely to a holding company related to XMG Studio Inc.
  • 2018-04-09 (executed) / recorded 2018-04-12 — Reel 043209/0142

    • Conveyance: ASSIGNMENT OF ASSIGNORS INTEREST
    • Assignor: 2343127 ONTARIO INC.
    • Assignee: XMG STUDIO INC.
    • Correspondent: R. GORDON HOUSTON, HOUSTON & COMPANY, 1200 PORTAGE AVENUE, SUITE 213, WINNIPEG, MANITOBA, R3G0S1, CANADA. This correspondent recurs multiple times in this chain.
    • Context: Internal corporate transfer, likely a re-acquisition or consolidation within the same corporate group.
  • 2019-05-22 (executed) / recorded 2019-05-23 — Reel 046316/0651

    • Conveyance: ASSIGNMENT OF ASSIGNORS INTEREST
    • Assignor: XMG STUDIO INC.
    • Assignee: IMAGINATION PARK TECHNOLOGIES INC.
    • Correspondent: MICHAEL J. FEGIN, HOFFMANN & BARON, LLP, 6900 JERICHO TURNPIKE, SYOSSET, NEW YORK, 11791
    • Context: Transfer of ownership to a new operating company, which was later renamed ImagineAR Inc..
  • 2022-08-17 (executed) / recorded 2022-08-18 — Reel 061203/0185

    • Conveyance: MERGER AND CHANGE OF NAME
    • Assignor: IMAGINATION PARK TECHNOLOGIES INC.
    • Assignee: IMAGINE AR INC.
    • Correspondent: C. BRANDON MCMILLAN, MCBRIDE, MCBRIDE & MCMILLAN, P.A., 2201 HENNEPIN AVENUE, SUITE 200, MINNEAPOLIS, MN 55405. This correspondent recurs multiple times in this chain.
    • Context: Corporate name change/merger of the assignee.
  • 2023-01-24 (executed) / recorded 2023-01-26 — Reel 061730/0394

    • Conveyance: CORRECTIVE ASSIGNMENT
    • Assignor: IMAGINE AR INC.
    • Assignee: IMAGINEAR INC.
    • Correspondent: C. BRANDON MCMILLAN, MCBRIDE, MCBRIDE & MCMILLAN, P.A., 2201 HENNEPIN AVENUE, SUITE 200, MINNEAPOLIS, MN 55405. This correspondent recurs multiple times in this chain.
    • Context: Corrective assignment to update assignee's name and address.

Timeline diagram

timeline
    title Ownership of US 8668592
    2011 : Inventors assign to XMG Studio Inc
    2013 : XMG Studio Inc to 2343127 Ontario
    2014 : Patent Issued
    2018 : 2343127 Ontario to XMG Studio Inc
    2019 : XMG Studio Inc to Imagination Park
    2022 : Imagination Park name change to Imagine AR
    2023 : Imagine AR corrective to ImagineAR
    2024 : First infringement suit filed

NPE / troll-pattern signals

  1. Shell-entity transferUnclear. While 2343127 Ontario Inc. is a numbered company (Reel 029676/0653), which often serves as a holding company, the transfers involving it appear to be internal reorganizations with XMG Studio Inc., an operating game developer. The subsequent assignees, Imagination Park Technologies Inc. and ImagineAR Inc., operate in the augmented reality market and actively develop and market products.
  2. Known asserter in the chainNot present. None of the assignees (XMG Studio Inc., 2343127 Ontario Inc., Imagination Park Technologies Inc., ImagineAR Inc.) are on the provided list of known NPEs. ImagineAR Inc. is, however, identified as the plaintiff in ongoing litigation related to this patent.
  3. Repeat correspondent across the chainPresent. R. GORDON HOUSTON, HOUSTON & COMPANY, appears as correspondent for three assignments (Reel 027003/0861, 029676/0653, 043209/0142). C. BRANDON MCMILLAN, MCBRIDE, MCBRIDE & MCMILLAN, P.A., appears for two assignments (Reel 061203/0185, 061730/0394). The recurrence of these specific attorneys/firms handling multiple transfers within the chain is a strong signal of professional patent management.
  4. Cascading transfersNot present. While there are multiple transfers, they are generally spaced by more than 24 months, with internal reorganizations or company acquisitions/name changes rather than rapid consecutive transfers between shell entities for assertion purposes.
  5. Pre-litigation transferNot present. The last substantive assignment (from XMG Studio Inc. to Imagination Park Technologies Inc.) occurred on 2019-05-22 (Reel 046316/0651), while the earliest identified litigation filing date is in 2024. This gap exceeds the 6-month threshold.
  6. Bankruptcy fire-saleNot present. There is no evidence in the records or public information suggesting any assignor underwent bankruptcy and sold this patent.
  7. PrivateeringNot present. There is no indication of an operating company transferring the patent to an NPE to assert on its behalf. ImagineAR Inc. is an operating company asserting its own IP.
  8. Defensive aggregator (anti-NPE)Not present. The patent is currently held by ImagineAR Inc., which is actively asserting it in litigation, rather than a defensive aggregator.

Verdict

Operating-company assertion. ImagineAR Inc. is an operating company actively developing and marketing augmented reality products and services that align with the claims of the patent. The ongoing litigation (Delaware District Court case 1:24-cv-01252) indicates assertion, but it's by an operating company, not a typical non-practicing entity. The presence of repeat correspondents suggests professional management of their IP, which is common for both operating companies and NPEs, but does not override the clear operating status of the current assignee.

USPTO Assignment Center search for Patent 8668592: https://assignmentcenter.uspto.gov/patents/8668592

Generated 5/30/2026, 6:48:13 PM

Prior art

Earlier patents, publications, and products that may anticipate or render the claims unpatentable.

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Most Relevant Prior Art for US Patent 8668592

To identify the most relevant prior art for US patent 8668592, I have searched the USPTO database for the specific patent number and will now examine its cited references. The listed "Citations" are typically considered the most relevant prior art by the patent examiner.

Here are the prior art references cited in US patent 8668592, along with their details and potential anticipation:

  1. US20060105838A1: Location-based games and augmented reality systems

    • Full Citation: US20060105838A1
    • Publication/Filing Date: Publication: May 18, 2006 / Filing: November 16, 2004
    • Brief Description: This application describes systems and methods for location-based games and augmented reality systems. It focuses on using real-world location data to influence gameplay.
    • Potential Anticipated Claims (under 35 U.S.C. § 102): This reference appears highly relevant to Claim 1, particularly the aspects of "detecting... the first player's geographic location" and "retrieving... a storyline... related to the geographic location of the first player." Its focus on location-based games suggests it may anticipate other claims related to using location to affect game elements, such as modifying character statistics (Claim 11), tools/equipment (Claim 12), or generic/location-specific background scenes (Claims 6, 8).
  2. US20070281766A1: Systems and methods for location based games and employment of the same on location enabled devices

    • Full Citation: US20070281766A1
    • Publication/Filing Date: Publication: December 6, 2007 / Filing: September 2, 2003
    • Brief Description: This patent application details systems and methods for location-based games that are deployed on location-enabled devices. It covers aspects of using real-world geographic data to drive game experiences.
    • Potential Anticipated Claims (under 35 U.S.C. § 102): Similar to US20060105838A1, this reference is highly relevant to Claim 1's core concept of changing gameplay based on geographic location. It could also anticipate claims regarding the detection of location (Claim 17) and the use of mobile devices (Claim 25).
  3. US7373377B2: Interactive virtual thematic environment

    • Full Citation: US7373377B2
    • Publication/Filing Date: Publication: May 13, 2008 / Filing: October 16, 2002
    • Brief Description: This patent describes an interactive virtual thematic environment that adapts based on user interaction. While not explicitly focused on real-world geographic location, it deals with dynamic changes within a virtual world.
    • Potential Anticipated Claims (under 35 U.S.C. § 102): This patent might anticipate aspects of Claim 5, which states that a storyline comprises plot, plot nodes, character interactions, encounters, settings, aesthetics, levels, premise, or theme, particularly if its "interactive virtual thematic environment" demonstrates dynamic changes to these elements, even if not tied to real-world location. It could also be relevant to the general idea of a changing storyline.
  4. US20080280684A1: Virtual world electronic game

    • Full Citation: US20080280684A1
    • Publication/Filing Date: Publication: November 13, 2008 / Filing: July 25, 2006
    • Brief Description: This application describes a virtual world electronic game. While the abstract does not explicitly mention location-based changes, a "virtual world electronic game" itself provides a foundational context for US8668592.
    • Potential Anticipated Claims (under 35 U.S.C. § 102): This reference provides context for "providing a video game environment" (Claim 1). Depending on the detailed description of how the virtual world functions, it could potentially anticipate aspects of gameplay interaction and environment management, but without specific mention of location-based storyline changes, its direct anticipation of Claim 1 is less strong than the location-focused patents.
  5. US20090017913A1: Location-based multiplayer gaming platform

    • Full Citation: US20090017913A1
    • Publication/Filing Date: Publication: January 15, 2009 / Filing: March 16, 2007
    • Brief Description: This application describes a location-based multiplayer gaming platform. This directly addresses the multiplayer aspect and the use of location in gaming.
    • Potential Anticipated Claims (under 35 U.S.C. § 102): This reference is highly relevant to Claim 1, particularly the "plurality of players which have access to the video game environment, each player having a geographic location," and the core concept of a location-based game. It also directly relates to the multiplayer aspects of claims 13, 14, and 15, which discuss players co-located, new players opening storylines, and player departure closing storylines.
  6. US20090029771A1: Interactive story builder

    • Full Citation: US20090029771A1
    • Publication/Filing Date: Publication: January 29, 2009 / Filing: July 25, 2007
    • Brief Description: This application describes an interactive story builder that allows users to create and interact with dynamic stories. While not explicitly location-based, its focus on dynamic storylines is relevant.
    • Potential Anticipated Claims (under 35 U.S.C. § 102): This patent could potentially anticipate aspects of Claim 5, related to the components of a storyline (plot, plot nodes, character interactions, etc.), and the general concept of a changing storyline, especially if its "interactive story builder" allows for divergence in plot based on user decisions or other dynamic factors, even if not tied to geographic location.
  7. US20090181774A1: Video game for interactive engagement between multiple on-line participants in competition over internet websites

    • Full Citation: US20090181774A1
    • Publication/Filing Date: Publication: July 16, 2009 / Filing: July 30, 2007
    • Brief Description: This application describes a video game designed for interactive engagement between multiple online participants, particularly in a competitive setting over internet websites.
    • Potential Anticipated Claims (under 35 U.S.C. § 102): This reference is relevant to the "plurality of players" aspect of Claim 1 and the general concept of multiplayer interaction (Claim 13). However, it lacks the specific element of storyline change based on geographic location.
  8. US7970749B2: Method and system for using geographic data in computer game development

    • Full Citation: US7970749B2
    • Publication/Filing Date: Publication: June 28, 2011 / Filing: March 11, 2004
    • Brief Description: This patent describes a method and system specifically for using geographic data in the development of computer games. This is highly pertinent to US8668592.
    • Potential Anticipated Claims (under 35 U.S.C. § 102): This reference is extremely relevant to Claim 1 due to its explicit focus on using geographic data in game development. It likely anticipates the detection of geographic location and the use of that location to influence game elements. It could also anticipate claims related to map data (Claim 18) and other location-related modifications.
  9. US20110319148A1: Virtual and location-based multiplayer gaming

    • Full Citation: US20110319148A1
    • Publication/Filing Date: Publication: December 29, 2011 / Filing: June 24, 2010
    • Brief Description: This application details systems and methods for virtual and location-based multiplayer gaming.
    • Potential Anticipated Claims (under 35 U.S.C. § 102): This reference is highly relevant, combining "virtual," "location-based," and "multiplayer gaming." It directly addresses the core concepts of Claim 1 and would likely anticipate many of the claims related to multiplayer interaction (Claims 13, 14, 15) and the use of location data to influence the game (Claims 1, 2, 6, 8, 9, 10, 11, 12, 16, 17, 18, 19, 20).

Summary of Anticipation:

The prior art references, particularly US20060105838A1, US20070281766A1, US20090017913A1, US7970749B2, and US20110319148A1, appear to be highly relevant and could potentially anticipate several aspects of Claim 1 and its dependent claims. These references explicitly describe location-based gaming, often in a multiplayer context, and the use of geographic data to influence game elements. The novelty of US86685592 may lie in the specific manner in which the storyline is changed, or the explicit "opening and closing" of storylines based on player entry/exit (as detailed in the final clauses of Claim 1), beyond merely altering game elements. Further detailed analysis of the claims and the full content of each prior art reference would be needed to definitively determine anticipation.

Generated 5/30/2026, 6:47:55 PM

Obviousness

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

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A Person Having Ordinary Skill in the Art (PHOSITA) in the context of US patent 8668592, which was filed in 2011, would be a programmer or computer scientist with ordinary experience in video game development and relevant programming environments. This individual would understand standard programming practices and possess ordinary creativity and knowledge of the available technology at that time. The PHOSITA would be capable of understanding scientific and engineering principles of the relevant art and fitting the teachings of multiple patents together.

To determine the obviousness of US patent 8668592, we must consider whether the differences between the claimed invention and the prior art would have been obvious to this hypothetical PHOSITA before the effective filing date of December 17, 2010.

Here's an analysis of combinations of prior art references that could render the claims of US patent 8668592 obvious:

Independent Claim 1: This claim outlines a method for enabling virtual gameplay where a first player's geographic location is detected, and a storyline related to that location is retrieved for their character to interact with. Crucially, it also states that other players' characters can interact with this storyline as long as the first player remains connected, and that other storylines open and close as other players enter and leave the game.

Combination 1: US20060105838A1 (Mullen) + US20090017913A1 (Bell)

  • US20060105838A1 (Mullen) - "Location-based games and augmented reality systems": This patent application, published in 2006, describes location-based games where player's physical location influences gameplay. It explicitly mentions the use of GPS for detecting location and modifying game content based on that location.

  • US20090017913A1 (Bell) - "Location-based multiplayer gaming platform": This patent application, published in 2009, focuses on multiplayer gaming platforms that utilize location-based services. It describes players in different geographic locations interacting within a shared game environment.

  • Motivation for Combination: A PHOSITA would be motivated to combine Mullen's concept of location-based game modifications with Bell's multiplayer location-based platform to enhance the multiplayer experience. It would be an obvious step to integrate dynamic storyline changes based on individual player locations within a multiplayer setting to create a more immersive and varied game. Specifically, if Mullen teaches changing game aspects (like content or tasks) based on location, and Bell teaches a multiplayer game where players are geographically dispersed, it would be obvious to a PHOSITA to combine these to allow each player's location to influence the shared storyline, rather than just their individual gameplay. The idea that player presence (logging in/out) could affect available storylines in a multiplayer context would be a natural extension for managing the complexity and dynamism of such a combined system.

Combination 2: US20070281766A1 (Mullen) + US20110319148A1 (Microsoft Corporation)

  • US20070281766A1 (Mullen) - "Systems and methods for location based games and employment of the same on location enabled devices": This patent application, published in 2007, further details location-based games on mobile devices, emphasizing how location data (e.g., from GPS) can trigger events or modify game elements.

  • US20110319148A1 (Microsoft Corporation) - "Virtual and location-based multiplayer gaming": This application, published in 2011 (after the priority date but before the filing date of US8668592, so it could potentially be considered for obviousness in certain scenarios, though generally obviousness is assessed against prior art before the effective filing date), describes virtual and location-based multiplayer gaming, focusing on shared virtual experiences tied to real-world locations.

  • Motivation for Combination: Assuming the PHOSITA in 2011 had access to the concepts in Microsoft's application (or similar contemporary knowledge), the motivation would be to create a rich, dynamically changing storyline in a multiplayer location-based game. Mullen already lays the groundwork for location-triggered game changes. Microsoft's patent could then inspire extending this to a shared, evolving storyline in a multiplayer context, where the entry and exit of players from specific locations dynamically influences available plot points for all participants. The concept of "opening and closing" storylines as players join or leave from unique locations would be a logical design choice for a PHOSITA trying to manage the narrative flow in such a dynamic multiplayer environment.

Combination 3: US7970749B2 (Navteq North America, Llc) + US20080280684A1 (Mga Entertainment, Inc.)

  • US7970749B2 (Navteq North America, Llc) - "Method and system for using geographic data in computer game development": This patent, granted in 2011 (with a priority date in 2004), details using geographic data for computer game development, including modifying game environments and scenarios based on real-world geography.

  • US20080280684A1 (Mga Entertainment, Inc.) - "Virtual world electronic game": This patent application, published in 2008, describes a virtual world electronic game with features related to virtual character interaction and game progression within a virtual environment.

  • Motivation for Combination: Navteq highlights the use of geographic data to influence game development, while Mga Entertainment focuses on virtual world mechanics and character interactions. A PHOSITA aiming to create a more engaging virtual world would combine these to make the game's storyline directly responsive to the player's real-world location. The concept of "storyline" encompassing elements like plot, character interactions, and settings (as defined in US8668592) would naturally be affected by the integration of location-specific geographic data. The specific aspect of "other storylines are opened and closed to the first player's character as other players enter and leave the game" could be a design choice to manage the dynamic narrative complexity arising from multiple players' real-world locations influencing a shared virtual world, which would be obvious to a PHOSITA working on a multiplayer virtual world.

General Motivation for Combining:

The overarching motivation for a PHOSITA in the gaming industry around 2010-2011 to combine elements from these prior art references would be to:

  1. Increase Player Engagement and Immersion: Making a game's storyline responsive to a player's real-world location creates a more personalized and immersive experience, potentially fostering an "emotional bond" as stated in US8668592.
  2. Enhance Multiplayer Dynamics: In a growing multiplayer online game market, leveraging real-world locations to dynamically alter the shared game narrative would provide novel and unpredictable gameplay, promoting social interaction and replayability.
  3. Utilize Ubiquitous Location Technology: With the increasing prevalence of GPS and other location-sensing technologies in mobile devices, it would be an obvious design choice to incorporate this readily available data into game mechanics.
  4. Create Dynamic and Evolving Content: Moving beyond static or predictably branching storylines (as noted in the background of US8668592), the ability to dynamically open and close storylines based on player locations and their presence in the game would offer a more fluid and less pre-scripted experience.

Therefore, the core concept of adapting a game's storyline based on a player's real-world geographic location, and extending this dynamic adaptation to a multiplayer environment where player presence influences shared narrative elements, would likely have been considered obvious to a PHOSITA at the time of the invention, given the available prior art in location-based gaming and virtual worlds.

Generated 5/30/2026, 6:47:57 PM

Extensions

Patent term adjustments, term extensions, continuations, divisionals, family members, and expiration dates.

✓ Generated

To detail the requested information for US patent 8668592, I will use the authoritative data from the USPTO and other reliable patent resources.

Patent Term Adjustment (PTA)

Patent Term Adjustment (PTA) is granted to compensate for delays caused by the USPTO during the prosecution of a patent application. It adds additional time to the 20-year lifespan of a utility or plant patent. This adjustment is calculated at the time the patent issues and is included in the Issue Notification Letter.

For US patent 8668592, the Google Patents entry indicates an "Adjusted expiration" date of March 12, 2032. Given that the original filing date was December 14, 2011, and the patent issued on March 11, 2014, a standard 20-year term from the filing date would typically lead to an expiration date of December 14, 2031. The reported expiration date of March 12, 2032, suggests that approximately 3 months of PTA were awarded. This adjustment would compensate for delays in the patent's issuance beyond certain statutory deadlines, such as failing to issue within three years of the actual filing date.

Patent Term Extensions (PTE)

Patent Term Extensions (PTE) are available for patents on certain human drugs, food or color additives, medical devices, animal drugs, and veterinary biological products. These extensions aim to restore some of the patent term lost while awaiting premarket government approval from regulatory agencies like the FDA.

US patent 8668592 pertains to "Systems and methods of changing storyline based on player location," which falls within the domain of video games and virtual environments, not pharmaceuticals, medical devices, or other products requiring regulatory approval. Therefore, it is highly unlikely that this patent would be eligible for a Patent Term Extension under 35 U.S.C. § 156.

Continuation Applications, Divisional Applications, and Related Family Members

The patent states that it claims priority from U.S. Provisional Application No. 61/459,630, filed on December 17, 2010. This provisional application is a related family member. The patent itself, US8668592B2, is the granted patent from application US13/325,151. [cite: 027003/0861]

The Google Patents "Priority Applications" section lists:

  • US13/325,151 (which is the application that led to US8668592B2) [cite: 027003/0861]
  • US201061459630P (the provisional application) [cite: 027003/0861]

The "Applications Claiming Priority" section lists:

The "Publications" section lists:

  • US20120157197A1 (a patent application publication) [cite: 027003/0861]
  • US8668592B2 (the granted patent) [cite: 027003/0861]

The "Family Applications" section lists:

  • US13/325,151 (which resulted in US8668592B2) [cite: 027003/0861]

Based on this, US20120157197A1 is the application publication for the same application that matured into US8668592. The provisional application US61/459,630 is the earliest priority document. There are no other continuation or divisional applications explicitly listed in the patent's front page or in the provided family data.

Projected Expiration Date

The legal status information on Google Patents explicitly states "Active, expires 2032-03-12." This date already incorporates any Patent Term Adjustment (PTA) that may have been granted. Utility patents generally expire 20 years from their earliest filing date, with potential adjustments for USPTO delays. The filing date for application US13/325,151 was December 14, 2011, and it claims priority to a provisional application filed on December 17, 2010. [cite: 027003/0861] Therefore, the 20-year term would typically be calculated from the priority date of December 17, 2010, placing the unadjusted expiration on December 17, 2030. However, the "Adjusted expiration" of March 12, 2032, indicates that Patent Term Adjustment has extended the patent's life. [cite: 027003/0861]

Projected Expiration Date: March 12, 2032. [cite: 027003/0861]

Generated 6/4/2026, 6:52:20 AM

Derivative works

Defensive disclosure: derivative variations of each claim designed to render future incremental improvements obvious or non-novel.

✓ Generated

Defensive Disclosure Document for US Patent 8668592

Patent Title: Systems and methods of changing storyline based on player location
Patent Number: US8668592
Current Date: April 26, 2026
Role: Senior Patent Strategist and Research Engineer, Defensive Publishing

This document outlines derivative variations of the core concepts of US Patent 8668592, specifically focusing on Independent Claim 1, to preemptively establish prior art for potential future incremental improvements by competitors. The aim is to render such improvements obvious or non-novel by technically disclosing these variations across several axes of innovation.


Derivations Based on Independent Claim 1

Independent Claim 1 (Summary of core elements for derivation): A method for multiplayer virtual gameplay where a first player's geographic location is detected and stored, triggering a location-related storyline that other players can interact with. Crucially, the availability of storylines dynamically changes (opens/closes) as other players join or leave the game.


1. Material & Component Substitution

This section suggests alternative materials or different mechanical/electronic components that achieve the same functional result as described in the patent, particularly concerning location detection, computing, and storage.

Derivative 1.1: Alternative Location Sensors - UWB/BLE Distributed Network

  • Enabling Description: The "input device" for detecting geographic location is implemented as a distributed network of Ultra-Wideband (UWB) transceivers and Bluetooth Low Energy (BLE) beacons. UWB transceivers provide centimeter-level indoor positioning accuracy by measuring Time-of-Flight (ToF) or Time-Difference-of-Arrival (TDoA) between a mobile tag (integrated into the player's computing device) and fixed anchors. BLE beacons broadcast UUID, major, and minor identifiers, enabling proximity-based zone detection and coarse triangulation/trilateration for indoor or dense urban environments. The computing device client receives raw UWB/BLE data, which is then processed by a localization engine (either on-device or server-side) to derive a discrete zone ID or a high-precision XYZ coordinate. This derived location is stored on the storage medium, replacing traditional GPS/WiFi coordinates.
  • flowchart TD
        A[Player Device with UWB/BLE Tag] -->|Sends Ranging/Broadcast Signals| B(UWB Anchors / BLE Beacons)
        B -->|Detects Signal, Sends Data| C{Localization Engine Server}
        C -->|Calculates High-Precision Location (XYZ) or Zone ID| D[Store Location on Storage Medium]
        D -->|Triggers Storyline Retrieval Logic| E[Retrieve Location-Related Storyline]
    

Derivative 1.2: Decentralized Blockchain-Based Storage Medium

  • Enabling Description: The "storage medium" for the player's geographic location and corresponding storyline segments is a decentralized, peer-to-peer (P2P) network utilizing a permissioned blockchain or a Distributed Hash Table (DHT) structure. Each player's computing device acts as a node, contributing storage capacity. Player geographic location data, cryptographically signed for integrity, is hashed and distributed across the network, accessible only to authorized game clients via smart contracts. Storyline assets (plot nodes, character profiles, aesthetic configurations) are segmented, encrypted, and stored across multiple nodes, ensuring redundancy and censorship resistance. Retrieval involves querying the DHT for content addresses, then fetching and decrypting segments from peer nodes.
  • graph TD
        A[Player 1 Device] -->|Detect Location| B[Location Data]
        B -->|Hash & Encrypt| C(Blockchain/DHT Network Node)
        C --Store Location & Storyline Segments--> D[Distributed Storage Pool (Peer Devices)]
        E[Player 2 Device] -->|Request Storyline| C
        C -->|Verify Access, Retrieve Hashed Segments| D
        D -->|Decrypt & Reconstruct Storyline| E
    

Derivative 1.3: Physiological State as Contextual "Location" Data

  • Enabling Description: The "player's geographic location" is augmented with real-time physiological and biomechanical state data, captured via wearable input devices. This includes, but is not limited to, heart rate variability (HRV) from an electrocardiogram (ECG) sensor, galvanic skin response (GSR) from electrodermal activity (EDA) sensors, muscle activity (EMG) from electromyography, and gait analysis from integrated accelerometers/gyroscopes. This physiological "contextual location" is stored alongside geographic coordinates. The storyline retrieval logic dynamically adjusts its output based on combinations of geographic location (e.g., "downtown park") and physiological state (e.g., "high stress," "relaxed walking"). For instance, a "high stress" state in a "forest" location might trigger a survival-themed storyline, whereas a "relaxed" state in the same location triggers an exploration-focused narrative.
  • graph TD
        A[Player Device] --> B{Wearable Sensors}
        B -->|Geographic Location (GPS/UWB)| C[Location Service]
        B -->|Physiological Data (HRV, GSR, EMG, Gait)| D[Physiological Monitoring Module]
        C & D --> E[Contextual Location Aggregator]
        E -->|Store Combined Data| F[Storage Medium]
        F --> G[Storyline Retrieval Logic]
        G -->|Dynamic Storyline Adjustment| H[Virtual Game Environment]
    

2. Operational Parameter Expansion

This section defines the technology operating at extreme scales, temperatures, pressures, or frequencies, pushing the boundaries of the invention's applicability.

Derivative 2.1: Microscopic Environment Simulation with Cellular "Storylines"

  • Enabling Description: The "virtual world" operates at a microscopic scale, simulating biological environments such as cellular structures, microbial colonies, or chemical reaction chambers. "Players" are scientific researchers controlling virtual nanobots or observing simulated macromolecules ("characters"). The "geographic location" is defined by precise XYZ coordinates within the simulated micro-environment, measured in nanometers (nm) or micrometers (µm). "Detection" involves real-time analytics of simulation data. The "storyline" represents scientific hypotheses, biological processes, or chemical reactions that dynamically unfold based on the nanobot's position, the local concentration of simulated molecules, or the proximity to specific cellular organelles, retrieved from a vast biological data repository.
  • sequenceDiagram
        participant R as Researcher (Player)
        participant H as HPC Cluster (Computing Device)
        participant D as Biological Data Repository (Storage)
        participant V as Micro-Env Simulation (Virtual World)
    
        R->H: Control Nanobot (Character) Movement
        H->V: Update Nanobot Position (Geographic Location)
        V->H: Detect Local Micro-Environment (Concentration, Organelles)
        H->D: Query for Related Scientific "Storyline" (e.g., Enzyme Reaction)
        D-->H: Retrieve Dynamic "Storyline" (Simulation Branch)
        H->V: Update Simulation Behavior / Visuals
        V->R: Display Micro-Environment & "Storyline" Progression
    

Derivative 2.2: Deep-Space Exploration Narrative with Delayed Location Updates

  • Enabling Description: The "game environment" is a simulated deep-space exploration mission, with players controlling interstellar probes or human colonization vessels ("characters"). The "geographic location" is the vessel's astronomical coordinates (e.g., relative to a star system or galactic center), detected by on-board celestial navigation systems. Due to vast interstellar distances, location data is transmitted with significant, variable latency (e.g., hours or days). The "storyline" dynamically adjusts based on these delayed location reports, generating new mission objectives, encountering celestial phenomena, or revealing narrative branches corresponding to newly entered galactic regions or planetary orbits, often with predictive AI models bridging data gaps.
  • stateDiagram
        state "Initial Mission Brief" as Initial
        state "Interstellar Cruise" as Cruise
        state "Lag-Time Data Processing" as Lag
        state "Location Update Received" as Update
        state "Storyline Re-Evaluation" as ReEvaluate
        state "New Mission/Encounter" as NewStory
    
        Initial --> Cruise: Start Mission
        Cruise --> Lag: Detect Location, Transmit Data (High Latency)
        Lag --> Update: (After Delay) Location Data Arrives
        Update --> ReEvaluate: Compute New Location, Validate
        ReEvaluate --> NewStory: Retrieve Storyline for New Region
        NewStory --> Cruise: Continue with New Narrative
        ReEvaluate --> Cruise: (No Change) Continue Current Narrative
    

Derivative 2.3: Hypersonic Event-Triggered Micro-Narratives

  • Enabling Description: The system operates in an environment where "geographic locations" and events change at hypersonic velocities, such as in high-speed combat simulations or real-time drone swarm management. Player "characters" (e.g., fighter jets, drones) have their precise coordinates and velocity vectors detected at ultra-high frequencies (e.g., 1 kHz) using specialized Doppler RADAR and inertial navigation input devices. The "storyline" is composed of micro-narratives (e.g., target acquisition sequences, evasive maneuver prompts, dynamic enemy AI dialogue) that are triggered and updated within microseconds, based on the instantaneous location, speed, and relative positioning to other entities. This enables real-time, fluid narrative adjustments for high-fidelity, rapid-action virtual worlds.
  • flowchart LR
        A[High-Speed Player Character] --1kHz Location/Velocity--> B{Real-time Processing Unit}
        B --> C[Retrieve Micro-Narrative Segment]
        C --> D[Dynamic Storyline Injector]
        D --> E[Virtual World Simulation]
        E --Render Updated Scene--> F[Player Display]
    

3. Cross-Domain Application

This section describes how the core mechanism of location-based dynamic storyline would be applied in three unrelated industries.

Derivative 3.1: Precision Agriculture Management & Decision Support

  • Enabling Description: In precision agriculture, farm managers or agronomists (players) use ruggedized tablets or UAVs (computing devices) to navigate large agricultural fields. The "geographic location" is the precise GPS coordinates within the field, defining specific sub-field zones (e.g., "north irrigation block," "south dryland plot"). The "storyline" represents a crop management plan or an alert sequence. As the manager's device enters a zone, the system retrieves dynamically generated recommendations (e.g., "apply fungicide due to detected moisture levels," "inspect for pest infestation in this quadrant") based on real-time soil sensor data, drone imagery analysis (NDVI), and localized weather patterns. Multiplayer interaction could involve shared task assignments and progress updates among farm workers.
  • graph LR
        A[Agronomist Device (Player)] -->|GPS Location| B(Field Management System)
        B -->|Retrieve Zone-Specific Data| C[Soil Sensors & Drone Imagery DB]
        C -->|Analyze & Generate Recommendation "Storyline"| B
        B -->|Display Task/Alert| A
        D[Farm Worker Device (Other Player)] -->|Share Location & Tasks| B
    

Derivative 3.2: Personalized Urban Logistics & Delivery Optimization

  • Enabling Description: Delivery drivers (players) for logistics companies use dedicated mobile devices (computing devices) that continuously track their real-time street-level geographic location. The "storyline" is the optimized delivery route and associated tasks. As a driver approaches a specific address or enters a designated delivery zone, the system dynamically retrieves and updates micro-storyline elements: optimal parking instructions, customer delivery preferences, package handling alerts, or unexpected route diversions due to real-time traffic or road closures. These dynamic updates are influenced by the driver's exact location, the remaining delivery manifest, and real-time city data (e.g., public transit delays, roadwork APIs).
  • sequenceDiagram
        participant D as Delivery Driver (Player)
        participant M as Mobile Device (Computing Device)
        participant L as Logistics Server (Game Environment)
        participant C as City Data API (External)
    
        D->M: Drive to Location
        M->L: Send GPS Coordinates (Geographic Location)
        L->C: Query Real-time Traffic/Roadwork
        C-->L: Return City Data
        L->L: Re-calculate Optimized Route & Tasks ("Storyline")
        L-->M: Push Updated Route/Instructions
        M->D: Display New "Storyline" Tasks
    

Derivative 3.3: Interactive Art Installation & Museum Experience

  • Enabling Description: Museum visitors (players) navigate an interactive art installation or historical exhibition using personal mobile devices or AR glasses (computing devices) that detect their precise indoor location via Wi-Fi triangulation, UWB, or visual Inertial Odometry (VIO) markers. The "storyline" is a curated narrative, historical account, or artistic interpretation. As visitors move through galleries, approach specific artworks, or stand at designated viewing points, the system retrieves context-aware multimedia content (audio commentary, augmented reality overlays, interactive puzzles, related historical documents) relevant to that exact "geographic location" within the museum. The narrative branches and evolves based on the visitor's path, time spent at an exhibit, and choices made in interactive elements.
  • flowchart TD
        A[Visitor with AR Device] -->|Indoor Location Tracking (UWB/VIO)| B{Location Engine}
        B --> C[Current Gallery/Exhibit ID]
        C --> D[Artistic Narrative Server]
        D -->|Retrieve Context-Aware "Storyline" Assets (AR, Audio)| A
        A -->|Interaction/Movement| A
    

4. Integration with Emerging Tech

This section describes the integration of the patent with AI-driven optimization, IoT sensors for real-time monitoring, and blockchain for supply chain verification.

Derivative 4.1: AI-Driven Generative Storyline Personalization

  • Enabling Description: An AI-driven generative narrative engine is integrated into the "computing device" (a high-performance cloud server) to dynamically create and adapt the storyline. The AI, trained on vast datasets of narrative structures, character archetypes, and location-based lore, uses Reinforcement Learning (RL) to optimize player engagement metrics. Upon detection of a player's geographic location and a profile of their gameplay history/preferences, the AI generates a unique plot node, NPC interaction, or environmental detail. In a multiplayer scenario, a collective AI analyzes the distribution and characteristics of all connected players' locations and synthesizes a global narrative arc that best accommodates the emergent dynamics, dynamically opening or closing entirely novel storylines rather than just selecting from pre-defined branches.
  • sequenceDiagram
        participant P as Player Device
        participant LS as Location Service
        participant AI as AI Narrative Engine
        participant VM as Virtual World Module
    
        P->LS: Report Geographic Location
        LS->AI: Provide Location + Player Profile
        AI->AI: Generate / Optimize Storyline Segment
        AI-->VM: Push Dynamic Storyline Update
        VM-->P: Render Game Environment with New Storyline
    

Derivative 4.2: IoT-Augmented Real-World Event Integration

  • Enabling Description: The "video game environment" is tightly coupled with a network of real-world IoT sensors. These sensors (e.g., smart city infrastructure, environmental monitors, public transportation trackers) act as additional "input devices," feeding real-time data (e.g., local weather conditions, noise pollution levels, crowd density, traffic flow, public event schedules) into the game system. The "storyline retrieval" and modification logic dynamically incorporates these real-world events. For instance, if IoT sensors report heavy rain in the player's real-world location, the game's virtual environment might manifest a virtual thunderstorm, alter NPC behavior (e.g., seeking shelter), or introduce weather-dependent quests, directly making the virtual world a responsive extension of the player's immediate physical surroundings, beyond just static location profiles.
  • graph TD
        A[Player Device] -->|Geographic Location| B{Game Server}
        C[IoT Sensor Network] -->|Real-time Environmental Data| B
        B -->|Integrate Location + IoT Data| D[Storyline Engine]
        D -->|Dynamic Storyline Adaptation| E[Virtual Game Environment]
        E --> F[Player Display]
    

Derivative 4.3: Blockchain-Verified Location-Based Content Entitlement

  • Enabling Description: Access to premium "storylines," exclusive in-game items, or special multiplayer events (which are "opened" or "closed") is managed through a blockchain-based smart contract system. When a player's "geographic location" is detected, it is sent to a decentralized oracle network (e.g., Chainlink) for independent, cryptographic verification against a predefined geofence on a blockchain. If the location is verified, a smart contract is triggered, issuing a non-fungible token (NFT) or updating a player's token-gated access rights on the blockchain. This token then grants the "first player's character" (and potentially "other players' characters") access to the associated storyline. This provides transparent, immutable, and provably scarce location-exclusive content entitlements.
  • sequenceDiagram
        participant P as Player Device
        participant S as Game Server
        participant O as Decentralized Oracle Network
        participant B as Blockchain / Smart Contract
    
        P->S: Submit Geographic Location
        S->O: Request Location Verification (Geofence)
        O->O: Verify Location Cryptographically
        O-->B: Submit Verification Result (Transaction)
        B->B: Execute Smart Contract (Issue NFT / Update Access)
        B-->S: Confirm Access Granted/Denied
        S->P: Retrieve / Enable Storyline based on Blockchain Status
    

5. The "Inverse" or Failure Mode

This section describes a version of the invention designed to fail safely or operate in a "low-power" or "limited-functionality" mode.

Derivative 5.1: Adaptive Degradation Storyline Mode (Low Power/Connectivity)

  • Enabling Description: When the "computing device" (e.g., mobile smartphone) detects critical operational constraints such as low battery charge (e.g., <10%), severely limited network bandwidth (e.g., <50 kbps), or unstable GPS signal, the system automatically engages an "Adaptive Degradation Storyline Mode." In this mode, continuous high-frequency geographic location detection is paused, and the storyline reverts to a pre-cached, text-only, or static image-based narrative. Dynamic storyline changes (opening/closing of plot nodes) are suspended, and the game either locks to the last stable storyline, prompts the player to select from a limited set of default storylines, or transitions to an "idle/ambient" narrative loop that requires minimal processing power and data transfer, preserving battery life and basic gameplay continuity.
  • stateDiagram
        state "Full Dynamic Mode" as FullMode
        state "Low Power/Connectivity Detected" as DegradeCheck
        state "Adaptive Degradation Mode" as DegradedMode
        state "Offline/Fallback Narrative" as OfflineMode
        state "Resume Full Functionality" as Resume
    
        FullMode --> DegradeCheck: Monitor Battery/Network
        DegradeCheck --> DegradedMode: (If Low/Poor) Initiate Degradation
        DegradedMode --> OfflineMode: (Further Degradation) Enter Offline
        DegradedMode --> Resume: (Conditions Improve) Exit Degradation
        OfflineMode --> Resume: (Conditions Improve) Exit Offline
        Resume --> FullMode: Restore Full Dynamic Play
    

Derivative 5.2: "Safe Zone" Storyline Contingency (Unsafe/Restricted Location)

  • Enabling Description: If the detected "geographic location" of the "first player" (or any "other players") corresponds to a pre-defined "unsafe" real-world area (e.g., based on real-time public safety data, crime statistics APIs, or user-defined restricted zones) or if the location data indicates potential spoofing/tampering, the system activates a "Safe Zone Storyline Contingency." The storyline immediately branches to a non-interactive, passive, or purely observational narrative, freezing character movement or disengaging from challenging encounters. Potentially sensitive game content (e.g., violent encounters, personal data-related quests) is removed or replaced with benign alternatives. The goal is to prioritize player safety and prevent unintended real-world consequences or exploitation by redirecting the gameplay narrative away from risk.
  • flowchart TD
        A[Player Device] -->|Detect Geographic Location| B{Location Verification Module}
        B -->|Check against Safe Zone DB / Threat Intel API| C{Safety Assessment}
        C --Is Safe?--> D[Full Storyline Engine]
        C --Is Unsafe/Spoofed?--> E[Safe Zone Storyline Logic]
        D --> F[Active Storyline]
        E --> G[Safe Mode Narrative]
        F & G --> H[Virtual Game Environment]
    

Derivative 5.3: Disconnected "Memory Palace" Storyline Mode (Loss of Server/Multiplayer)

  • Enabling Description: In the event of a total loss of connection to the multiplayer "game environment" server or if all "other players" disconnect, the system transitions into a "Memory Palace" storyline mode. Instead of halting gameplay, the "first player's character" accesses a locally cached, single-player version of the storyline, which is a personalized narrative reconstructed from the player's past gameplay history, achievements, and previously visited real-world locations. This mode offers a reflective or puzzle-based experience, drawing on "memories" of the multiplayer world. Dynamic aspects related to other players opening/closing storylines are disabled, but the player can continue to interact with a static, pre-defined version of location-based story elements from their own past interactions, providing a graceful degradation of the multiplayer experience into a robust solo narrative.
  • graph TD
        A[Player Device] --Detect Server Disconnect--> B{Connectivity Monitor}
        B --No Connection / No Other Players--> C[Local Storyline Cache]
        C --> D[Player History / Achievements DB]
        C & D --> E[Memory Palace Storyline Generator]
        E --> F[Single-Player (Offline) Game Environment]
        F --> G[Player Character Interaction]
    

Combination Prior Art Scenarios with Open-Source Standards

Here are three scenarios where the core invention of US8668592 can be combined with existing open-source standards, thereby expanding its known applicability and reducing the novelty of future similar implementations.

1. US8668592 + OpenStreetMap (OSM) for Dynamic Game World Generation and Contextualization

  • Scenario: A game implements the location-based storyline mechanics of US8668592 by leveraging OpenStreetMap (OSM) data to dynamically generate virtual environments, define "generic background scenes" (Claim 6), and contextualize NPC behavior (Claim 9, 10).
  • Enabling Details: The game engine, upon detecting a player's real-world geographic location (e.g., via GPS or A-GPS), queries publicly available OSM data using open-source libraries (e.g., libosmscout, osmnx for Python, or the Overpass API). For a player in a "downtown" area, OSM tags like building=retail, landuse=commercial, and amenity=restaurant are extracted. This data is then used to procedurally generate a corresponding virtual cityscape (e.g., importing building footprints to create 3D models) or to select pre-rendered generic background images. Furthermore, OSM data on points of interest (POIs) and road networks can inform dynamic pathfinding for NPCs, while demographic data linked to administrative boundaries (derived from open government datasets referenced via OSM relations) can be used to influence NPC character types and population density within the virtual game scene.

2. US8668592 + Godot Engine (Open-Source Game Engine) for Modular Location-Based Gameplay

  • Scenario: The methods described in US8668592 are implemented within an open-source game engine, such as Godot, to facilitate the creation of modular, location-aware gameplay experiences.
  • Enabling Details: A game is developed using the Godot Engine (GPLv3 license). A custom C# or GDScript module is created within Godot to handle the "detecting geographic location" step (Claim 17). This module interfaces with the mobile device's native GPS/location services (e.g., Android LocationManager via Godot's JNI/Objective-C bindings). Upon receiving location data, it triggers signals within the Godot scene tree. A "StorylineManager" singleton script subscribes to these signals. This manager loads specific Godot scenes or resource files (e.g., .tscn for scenes, .tres for resources) representing different "storylines" (Claim 5) that are pre-associated with geographic regions defined in a JSON or CSV data asset. For example, entering a "forest" geographic region loads a "ForestQuest.tscn" scene, which then modifies character stats (Claim 11) using Godot's built-in Resource objects for character data. The multiplayer aspects (Claim 1, final clauses) are handled via Godot's high-level networking API, broadcasting player location and connection status to synchronize storyline changes among connected instances.

3. US8668592 + ActivityPub (Decentralized Social Networking Protocol) for Collaborative Storyline Management in Federated Virtual Worlds

  • Scenario: The dynamic opening and closing of storylines based on player entry and exit (Claim 1, final clauses) is implemented in a federated virtual world architecture using the ActivityPub open-source protocol, typically used for decentralized social networking.
  • Enabling Details: Each "video game environment" (or distinct game server instance) operates as an ActivityPub "actor" (e.g., a Mastodon-like instance for a game world). When a "first player" connects to a game instance and their "geographic location" is detected, their local game client publishes an ActivityPub "Announce" activity containing their location and status to other federated game instances. Similarly, a "Leave" activity is published upon disconnection. Other game instances, subscribing to these activities, process the incoming player presence data. This triggers the logic of "other storylines are opened and closed to the first player's character as other players enter and leave the game" by dynamically modifying their local storyline graphs or available content in response to ActivityPub messages from remote player instances. This extends the multiplayer storyline management beyond a single server to a decentralized, federated network of interconnected game worlds.

Generated 6/4/2026, 6:53:15 AM

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