Newly Granted Nintendo Patents An ‘Embarrassing Failure’ By The USPTO, Says Patent Attorney
As you will hopefully recall, that very strange patent lawsuit between Nintendo and PocketPair over the latter’s hit game, Palworld, is ongoing. At the heart of that case is a series of overly broad patents for what are generally considered generic game mechanics that also have a bunch of prior art from before their use by Nintendo in its Pokémon games. These include concepts like throwing a capture item at an NPC to collect a character, as well as riding and mounting/dismounting NPCs in an open world setting. The result, even as the litigation is ongoing, has been PocketPair patching out several of these game mechanics from its game in order to protect itself. That it feels this is necessary as a result of these broad patents is unfortunate.
And, because of the failure of the USPTO to do its job, it seems things will only get worse. Nintendo was awarded two additional patents in just the past couple of weeks and those patents are being called an “embarrassing failure” by patent attorney Kirk Sigmon.
The last 10 days have brought a string of patent wins for Nintendo. Yesterday, the company was granted US patent 12,409,387, a patent covering riding and flying systems similar to those Nintendo has been criticized for claiming in its Palworld lawsuit (via Gamesfray). Last week, however, Nintendo received a more troubling weapon in its legal arsenal: US patent 12,403,397, a patent on summoning and battling characters that the United States Patent and Trademark Office granted with alarmingly little resistance.
According to videogame patent lawyer Kirk Sigmon, the USPTO granting Nintendo these latest patents isn’t just a moment of questionable legal theory. It’s an indictment of American patent law.
“Broadly, I don’t disagree with the many online complaints about these Nintendo patents,” said Sigmon, whose opinions do not represent those of his firm and clients. “They have been an embarrassing failure of the US patent system.”
And as Sigmon goes on to note, the failure is multifaceted in both instances. Sigmon notes that both patents are for mechanics and concepts that ought to be obvious to anyone with a reasonable amount of skill in this industry, which ought to have made them ineligible to be patented. That standard of patent law only works, however, if the USPTO acts as a true interlocutor during the filing process. In both of these cases, though, the USPTO appears to have not been in the mood to do their jobs.
Sigmon notes that it is common for patent applications like this to show some amount of questioning or pushback from the examiner. In both of these cases, that seemed almost entirely absent from the process, especially for patent ‘397.
Most of the claims made in the ‘387 patent’s single parent case, US Pat. No. 12,246,255, were immediately allowed by the USPTO, which Sigmon said is “a very unusual result: most claims are rejected at least once.” When the claims were ultimately allowed, the only reasoning the USPTO offered was a block quote of text from the claims themselves.
The ‘397 patent granted last week is even more striking. It’s a patent on summoning and battling with “sub-characters,” using specific language suggesting it’s based on the Let’s Go! mechanics in the Pokémon Scarlet and Violet games. Despite its relevance to a conceit in countless games—calling characters to battle enemies for you—it was allowed without any pushback whatsoever from the USPTO, which Sigmon said is essentially unheard of.
“Like the above case, the reasons for allowance don’t give us even a hint of why it was allowed: the Examiner just paraphrases the claims (after block quoting them) without explaining why the claims are allowed over the prior art,” Sigmon said. “This is extremely unusual and raises a large number of red flags.”
It’s hard to know what to say here. I obviously can’t crawl inside the head of whoever examined these patents at the USPTO. To that end, it would be irresponsible to claim that this is obvious laziness by a government employee, though on the surface that’s certainly what this looks like. Absent more information that is not currently available, any alternate theories as to why these applications were handled is mere speculation.
But with the Palworld example fresh in our minds, we do certainly know what the granting of patents like this will result in: more patent bullying by Nintendo.
“Pragmatically speaking, though, it’s not impossible to be sued for patent infringement even when a claim infringement argument is weak, and bad patents like this cast a massive shadow on the industry,” Sigmon said.
For a company at Nintendo’s scale, the claims of the ‘397 patent don’t need to make for a strong argument that would hold up in court. The threat of a lawsuit can stifle competition well enough on its own when it would cost millions of dollars to defend against.
And in the current environment, where challenging bad patents has become essentially pointless, you can bet we’ll see Nintendo wielding these patents against competitors in the near future.
no lies detected
Filed Under: palworld, patents, pokemon, prior art, uspto
Companies: nintendo, pocketpair
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Comments on “Newly Granted Nintendo Patents An ‘Embarrassing Failure’ By The USPTO, Says Patent Attorney”
Bribes
Audit the USPTO employees/managers that INSTANTLY allowed these patents, because its quite obvious large sums of money have changed hands.
They didn’t even have the physical time to READ the patent documents before signing off on them, let alone check for prior art/other patents etc.
Quite literally “here is $500,000. Pass any patent you see with NINTENDO at the top”
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Nintendo has new patents for things I did in Klik n Play in the nineties. Blows my mind every time I remember.
If the USPTO isn’t doing its job, I would have only wished that it would issue copyrights on pre-existing things so that preservationists could register, then commit to the public domain, images, songs, and games that the original owners had forgotten about, just to give them back to the people.
Instead, they do this shit.
Personally, I’ve been feeling like patents and copyright have been out of control for years now. “Intellectual Property” rights are becoming the new Enclosure laws — with even less pretense at a conforming to solid legal and philosophical rationale.
Also, Nintendo gives the Switch (the only console Nintendo supports) as example of which buttons the player would use, but explicitly notes that the gameplay is no limited to this device (so you can press “A” just as the “cross” button on PlayStation).
But the best part is certainly:
“The boarding target object may be not only the above character, but also an object such as a vehicle, an airplane, or a ship that the player character can board.”
So basically, USPTO gave Nintendo a patent for most games ever created, from Minecraft to GTA.
Go just a bit deeper...
If you see any actually good analysis of the patent, it’s really just the Pokemon battle gameplay loop that’s covered, not the individual parts. They didn’t grant a patent on summoning, they granted a patent on a gameplay loop that includes summoning, specifically after throwing a thing, and then fighting with the summon, and then throwing a thing again to pick up the spoils of battle. It’s literally a shot across the bow towards (very specifically) Palworld, not “a patent for most games ever”.
'Here at the USPTO we don't really do 'no'.'
If it’s even remotely possible to screw something up in the most absurd way possible you can be damn sure that the USPTO will find a way to manage it.
Can’t wait to find out 1970s D&D was infringing on Nintendo’s 2025 patents by allowing wizards to summon monsters to fight for them.
Re:
Did some thinking and the oldest extant examples of prior art with regards to summoning I can think of are: –
The Witch of Endor (that was non-combat, being a divination)
and
Ishtar demanding the Bull of Heaven from her Dad (that was definitely combat since Gilgamesh had to fight it in the end)
Considering we’re talking about the Old Testament and the Epic of Gilgamesh, methinks the USPTO might have let this patent be approved a smidge too easily
patent process
My understanding is that patent examiners generally only look for prior art in other US patents. As a result, if something is generally known and has never been patented, if it is really obvious they tend to miss it.
Re: typo
“if it is NOT really obvious”.
Prior art, etc., etc., blah blah blah How the actual fuck are ideas like this even patentable at all?
Those that took money under the table from the billion dollar company think it’s a confident success!
I can see no need for patents in videogames at all. It serves to give control to big companys that can sue small devs or games that might compete with old franchise
Just let company’s make games and the public will buy the ones they like
The whole world of overly broad copyright and patents can reduce competition from small devs that cannot afford expensive lawsuits
Bribes
Audit the USPTO employees/managers that INSTANTLY allowed these patents, because its quite obvious large sums of money have changed hands.
They didn’t even have the physical time to READ the patent documents before signing off on them, let alone check for prior art/other patents etc.
Quite literally “here is $500,000. Pass any patent you see with NINTENDO at the top”
Founder take: this is the core problem — broad patents + high transaction costs.
I published a 2-page CC0 initiative that splits protection into two layers:
• GLOBAL layer — fast, low-friction recognition for non-strategic tech
• LOCAL-STRATEGIC layer — classic national control for sensitive domains
Goal: reduce admin drag while keeping sovereignty intact.
Brief (CC0): https://doi.org/10.5281/zenodo.17305774
Would this structure prevent cases like this from clogging the system?