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Showing posts with label Madden. Show all posts
Showing posts with label Madden. Show all posts
U.S. Patent No. 9,616,345: Systems and methods for crowd-sourced game strategy
Issued April 11, 2017, to Electronic Arts Inc.
Priority Date July 1, 2014

Summary:
Playing EA’s Madden can be daunting because of the number of systems and strategies concurrently happening, especially for a person who does not understand American Football. The playcall selection menu can very be confusing to a novice who may not understand the differences between a running play and a passing play. To help the player, Madden will provide suggested playcalls based on the situation, but early incarnations of the suggestion system were all based on pre-programmed suggestions. The game had no way of learning a players habits or adjusting the suggestion based on the opponent. U.S. Patent No.9,616,345 addresses this problem by creating a system and method to collect game play strategy data from online matches and use the data to adjust suggestions accordingly. Now, Madden will provide you suggestions not only based off your previous calls but also what you did in your previous matches as well as how other players handled similar situations. The game will even show you the number of times you have called a play and your success rate. The patent also suggests that this data could be used to alter AI player strategy, but the primary focus of the patent is on playcall suggestions.
Abstract:
Various embodiments provide systems and methods that collect data regarding game strategy decisions by human players during video game, and utilize the collected data to either adjust or replace behaviors of computer players and/or suggest game strategies to human players during video game sessions. The game strategy decisions may be harvested from human-vs-human and human-vs-computer video game sessions. The data may be harvested from online-connected video game sessions, which may be hosted over an online video game network. Depending on the embodiment, the harvested data can include information regarding game strategies used by players during the video game sessions, the game contexts in which the game strategies were respectively used, and the results achieved by the respective use of the game strategies. Systems and methods described herein may facilitate a computer player having behavior that is (at least partially) "crowd-sourced" based on game strategies used by online-connected video game sessions.


Illustrative Claim:
1. A method comprising: as implemented by a processor configured with computer-executable instructions, receiving first data from a first client device, the first data regarding a first game strategy used, by a first game player, in a first game context of a first video game session between the first game player and at least a second game player, the first video game session executing within a video game, the first game strategy being a playcall; updating a game strategy dataset based on the first data, the first data at least including an identity of the first game strategy and an association between the first game context and the first game strategy, the game strategy dataset including a set of one or more previous playcalls used in a set of one or more previous game contexts; receiving gameplay data from a second client device during a second gameplay session, the gameplay data identifying a second game context of the second video game session, the second video game session being between a third player and a fourth player; identifying in the game strategy dataset a set of one or more relevant game strategies based, at least in part, on the second game context during the second video game session, wherein individual game strategies are playcalls available for use within the second video game session; and transmitting to the second client device second data regarding the set of one or more relevant game strategies, the second client device being configured to use the second data to identify at least one suggested game strategy of the set of one or more relevant game strategies for use in the second game context of the second video game session, and generate instructions to output the at least one suggested game strategy within a video game user interface during the second video game session.

Researched By: Andrew F. Thomas
Brown v. Electronic Arts, Inc.
United States District Court for the Central District of California
Case No. 2:09-cv-01598

and
In re: NCAA Student-Athlete Name & Likeness Licensing Litigation
(Keller, et al v. Electronic Arts, Inc.)
United States District Court for the Northern District of California
Case No. 4:09-cv-01967

            On July 31, 2013, the Ninth Circuit Court of Appeals filed opinions in two separate, yet similar, cases involving Electronic Arts ("EA") and two of its popular football franchises, Madden NFL and NCAA Football.  In the first case, former NFL player Jim Brown (widely regarded as one of the best NFL players of all time) filed suit against EA claiming that its use of his likeness in its Madden NFL franchise violated §43 (a) of the Lanham Act (KEY POINT: The Brown case, as decided, is based on the Lanham Act).  Keller's case, meanwhile, was a putative claim brought against EA claiming that the popular NCAA Football franchise violated  his (and others in the class) right of publicity under California Civil Code §3344 and California common law (as opposed to the Lanham Act).  At first blush, these cases seem quite similar, yet the results were drastically different.  In Brown, the Court found that EA's use of Brown's likeness was protected under the First Amendment.  However, in Keller the Court ruled that EA could not defend on First Amendment grounds and denied EA's motion to dismiss.  This all depends on whether the alleged infringing content is a trademark under the Lanham Act, or an individual's Right of Publicity.  When analyzing an infringement claim under the Lanham Act, courts primarily apply the Rogers test which focuses on the artistic relevance of the trademark (or in this case, likeness) in relation to the creative work.  Conversely, a right of publicity claim tends to be evaluated using the transformative use test which places a heightened burden on a content creator to show that a person's likeness is incidental to the overall work.

Why such different results?
           
            One might except two cases arising from nearly identical facts to have similar results, but the choice of claims is what dictated the tests applied and the differing results.  The Ninth Circuit looked to Brown v. Entertainment Merchants Ass'n to establish that videogames are protected under the First Amendment as expressive works because they, "communicate ideas—and even social messages—through many familiar literary devices (such as characters, dialogue, plot, and music) and through features distinctive to the medium (such as the player's interaction with the virtual world)."  Using this as a basis, the Court ruled that a §43 (a) Lanham Act claim fell within the Rogers test established by the California Supreme Court.  The Rogers test, established in Rogers v. Grimaldi, 875 F.2d 994 (2d Cir. 1989), is essentially a balancing test that seeks to weigh, "the public's First Amendment interest in free expression against the public's interest in being free from consumer confusion about affiliation and endorsement."  The Rogers test limits application of §43 (a) to expressive works,

[U]nless [the use of the trademark or other identifying material] has no artistic relevance to the underlying work whatsoever, or, if it has some artistic relevance, unless the [use of trademark or other identifying material] explicitly misleads as to the source or the content of the work.

In evaluating Brown's suit against EA, the district court granted EA's motion for summary judgment on grounds that Brown had not alleged sufficient facts to satisfy either condition of the Rogers test.  In order to be "artistically relevant" under the Rogers test, the trademark (or in this case a person's likeness) must merely be "above zero".  The court reasoned that because EA prides itself, and the Madden series in particular, on its expressive goals of realism that Brown's likeness has, "at least some artistic relevance to EA's work."    The Court then looked to the second prong of the Rogers test and found Brown's argument lacking.  Under the second prong, a claimant must show that a defendant was explicitly misleading consumers as to "the source or the content of the work."  In this case, EA did not explicitly mislead consumers.  Although Brown is a famous NFL player, it is highly unlikely that any players of the Madden series would believe that he was "somehow behind [the game] or that [he] sponsors [EA's] product," because he is only one out of many stars included in the game.  While there may be some consumers who are mislead, their confusion cannot be attributed to an explicit representation by EA and therefore Brown's claim does not satisfy this facet of the test.

            Had Keller and the other parties to the class action suit brought claims under the Lanham Act, the result would have been similar.  However, because Keller involved claims of statutory and common law infringement of rights of publicity, the Ninth Circuit applied another test altogether.  EA attempted to defend on the basis of First Amendment freedom of speech via a motion to strike under California's Anti-SLAPP statute.  In order to prevail under the Anti-SLAPP statute the party asserting the defense must first make a prima facie showing that the suit arises from an act made by the defendant in connection with a public issue in furtherance of the person's "right of petition or free speech under the United States Constitution or the California Constitution."  It is uncontested that EA's Madden series satisfies this requirement in light of Brown v. Entertainment Merchants Ass'n.  However, the Court denied the motion to strike because EA did not satisfy the second requirement which requires the defendant have a likelihood of success on the merits.  The reasoning for this was that under the transformative use test, the Court believed that Keller had a legitimate claim against EA.
           
            Under the transformative use test, the California Supreme Court outlined five factors which should be taken into account when assessing whether a claimant's right of publicity has been violated.  These five considerations are whether:

(1) the celebrity likeness is one of the raw materials from which an original work is synthesized; (2) the work is primarily the defendant's own expression if the expression is something other than the likeness of the celebrity; (3) the literal and imitative or creative elements predominate in the work; (4) the marketability and economic value of the challenged work derives primarily from the fame of the celebrity depicted; and (5) an artist's skill and talent has been manifestly subordinated to the overall goal of creating a conventional portrait of a celebrity so as to commercially exploit the celebrity's fame.

The Ninth Circuit focused predominantly on No Doubt v. Activision Publishing to establish that EA's use of Keller's (and the other members of the class) likeness was not a transformative use.  Specifically, the Ninth Circuit reasoned that, like in No Doubt, EA represented Keller as, "what he was: the starting quarterback for Arizona State and Nebraska, and the game's setting is identical to where the public found [Keller] during his collegiate career: on the football field."  The focus on realism relied upon in Brown v. EA ended up being to EA's detriment in Keller under the transformative use test.  Unlike the Rogers test that requires artistic relevance to only be "above zero", the transformative use test requires a defendant to go further and create a work that is more than just a direct copy of a real-life person.  EA did argue that the Rogers test should be applied in this case as well.  The court, however, denied this argument reasoning that the Lanham Act and the Rogers test are in place to protect consumers from confusion, but the right of publicity is in place to protect the celebrity.

What is the effect on the games industry?

            Both of these decisions have significant repercussions for the gaming industry.  The Madden and NCAA franchises have long provided EA with predictable returns on their investment on a year-to-year basis, the increase in litigation is beginning to prove more trouble than it's worth for EA's partners.  Last month, the NCAA announced that due to  "the current business climate and costs of litigation" it would not be renewing its contract with EA which is set to expire in June 2014.  However, this could affect more than just EA.  The Keller decision in particular opens the door to litigation if any celebrity's likeness is utilized.  While parody exceptions will still likely cover most games that choose to employ a celebrity's likeness, this case sets precedent for potential legal woes.  More than that, the Keller decision in particular is a blow to game developers in that it is the first restriction on the First Amendment protections  to come out of Brown v. Entertainment Merchants Ass'n.

As always, we will monitor this case for new developments and update accordingly.
Antonick v. Electronic Arts, Inc.
United States District Court for the District of Northern California
Case No: 3:11-cv-01543

On Friday, June 21, 2013, a one-week trial culminated in a jury finding that Robin Antonick (the programmer for the original "Madden NFL" game released in the late 1980s) was not barred from suing for millions in royalties by the statute of limitations.

Back in 1988, Antonick was responsible for programming the first iteration of Electronic Arts Madden NFL series for the Apple II.  Antonick alleges that EA owes him royalties stemming from their Madden NFL game released on the Sega Genesis.  The jury, specifically, found that Antonick did not become aware of EA's alleged breach until 2009 at EA's 20th anniversary celebration of the franchise.  Whereas Antonick's version of the game took four years to make, multiple EA employees involved with the franchise reminisced how the Sega version only took six months to make, even though none of the lead developers had ever created a videogame before.  Antonick alleges that he then began to realize that there was no way the game could have been developed in that amount of time without relying on the source code he wrote.  Leonard Aragon, Antonick's attorney, goes on to allege that the Sega version of the game used a football field 80 yards wide, whereas a typical field is 53 yards wide.  This is significant because, in Antonick's original game, the field was 80 yards wide, and there is, "no reason to have it that size unless you take it from the previous game; [because] if you put [Antonick's] plays on a 53-yard field half the team would be off the field."  Electronic Arts alleges that Antonick could have discovered this information back in 2004 when the publisher was celebrating the franchise's 15th anniversary.

Trial is scheduled to being on July 1, 2013, to determine if, and to what extent, EA owes royalties to Antonick.  The verdict could be substantial.  Under the original contract, EA agreed to pay Antonick royalties on any works that are either derivative of the original 1988 game or any other works stemming from those derivative works.

We will continue to update as more information becomes available.

An order was issued by a district court judge in the Northern District of California on May 30, 2013, dismissing the case with prejudice after the parties came to an outside settlement.  Pecover and Owens v. Electronic Arts, Inc. was a class action suit initially filed claiming that EA had a monopoly on all football games due to its exclusive licenses with the NFL, NCAA, and Arena Football League (AFL).  The court's modification of the settlement's Plan of Allocation granted the lead class members $5,000, their attorneys received fees in the amount of $7.29 million, as well as a $2 million dollar reimbursement for costs.  Furthermore, the order granted class members who filed a valid claim form no later than May 15, 2013, the right to up to $162.96.  The settlement also stipulated that EA is unable to renew its NCAA and Collegiate Licensing Co. football licenses for a period of five years after their expiration in 2014.  EA is also barred from obtaining exclusive AFL licenses for a period of five years from the date of the order.  However, EA's exclusive license with the NFL—the basis of its massively successful Madden NFL series—was not affected.


A full copy of the order is available online.
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