Nintendo’s Auto‑Battle Patent Is Narrow and Legally Fragile
Nintendo and The Pokémon Company were granted a US patent describing a specific system for summoning a companion that can auto-battle, move, or trigger a player-controlled fight. Legal experts say the claims are narrow, tied to particular flow logic, and potentially invalidated by prior games or abstract‑idea rules — limiting its threat to other developers.
What Nintendo’s patent actually covers
Headlines warned that Nintendo and The Pokémon Company had patented "summoning characters and making them battle," but the real US patent (No. 12,403,397) is more specific. It describes a decision flow: when a player summons a "sub character," the game decides whether to start a player‑controlled battle, run an automatic battle using that sub character, or let the sub character move automatically in the overworld.
Put simply: this isn’t a sweeping patent on "auto‑battles" or "summoning" in general. It claims a particular web of options and the software logic that picks among them — the exact flow you see in Pokémon Scarlet and Violet when a partner Pokémon is sent into the field and either auto‑fights, fights under player control, or roams.
But narrow doesn’t mean harmless. Whether this patent can block other games depends on how courts interpret the claims and on whether prior art exists that already described the same flow.
Legal experts point to two main ways to challenge it: anticipation/obviousness and subject‑matter eligibility. For the former, Charles Duan noted that older games — for example, StarCraft’s "attack‑move" order that lets units auto‑engage while still allowing direct micromanagement — could be used as prior art to show the patent isn’t novel.
On subject‑matter eligibility, courts often weed out claims that are simply abstract ideas dressed up as software. Duan and other analysts argue the patent’s flow mirrors ordinary command hierarchies — give an order, the subordinate acts, and the mode of action changes depending on context — which could be seen as an abstract idea without enough inventive technical detail.
Nintendo has a history of asserting patents: it sued Palworld’s developer in Japan over related field‑interaction patents, and it previously held a well‑known patent tied to Eternal Darkness’ "sanity" mechanics. That track record makes warnings reasonable, even if this particular US patent may be fragile.
Practical implications for developers
Most studios won’t be stopped by a vague headline. Still, prudent teams should assess exposure and document choices. Typical responses include targeted prior‑art searches, conservative design tweaks to avoid claim overlap, and legal counsel on defensibility.
- Conduct a focused prior‑art and claim‑mapping search tied to your mechanics.
- Evaluate risk under anticipation, obviousness, and abstract‑idea rules with legal experts.
- Design around specific claim language rather than changing core gameplay unnecessarily.
- Keep records of development history to support any future invalidity arguments.
In short, the patent is narrower and legally shakier than many headlines suggested, but it’s a reminder that even software flow logic can be asserted aggressively. For studios and product teams, the smart play is a mix of evidence‑based legal review and practical engineering answers rather than panic.
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QuarkyByte can run targeted prior‑art scans and claim-mapping to show where your game mechanics overlap with this patent and where they don’t. We translate legal risk into engineering options and practical design workarounds so studios and product teams can keep building without unnecessary exposure.