Nintendo Patent Battle šŸŽ®, Square Enix Automation šŸ¤–, Publisher Pathfinder šŸ’°

Nov 7, 2025

Industry & Legal Moves āš–ļø

USPTO Reopens Nintendo’s ā€˜Summoning’ Patent—Industry Pushback Intensifies

The US Patent Office has taken the rare step of re-examining Nintendo’s broad ā€œsummoningā€ gameplay patent, drawing widespread industry approval. Critics argue the patent, tied to Nintendo’s Palworld offensive, threatens common mechanics and reflects damaging overreach. With Japan already rejecting a related PokĆ©mon patent on prior art, momentum seems against Nintendo’s approach. The article contrasts this with Sony’s conventional Horizon claim against Tencent, urging restraint over mechanics-grabbing patents.

Square Enix Targets 70% QA Automation by 2027, Cuts Western Staff

Square Enix plans to automate 70% of QA and debugging by 2027 using generative AI, supported by a joint research team with the University of Tokyo’s Matsuo Lab. Hours after the announcement, reports surfaced of mass layoffs across Western operations, including QA, publishing, IT, and more. Leadership frames the move as a ā€œleanā€ and ā€œagileā€ overseas restructuring. One report suggests around 140 London staff were told they’re ā€œat risk.ā€

Tools & Tech for Devs 🧰

Cracking RotMG’s Old Map Seeds with Smart Shortcuts

A developer revisits a 2010 Flash Voronoi map generator and sets out to recover the original seeds used for Realm of the Mad God’s shipped maps. A brute-force search of 2^32 seeds (an impossible ~630 years) gets tamed by optimizations—yielding close matches like ā€œperlin 30997-1ā€ for World 5. Several worlds are identified, some with multiple generator styles, though not pixel-perfect. Planned as a 4-hour diversion, the nostalgia-fueled sleuthing took 9—and solved a long-standing mystery.

Drop-In Swimming for Your Game: FS Swimming System Launch

Fantacode Studios’ FS Swimming System adds plug-and-play aquatic movement to your game: surface swimming, underwater diving, and height-based jumps or dives. It sets up quickly, integrates with other FS Systems, and features dynamic splashes and ripples. AI can navigate and follow targets across the water’s surface (no underwater AI). For realistic water rendering, there’s a free KWS2 demo to try.

Game Design Craft šŸŽØ

The 12-Step Cheat Sheet to Designing Better Games

This essay reframes fun as progress in prediction under uncertainty and turns that into a 12-step, practical framework. It distinguishes toys vs. games, operational vs. progression loops, and puzzles vs. evolving problems, then shows how feedback, variation, pacing, and systems/economies keep play fresh. It also explains how theme (ā€œdressingā€) and player motivations shape who engages. A concise, actionable blueprint for designing games that teach, test, and delight.

Beyond Dopamine: Practical Frameworks for Making Games Truly Fun

ā€œFunā€ isn’t a single target—it’s a palette. This video surveys taxonomies (Newbury, Caillois, Bartle, 14 Forms of Fun) and shows how to turn 2–3 chosen fun types into design pillars that guide every feature. Pillars are about player feelings, not genre or art style, and examples from God of War and SOMA reveal how this keeps games focused and resonant. A practical, indie-friendly blueprint for building games people actually love.

Strategy & Playbooks šŸ“˜

Inside Nintendo’s Playbook: Mechanics-First Design, Prototypes, and Polish

At NZGDC, Rhys Riley breaks down Nintendo’s design DNA: start with a core mechanic, prototype early, and perfect intuitive controls before anything else. Rooted in arcade ā€œfun per coin,ā€ Nintendo’s overlapping teams and 98% retention drive polish, knowledge transfer, and meticulous iteration. From constraints birthing icons (Mario’s mustache, Metroid’s Morph Ball) to ā€œhard, not stressfulā€ difficulty and clear design pillars, this is a practical blueprint for crafting lasting fun.

Publisher Pathfinder: A Text Adventure to Find Your Game’s Funder

Industry vet Alyssa Kollgaard (COO, Akupara) launched Publisher Pathfinder, a free text-adventure tool that matches devs with publishers, investors, and services. It consolidates and verifies multiple community databases into a vetted list of nearly 800 companies, with added criteria like pillars and services. Answer a few questions about your game and get tailored matches—plus a community Discord. The goal: make funding and publishing transparent, actionable, and genuinely fun.

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