EASTERN DISTRICT OF VIRGINIA Alexandria Division ..., ..... .- ) / ....... City State Entertainment, LLC, a ) Virginia Limited Liability Company, ) J 10300 Eaton Place ) (Q jp, \T jj*' aJ Suite 320 ) VI ^JT |/i Fairfax, VA 22030 ) [^ /[ Plaintiff, ) ) ) ) Jennifer LeMay, an ) Individual, ) ) 703 Berryville Avenue ) Winchester, VA 22601, ) ) Defendant. ) ) ) c^o.QjhsLMC^/^[ COMPLAINT FOR DECLARATORY JUDGMENT OF PATENT INVALIDITY AND NON-INFRINGEMENT THE PARTIES 1. Plaintiff City State Entertainment, LLC ("CSE") is aVirginia Limited Liability Company with its principal place of business at 10300 Eaton Place, Suite 320, Fairfax, VA 22030. 2. On information and belief, Defendant Jennifer LeMay ("LeMay") is a Virginia resident with a current address of 703 Berryville Ave., Winchester, VA 22601. NAT! IRE OF THE ACTION 3. This is aDeclaratory Judgment action seeking adetermination that CSE does not infringe any valid or enforceable rights of LeMay claimed in an April 15, 2014 Demand Letter under 35 U.S.C. 271. 4. This is aDeclaratory Judgment action seeking adetermination that any United States patent rights claimed by LeMay pursuant to the Provisional Application ;490 (hereinafter defined in Paragraph 10) are unenforceable, in whole or in part, against Plaintiff. JURISDICTION AND VENUE 5. These claims arise under the Declaratory Judgment Act, 28 U.S.C. 2201 and 2202, and the Patent Laws of the United States, 35 U.S.C. 1ct seq. 6. This Court has subject matter jurisdiction based upon 28 U.S.C. 1331, 1338(a), 2201 and 2202. 7. This Court has personal jurisdiction over LeMay. She is a resident of the Commonwealth ofVirginia, filed Provisional Application '490 in this jurisdiction, and has sent correspondence into this jurisdiction demanding that Plaintiff cease development of acomputer game or otherwise enter into a patent license agreement. 8. Venue is proper under 28 U.S.C. 1391(b) and 1391(c). THE SUBSTANTIAL CONTROVERSY BETWEEN THE PARTIES 9. On April 15, 2014, Defendant LeMay, through counsel, wrote a letter to CSE ("the April 15, 2014, Demand Letter") (Exhibit A). 10. The April 15, 2014, Demand Letter references a provisional patent application numbered 61951490, entitled: "GAME MECHANICS SYSTEMS FOR ROLE PLAY, PLAYER IMMERSION, SOCIAL COMMUNITY, AND GAME EXPERIENCE ENHANCEMENT IN MASSIVE MULTIPLAYER ONLINE ROLE PLAYING GAMES (MMORPGs)" ("Provisional Application '490"). 11. The April 15, 2014, Demand Letter states that "the purpose of this letter is to demand that you cease and desist all development and use of [patent pending game mechanics] until such time as the parties can negotiate alicense agreement." Exhibit A, U2. 12. The April 15, 2014, Demand Letter describes one of these patent pending game mechanics as one where a"a rcalm/kingdom/side obtains control of aresource such as adungeon and/or mine which allows the players belonging to that realm/kingdom/side to gain access to crafting resources and materials within that dungeon and/or mine" (as used in this pleading, "the Resource Conquering Game Mechanic"). Exhibit A, 1| 4. 13. The April 15, 2014, Demand Letter describes one of these patent pending game mechanics as one in which "the game economy is player based and players craft all pertinent items such as armor, weapons, and items themselves rather than the commonly used method of obtaining them via loot drops and NPC [Non-Player Character] purchases" (as used in this pleading, "the Crafting System Game Mechanic"). Exhibit A, H5. 14. No other specific allegations ofinfringement are made in the April 15,2014 Demand Letter. 15. Defendant did not include acopy ofProvisional Application '490 with the April 15, 2014, Demand Letter. 16. Provisional patent applications are not searchable in the Patent and Trademark Office's database, nor arc they otherwise publicly available for inspection. 17. Based on the provisional patent application number provided in the April 15, 2014, Demand Letter, Plaintiff believes Provisional Application "490 was filed sometime in late 2013. 18. The April 15, 2014, Demand Letter states that CSE's upcoming computer game, -Camelot Unchained," as described by CSE publicly, "will infringe" LeMay's "pending patent." Exhibit A, 1 2. 19. The April 15. 2014, Demand Letter alleges that CSE will be not be "operat[ing] lawfully" if it continues to develop Cameloi Unchained without apatent license from LeMay, and without such alicense CSE may be subject to treble damages. Exhibit A, H9. 20. The April 15, 2014 Demand Letter offers CSE alicense for "past, present, and future uses of the game mechanics" for a$500,000 fee plus a"7% royalty" on game revenues. Exhibit A, f 9. 21. By virtue of the foregoing, asubstantial controversy exists between the parties that isofsufficient immediacy and reality to warrant declaratory relief. NATURE OF THE CONTROVERSY BETWEEN THE PARTIES A. Early Days of MMORPGs 22. The game mechanics referenced in the April 15, 2014, Demand Letter relate to design aspects of online computer games, known as Massively Multiplayer Online Role Playing Games, or MMORPGs. 23. Online computer games played simultaneously by multiple players have been available since at least 1973 with the introduction ofthe game Maze War in which up to eight players could play against each other through the use of the ARPANET (the precursor to the Internet). 24. In the 80s, Online games were generally available at that time on private networks such as CompuServe, GEnie. Prodigy and AOL or through local systems called BBS (Bulletin Board Systems). Some of these systems featured games such as Empire, Galaxy {infra fl 35-36) and others which first explored the use ofterritorial control in computer games. 25. The first commercial MUD (Multi User Dungeon) based in afantasy world where players adopted characters to fight against the environment and each other was MUD1. released on the ARPANET network in 1980. 26. With the creation of the World Wide Web, these games began to migrate to the Internet, making them available to amuch wider audience in the mid-to late 1990's. 27. The first large-scale (over 100,000 paying subscribers) commercially successful MMORPG playable over the Internet, Ultima Online, was launched in March, 1999. 28. Ultima Online, like many other MMORPGs, was set in a fantasy world where players created characters and interacted with the environment ("Player vs. Environment" or "PvE") as well as with other players ("Player vs. Player" or "PvP"). 29. The most successful MMORPG to date has been World ofWarcraft, initially launched in November of2004. It was also set in fantasy world and involved both elements of PvE and PvP. B. History of Plaintiff CSE and Mark Jacobs 30. Plaintiff CSE was formed in February, 2011, in Virginia as a Limited Liability Company to produce, among other things, computer games. 31. CSE released its first game, "March on Oz," areal-lime strategy (RTS) game for the iPad on or about November 7, 2012. 32. The majority owner and Managing Member ofCSE is Mark B. Jacobs. 33. Prior to forming CSE, Mr. Jacobs has had along career in the computer game industry, and specifically in connection with developing, publishing and operating MMORPGs. 34. Mr. Jacobs began his career in the computer game industry in 1982, and since then has produced more than 20 computer games and expansion packs through his various companies. 35. In 1986, Mr. Jacobs produced two computer games, called Galaxy and Aradath. These games were among the first "online multiplayer" games, in which many players simultaneously played the game over telephone lines, via their computer modems. Galaxy was a "turn-based" science fiction strategy game where players developed planets and then waged war with other players in the game. Galaxy was an early example of the use of the Resource Conquering Game Mechanic through territorial control in an online game as players waged war across a"galaxy" for control of planets. The more planets you controlled, the more resources you had at your disposal to build up your planet(s) and build spaceships which could then be used to conquer other planets. Aradath was afirst-person fantasy roleplaying game, where players created acharacter and then interacted with other players and monsters in afantasy world created by Mr. Jacobs. 36. In 1989, one ofMr. Jacobs' prior companies, Adventures Unlimited Software, Inc. ("AUSI"), entered into an agreement with General Electric to offer Galaxy and Aradath (which was later renamed Dragon's Gate on the GEnie service) over the GE Information Exchange ("GEnie") system, which was one of the first nationwide quasi-public computer networks available prior to the explosionof the Internet. 37. In or about 1992, AUSI entered into an agreement with America Online whereby AOL subscribers could access and play Dragon', Gate over its network. The game had also by then been up on GEnie for some time. 38. In 1994, Mr. Jacobs teamed up with Robert Denton and formed what eventually became Mythic Entertainment ("Mythic"), with Mr. Jacobs acting as the President of Mythic, and lead designer for almost all of its products. 39. Between 1994 and 2001. Mythic produced and released for sale approximately 13 computer games, including: Splatterball (1996), Magestorm (1996), Castles II Online (1996), Aliens Online (1997), Rolemaster: Bladelands (1997). Darkness Falls (1997), Starship Troopers: Battlespace (1998), Godzilla Online (1998), Splatterball Plus (1999), Darkness Falls: The Crusade (1999), Silent Death Online (1999), Spellbinder II The Nexus Conflict (1999), Independence Day Online (2000). 40. In October, 2001, Mythic released DarkAge ofCameloi, afantasy-based MMORPG, which became one of the earlier commercially successful MMORPGs but the first to feature Realm vs. Realm (hereinafter RvR) player-vs-playcr conflict at its core. 41. Dark Age ofCameloi had as acore game mechanic RvR conflict, in which players chose one of three realms to play, and then banded together with other players to attack other realms to conquer territory and gain resources from their conquests. 42. In 2006 Mythic applied for and received atrademark registration for the term "REALM VS. REALM," Registration Number 3148805. "REALM VS. REALM" or "RvR" was used in Dark Age ofCameloi to describe the game mechanic of anumber of sides (realms) attacking players who belonged to the other realms only (unlike traditional PvP games where players were generally allowed to attack any other players at will). In Dark Age ofCameloi, RvR was epitomized by the never-ending battle of the three realms over resources, control points, and areas of the map. 43. Mythic, with Mr. Jacobs as lead designer, released six (6) expansion packs for Dark Age ofCameloi featuring new content and game mechanics, including. Shrouded Isles (2002), Trials ofAtlantis (2003), Foundations (2003), New Frontiers (2004), Catacombs (2005), and Darkness Rising (2006). 44. In April 2002, Mythic Entertainment released anew addition to Dark Age of Cameloi, Darkness Falls. This concept of Mark Jacobs was adungeon that could be accessed by all three realms through gates that were in each of the three realms. However, in order to enter the dungeon, one realm had to control more territory (RvR "keeps") than either of the two other sides. Once this happened, the entrance (gate) to that dungeon would open for the realm which had conquered the most territory, and the dungeon gates for the other realms would close. In effect, this gave "control" of the dungeon to the realm most successful in conquering territory. In addition, any players from the realm that formerly controlled the dungeon would be allowed to stay in it, to fight the players of the realm that then controlled Darkness Falls. 45. Unlike traditional dungeons that have existed in other games, the "loot" system rewarding players for conquering game-generated enemies in Darkness Falls was unique, in that the killing of NPCs in the dungeon didn't just drop the usual mix of virtual gold and equipment. Instead, slain NPCs dropped "seals" (virtual physical signets, not the marine creature) which could be traded with the NPCs in the dungeon for other equipment, weapons, and other items and attributes. 46. In 2006 all of the assets of Mythic were sold to Electronic Arts, the studio became known as EA Mythic, and Mr. Jacobs remained as the head of the EA Mythic studio until his departure in 2009. 47. In 2008 EA Mythic released Warhammer Online: Age ofReckoning (hereinafter "WAR"), aPvP-centric MMORPG. 48. Mr. Jacobs was the lead designer of Warhammer Online: Age ofReckoning. 49. In WAR, Mark Jacobs and Mythic expanded upon their concept of Darkness Falls and in 2009 released the "Landofthe Dead'' (hereinafter "LotD") anew zone for WAR. Like Darkness Falls, control of the entrances to the LotD was once again limited to one realm at a time, based on territorial control. Also, like Darkness Falls, players in the LotD when control switched to another realm were allowed to remain inside it until they were killed. Within LotD, tokens replaced "seals" as rewards that were dropped as loot within the game. Other non- traditional items were also dropped such as "Torn Pages of the Liber Mortis" and "Sacred Funerary Masks" and other items which could then be traded with NPC weapon merchants for items. C. Prior Art For the Resource Conquering Game Mechanic 50. As indicated above, fantasy-based MMORPGs have existed in many forms since at least 1980. 51. The concept of territorial control and resource conquering is so widespread in games of all types that even Wikipedia states in its entry on Game Mechanics, "A winner may be decided by which player controls the most -territory- on the playing surface, or aspecific piece of territory. This is common in wargames. but is also used in more abstract games such as go." hnp-//pn.wikipedia.org/wiki/Game meehanics#Territorv control. 52. The April 15, 2014, Demand Letter describes the "Resource Conquering Game Mechanic" claimed as patent pending by Ms. LeMay as one where a"a realm/kingdom/side obtains control ofaresource such as adungeon and/or mine which allows the players belonging to that realm/kingdom/side to gain access to crafting resources and materials within that dungeon and/or mine." Exhibit A, U4. 53. Many early MMORPG games allowed players to battle for territory and thereby control that territory and its resources, as evidenced by Mr. Jacobs' game Galaxy, available as early as 1986. 54. As described above inParagraphs 40-49, over the period 2001 -2009, Mr. Jacobs participated personally in the design and development of multiple MMORPGs, including Dark Age ofCameloi, Darkness Falls, and the Land ofthe Dead expansion to War Hammer: Age of Reckoning, which prominently featured "Resource Conquering Game Mechanics" involving a realm gaining control ofaresource, thus allowing players ofthat realm to access materials within that resource, ofthe same nature described in the April 15, 2014 Demand Letter. In addition to the Resource Conquering Game Mechanics described in Mr. Jacobs' prior games above, many other MMORPGs have featured and refined this game mechanic, as part of the prior art. 55. On orabout May 2003, CCP Games released Eve Online, a MMORPG set in space. While this game has been and is continually improved, it has always featured territorial control as part ofthe game. Currently corporations (players in a guild-like structure) can claim solar systems. Such ownership comes with awide variety ofbonuses and they include special access to resources within the system. 56. In2003, Wolfpack Studios released a MMORPG called Shadowbane, that was a PvP game that focused on territorial control and Free-For-All (FFA) PvP combat. Unlike most 10 of the MMORPGs in the West up until that time. Shadowbane allowed players to build, capture and destroy territory belonging to other players. In July 2004, Wolfpack released apatch that added the concept of mines that can be fought over by the players to achieve control. Once that was achieved, the guild (a group of players that has banded together within the game world) would be able to take materials from that mine. Only players who belonged to the guild were able to take those materials from that mine while they controlled it. Different mines produced different materials that later could be used by crafters to create items for players. 57. On or about 2005. Gravity Co., Ltd released the War ofEmporium expansion for their hugely popular fantasy MMORPG Ragnarok. This expansion added the ability of guilds to fight over territory and the castles contained therein. Whichever guild(s) won the battle were awarded the castle which contained, among other things, adungeon that only the winning guild could explore and do battle within. 58. On or about February 2006. Korean developer CCR Inc. released RF Online in the United States. In this game three races do battle for control of the Crag mine core. When one of the three realms accomplishes the goal of destroying one of the enemy's chips, that realm gets control of the Holystone Keeper which then grants that race the right to extract materials in the center ofthe mine. These materials can then be used to create new items in the game. 59. On or about February 2007, Korean developer NetTime Soft released an MMORPG named Corum Online in the United States. While the game is currently no longer available, one of its notable features was the ability of guilds to take control of dungeons and hold them against attacks from other guilds. 11 60. On orabout July 2007, the MMORPG Dekaron was released in the U.S. This game contains a"Siege Mode" where guilds will do battle for control ofthe Genoa castle. The winning guild will get control of the castle and become ruler of its territory. 61. Onor about September 2009, Icarus Studios released theMMORPG Fallen Earth. On orabout February 10th. 2012 the studio announced their Global Territory Control game mechanic in which Factions could control territory that would give the Factions that speed up the time it takes to craft items to harvest materials, and many other bonuses. Like most MMORPGs that feature harvesting and crafting, a wide range of materials can be harvested/mined such as scrap metal, leather, silk, etc. Their crafting system had tenseparate tradeskills alone, " ...which range from Armorcraft to Medicine and Weaponry." Indescribing the game mechanics, they also said "Alittle something for everyone, right? Just one problem, only one Faction can have it!" 62. On or about June 2010, Swedish developer Star Vault released in the U.S. an MMORPG called Mortal Online which allowed players via guilds to take control of territory within the game world. 63. On or about February 2011, Masthead Studios released Earthrise, an MMORPG which featured territorial control by guilds as one of its most important selling features. Here, guilds could take control and hold territory which allowed themaccess to. among other things, mines from which only they could mine resources. This game and its features was first published in 2009. In talking about the impact of players on the economy, lead designer Apostol Apostolov said in an interview with online gaming site Ten TonLIammer,"[\\']\\Qn a guild takes over a territory, if they can provide the cooperation and coordination needed to ensure a strong defense. 12 they could keep control for long enough to make asizable dent in the world's economy." (www.tentonhammer.com/node/68755). 64. On May 22nd, 2012, Forsaken Studios, aWichita Falls, Texas company sought funding through the Kickstarter platform for Embers ofCaerus, another sandbox style MMORPG (https://www.kickstarter.com/nroiects/forsakenstudios/embcrs-of-caeriis-investor- prototype). This game featured "[e]xtensive crafting systems and aplayer-controlled economy" as well as the saying that "Ever felt like forging your own kingdom, setting the laws ofthe land and commanding your minions to enforce your every whim?" They reinforced these concepts on their main page citing "Territorial controls" and "Rich player-controlled market and economy" as two oftheir key features. Additionally in a blog about the game, the Forsaken Studios creative director said that "It is my goal to provide players with a rich and fulfilling economy in which every item is created or handled by players." http://archeaaesource.com/topic/829-cmbers-of- caerus/. In that same blog, he went on to describe his vision for a territorial control system for the game "[territory and politics are not forgotten either, and are in fact some ofour most commonly discussed topics within the team. I am personally working on territory systems presently that I hope will not only give players the ability to stake and shape their claim on the world, but build it into a kingdom or remain as a small city-state that keeps to themselves at their leisure." 65. On or about June 2012, Above and Beyond technologies launched a Kickstarter for The Repopulalion, a sandbox MMORPG. While this game is primarily a PvE game, their PvP game mechanics include the concepts of Contested Regions and Outposts. When a faction takes control of territory ina Contest Region and builds an Outpost, they benefit greatly from that. On their website they describe this as: 13 "Harvestable areas and clusters in contested regions have higher yield rates than in faction protected regions, which acts as areward for stepping out ofthe controlled areas. While you can obtain the full complement ofresources in the protected regions, it will be easier to obtain higher quality results in contested regions. Control of these resources is expected to be avital point of conflict providing opportunities for PvP, Control of resources is important to both building the city, and in providing additional resources for player crafting. City-specific resources function similarly to other harvested nodes, and will spawn in both static and random locations. This provides opportunities for both discovery and to hold key resources for longer periods oftime." 66. On orabout November 20,2012, Sony Online Entertainment ("SOE") released Planetside 2, aMMOFPS (Massively Multiplayer Online First Person Shooter) that features territorial control asone of its main foci. The world in this game is broken up into continents with territories that can be captured by players. Each territory has value in the form ofresources. To quote their website, "BATTLE FOR TERRITORIES &RESOURCES: The core gameplay ofPlanetSide 2is about holding key territories and controlling resources. Each battleground holds valuable resources andkey positions, and the Empire that can conquer (and manage to hold) these territories will be rewarded with fuel bonuses, ammo bonuses, tech bonuses, and more." Details about this system were first revealed on or about July 2011 at an SOE fan-fest. 67. Territorial and resourcecontrol are such widely known and used game mechanics, that from 2011 to2013 alone, there were at least a dozen Kickstarter games that featured this mechanic, including, but not limited to Dinosaur Battlegrounds (https://www.kickstarter.com/nroiects/1319089374/dinosaur-battleurounds): Embers ofCaerus; WarBucks (https://www.kickstarler.com/proiects/siimlehelix/warbucks-a-territorv-control-and- deck-building); Sports Friends; Squad Wars (https://www.kickstarter.eom/proiects/l065318294/sciuad-wars). Ensemble Online, (https://www.kickstartcr.com/proiects/semiformal/ensemble-onlinc); Hailan Online, a game 14 where "Anyone, be it an individual or guild, can capture one or more of the many ancient fortresses that dot the countryside, and doing so grants strategic benefits such as aminor bonus stats AND in some cases the ability to tax anyone else in the territory. Own two of them and get two bonuses, own three... you get the idea." (https://www.kickstarter.com/projects/reloadedprod/hailan-rising). D. Prior Art For the Player Crafting Game Mechanic 68. MMORPGs have been developing and refining sophisticated player "crafting" systems for well over atwo decades. Whether the games were MUDS or the more advanced MMORPGs such as Dark Age ofCameloi, the vast majority of these games featured acrafting system of some kind. Even in one of the world's first MUDs Dragon sGate, players could have items specifically crafted for them by the game's NPCs. 69. On or about December 2003, Three Rings Design released the MMOG Puzzle Pirates. In this game, players created all ofthe items through crafting using raw materials supplied by the developers. Here the players also controlled the market by setting the prices for items as well as crafting the items either on their own or as part ofjobs for other players. 70. In orabout December 2006, Swedish developer Code Club AB released Wurm Online for PCs worldwide, and available to play in the United States. Everything in this game is created by players, from equipment to tools, to ships, castles and land terraforming. The player crafting system allows for aunique player-driven economy, where items are one-of-a-kind. This game was truly one of the first games that was "player-driven" without NPC quests, dropped items, and other ways ofacquiring items that are "developer-driven" (meaning created by the developers). 15 71. On or about February 2011, Paradox Interactive announced Salem, afree-to-play MMORPG based on the world of colonial Salem. In that game, players have to craft every item in the game which features a barter-based economy. 72. On or about January 2012. Sandbox Interactive was formed in Berlin, Germany. Their first project is an MMORPG called Albion Online, announced at least as early as February 28, 2013. Drawing on inspiration, in their own words, from games such as Ultima Online and Dark Age ofCameloi, the key features of this game include a"player-driven" economy. From their website at (www.albiononline.com/the-uamc) they list the following key features about the game: "items and resources can only be found, crafted or brought from other players; Player- driven economy; all items AND buildings are player crafted; build your own villages and towns; one of the first games to combine PvP, player-driven-cconomy and full loot in afree-to-play game; Territorial control system - Our core gameplay includes conquering territories; Conquering and holding territories as many advantages: Access to resources and areas to build your village." This game will be available in the U.S. over the Internet. 73. On May 9th, 2012, Goblinworks Inc., acompany based in Seattle, Washington, launched the first oftwo successful Kickstarter campaigns for a game called Pathfinder Online. In their "What is Pathfinder Online" section, they recite that "Pathfinder Online's robust trading system puts players in control of the world's economy with player-created items, consumables, fortifications, and settlements. Character-controlled settlements can grow into full-fledged kingdoms that compete for resources as they seek to become the dominant force in the land, raising vast armies to hold their territory against the depredations of monstrous creatures, NPC factions, and other player characters." 16 (https://www.kic-kstarter.com/proiects/1675907842/pathfinder-online-techno dcmo?ref=nav search). 74. Prior to launching their first Kickstarter campaign, Goblinworks began aseries of blogs on their game's design. In one of their blogs, entitled Butchers, Bakers and Candlestick Makers, dated April, 11, 2012 (https://oblinworks/bloi-/buthchers-bakers-and-candlestick- makers/) they stated: "Pathfinder Online is based around the idea that virtually every object in the game world that player characters interact with is created by other characters. While not everyone who plays the game will make things, everyone will be using things that other people have made." Additionally, in describing how resources in the game were going to be harvested by players they said "When you find aresource that you want to harvest, the first thing you'll do is construct acamp." Also, "The camp itself is apersistent structure. It can be found by anyone exploring in the hex. Therefore, you need to defend it against aggression." 75. In November 2012, Goblinworks launched their second Kickstarter, which successfully concluded on January 14, 2013 having raised $1,091,194. In update #19, December 20,h, 2012. (https://wwwkickslarter.com/proiects/1675907842/pathfinder-online-a-lantasy- sandbox-mmo/posts?pae=13) Goblinworks talks about their "Territorial Control game mechanic" and that "Once Territorial Warfare is implemented, tested and deployed, the Settlements will begin to vie with each other for Territorial Control." This concept is at the core of their game and even on the game's main webpage they state "You will struggle for control of territory, trade routes, and resources with other players. Conflict is central to the game, and often conflict will mean combat. Some areas of the world are safer than others - but the more risk you take, the greater the rewards you will earn." 17 oev- E. Plaintiff CSE Publishes Information Concerning the Game Mechanics of its Upcoming Game Camelot Unchained. 16. On or about February, 2013, CSE opened its Camelotunchained.com website and published a number of "Foundational Principle" documents that discussed the game mechanics for its new MMORPG under development, called Camelot Unchained. 11. In Foundational Principle document No. 1, posted in February, 2013, Mr. Jacobs described one of the characteristics of Camelot Unchained'that differed from prior MMORPGs as "an RVR-focused game" that eschewed the traditional "PvE leveling/gear grind." To the lay person, the difference between a PvE leveling game and a RvR/PvP-only (these terms are used sometimes interchangeably) game is that in the later, playerscompete predominantly or exclusively against other players rather than against NPCs created by the game designers. 78. In Foundational Principle document No. 2, posted February, 2013, Mr. Jacobs described the game mechanics of Camelot Unchained as follows: "Everything in this game is geared to the TriRealm concept, whether it is the crafting system, housing, skill progression, etc. You will explore, fight, capture, level, etc. all within a competitive RvR world that was crafted with this FP [Foundational Principle] in mind." 79. In Foundational Principle document No. 2, posted February. 2013, Mr. Jacobs described the Crafting System Game Mechanic as follows: "Our crafters will never have to worry about whether the gear that they make, the arrows that they fletch nor the ring that they forged in the fires of Mount Doom..., whoops, wrong game, sorry, being eclipsed by something that is dropped by a hummingbird, even if it is the "WORLD'S LARGEST HUMMINGBIRD TFIAT SHOOTS LASER BEAMS FROM ITS EYES." The best way toaccomplish this is toensure that there are no drops of powerful items from NPCs. Secondly, to makesure that the first point is followed, let's just say that there are no NPCdrops at all and damn fewNPCs. That's right, as an RvR- focused game hummingbirds won't be dropping rare and unique items; well, unlessyou consider bird pooprare and unique. You will get rewards for killingother players, other players' helpers and some stuff in the world but it won't be gear and we will also not offer tokens. Tokens are for subways and some pinball and arcade games, not for this game. I 18 was and remain a fan of that type of system for a different game(s) but not for this game. 1 want my crafters to know that there is no chance that the stuff they are making can be eclipsed by anything dropped or buyable through the non-player shops with but one exception. That exception is if there are not enough crafters, we reserve the right to make sure that things like population imbalance do not end upin a cascading and insurmountable disaster for a realm." "As a RvR-focused game, players will need all sorts of items and the crafters will have to supply them. Whether it is arrows, armor, gold for the mint, etc., there's always going to be somebody who needs something and that's where crafting comes in." 80. In Foundational Principle document No. 7, posted February, 2013, Mr. Jacobs further described the Crafting System Game Mechanic in "CU" (Camelot Unchained) as follows: "CU's crafting system is a bit of a "hash" as it incorporates some familiar elements as well as elements that are wholly original; it is the interplay of these elements, enmeshed intheall- consuming RvR environment of the game that will make it unique. Before moving on to the "nuts and bolts" of the system, let us focus on some of the core principles that I envision for the overall crafting system. First, our crafting system will be the only reliable way to get armor, weapons and most items (some purely cosmetic and low-level items may be obtained through vendors) for your characters. There are no "rare drops" from NPCs and even with NPC guards and the like, we think the whole "Oh look, Ijust killed a nightingale and it dropped a full suite of purple armor" is so last decade. Secondly, players of CU will be able to create a "crafting-class" character with separate crafting-based ability and skill leveling tracks. These leveling tracks will be similar tothe RvR-leveling tracks in the time necessary to"level up" characters so that consequently, players will not simply beable todump money from their main/alt/guild and quickly level upa crafting character (just as they could not do that with an RvR-focused character). Thirdly, when you level up your crafting skills you will not have to create large amounts of any good, as each itemtakes time and effort to create. We also do not envisioncreating a system where the crafters will need the support of manyother crafters to make most items. While we want our crafters to work with their fellow crafters at times (more on this later), crafters must be able todo theirjob without having to rely ona large number of other people to create an item as requiring too much cooperation would greatly reduce the flow of newitems into the system. Fourthly, CUdoes employ a system where items can decay and can breakover time; the decay will be slowenough that players will have plentyof warning before items might break while simultaneously ensuringthat players have toreplace most items over time (thus increasing the need for crafters and their wares). Fifthly, magic, while an important part of the world, is not as commonplace on items as it is in most MMORPGs. Items will have lots of modifiable stats, quality, etc. but do not expect to be wielding Excalibur on day one or even day thirty. Magical items will not be rare in CU, but the problem of "gcarflation," especially when it comes to truly magical items, is one that we want to avoid. Finally, we want our crafters to earn renown among the players on their server, whether through naming/signature (hopefullyvisual as well as textual) of items, rewards from their server's ruler, etc. FYI, I'm only going to address the part of the crafting system that deals with the creation of personal items and not the harvesting, gathering, etc. of raw materials nor of creating siege weapons, structures, etc." 19 "The creation and selling of items should be both a communal and openprocess tohelp encourage socialization and connectivity between the players and aid in the building of both realm and server pride. While the current, AH [Auction House] mechanic works very well in many MMORPGs, it harms the sense of community that was present in many older games. While we will modernize the whole "sit around in the middle of town hawking our wares" thing, we will doso ina way that helps, not hinders, community building. While crafters should be able to sell their wares in a bazaar-like setting and/or through their stores we will alsoreturn to the concept of crafting stations in town. FYI, we might allow guilds that reach certain realm-based goals to have their own crafting stations in their guild manor but that is TBD." 81. In Foundational Principle document No. 9, posted February, 2013, Mr. Jacobs further described the Crafting System Game Mechanic in Cameloi Unchained as follows: "Thus, part of our job as the designers and developers of CU is to put systems in place to create interdependency that encourages players to work together so that they not only have the most fun but also enjoy the quickest ways to success within the game. In terms of the crafting system, we want to build this interdependency not through creating a chain of required players (gatherers -> refiners -> builders) because that could leadto its own problems if one link in the chain is damaged/broken but rather to set up crafting goals and tasks that both encourage and reward group cooperation. At the same time, that system cannot prevent players from completing some of those actions if the requisite number of players are either not available or are simply unwilling to help their fellow crafters when requested. We will also create interdependency between the crafters and the non-crafters through the use of objectives that will require the help of non-crafters to secure, such as the special crafting stations in various structures scattered throughout the world, rare and precious metal deposits, etc. Along withthe whole "no gear drop from PvENPCs" principle, the same RvR-playcrs who can go out into the wild and secure these objectives will also need the crafters to fulfill their gear and item needs as well as their help in building and fortifying structures. This interdependency is certainly a fine example of how forced socialization and grouping can work in a modern MMORPG in a manner that doesn't seem strained and/or forced but flows a bit more naturally from both the IP's perspective and the game's design and principles." 82. On or about April 2, 2013 CSE launched a Kickstarter campaign whereby it sought to raise $2,000,000 to complete Camelot Unchained. The Kickstarter campaign successfully funded on May 2, 2013, raising pledges of $2,232,933. 83. In the Kickstarter campaign, Mr. Jacobs pledged to invest $2 million of his own money to fund game development. This is in addition to the money Mr. Jacobs has already invested to fund the studio since it was formed in 2011. 70 84. CSE currently has over a dozen staffworking full-time on Camelot Unchained. 85. CSE continues to raise money through crowdfunding sources through the PayPal platform, and as of June 15, 2014, had raised anadditional approximately $421,000. 86. During the 30days of CSE's initial Kickstarter campaign during April and May of 2013, CSE released 43 updates on Kickstarter, describing in significant detail the planned game mechanics for Cameloi Unchained. 87. In the Kickstarter Campaign (https://www.kickstarter.eom/projects/l3861848/camelot-unehaincd?rcf=nav search), the game mechanics of, and interplay with RvRcombat in Camelot Unchained is described as: a. "A place where both crafters and warriors must work together to succeed." b. "The game will feature RvR-based leveling tracks for all classes. No PROGRESSION VIAPvE(player vs. environment), loot drops or other such systems are currently planned. All leveling will come from engaging in the game's RvR-based systems, whether by fighting other players, capturing objectives, and/or crafting objects to help in RvR. There will be NPCs but you cannot use them to level your character." c. "Players can control mines through the territorial control system of Camelot Unchained. In order to help foster realm pride, owning most mines doesn't give total control of the mine to a player or guild but rather it yields a "piece of the action" to the player or guild that controls it." Update #21, April 21s', 2013. d. "Mines are self-contained bubbles contained under the world map with cooperative mining and RvR action." e. "Players build their own realms, including keeps, forts and castles and then defend them." f. From Update 24, posted April 22, 2013: i. "A1[1J plot[sJ have permission levels." ii. "Players who capture a plot have to weigh the benefit of Salvage vs. Destroy vs. Capture." iii. "Crafters are better at salvaging, and they gain bonuses for deconstructing." 21 iv. "Destroying astructure means less resources gained." v. "RvRers can build simple constructs to help in RvR. They can also repair, but not as good as crafters but better than NPCs but not as close to skill of a crafter." vi. "All structures/prefabs have limited durability especially in RvR intensive areas." vii. "Supply Lines are an important part of RvR as well. Players need to keep the supply lines open as long as possible to allow materials to flow." viii. "The deeper players push into contested area, the better the rewards." ix. "Structures (such as keeps) can be built free form or from approved plans. Plans can be submitted to the realm for approval." x. "Player can sacrifice structures to prevent them from falling into the handsof the enemy." g. "Our plan is right now that in The Depths, the big NPCs will be guarding access to certain areas that will yield lots of good stuff for the side that control it. Some of these could also yield scavenged/skinned materials but they will not have drops or anything like that (I know you really didn't ask it but I figured someone else would after reading this)." From an "Ask Me Anything" (AMA) on Reddit (www.reddit.com) onApril 29,h, 2013 h. "You have an RvR dungeon and by controlling it you get all sorts of goodies. You have the 'lower Defense aspect where your crafters and even some non crafters and set up defenses... You are going to lose control ofthis, everyone loses control ol this after sometime. You guys get to make life miserable for the other realm that is gonna take control after you do." From Kickstarter Update #16 Part 2 April 12th 2013. 88. Following the successful closing of the Kickstarter campaign on May 2, 2013, CSE continued to provide the gaming community, and the world, through the Kickstarter platform, updates on the project (currently 99 and counting), including significant game mechanics discussions. F. History of Defendant LcMav 89. To Plaintiffs knowledge and belief, Defendant LeMay has never successfully produced, coded, or released a computer game. 22 90. Defendant LeMay twice attempted to raise money through the Kickstarter platform in 2010 for a newMMORPG she wished to produce. 91. During July of 2010, LeMay sought $3,500 incrowdfunding for a new MMORPG called "Hedron." https://www.kickstartcr.com/proiccts/1710971459/hedron-an-cxciting-ncw- mmorpe-cominq-soon?ref=nav search. 92. LeMay offered "free" subscriptions for various time periods tothe upcoming game to anyone pledging at least $10. At least three (3) backers made pledges in exchange for receiving either a three (3) or nine (9) month subscription to the upcoming game. The pledges totaled $100 and the Kickstarter campaign failed. 93. Inthe July2010 Kickstarter campaign, LeMay described what was wrong with current MMORPGs ("repetitious grinding and farming for character levels"), and promised a newtype of MMORPG, with game mechanics which would include: "|t)hc PvP system is made upof four kingdoms that battle eachotherover material, skill, and spell resources! You as a playerwill belong to oneof these kingdoms. Forget the mindless "steal an artifact to get a pettystat boost' concept. In Hedron your spells, skills, crafting abilities, andeconomy is impacted through PvP! Forexample, the kingdom that controls a manacrystal will be able to unlockan extra level of spells both individually and in a group. This allows for players to plansmall tactical attacks as well as large scale invasions and something actually worth battling for." 94. During November and December, 2010, LeMay ran another Kickstarter campaign, this time seeking $3,000 in crowd funding. https://www.kickstarter.eom/projects/l 710971459/hedron-online-an-e.xcitii'm-new- mmorpu?ref=nav search. 95. Again, LeMay offered free subscriptions to anyone pledgingat least one (1) dollar to the project. At least eighteen(18) backers pledged money entitling themto some period of free access to the upcoming game. Pledges this time totaled $579, meaning that the campaign was unsuccessful and no money was dispersed to LeMay. 23 96. The December 2010 Kickstarter campaign described Hedron as follows: "We want to go back to the roots of gaming and what made it fun before it went corporate. Back to the questing, PvP style, game mechanics, etc. that made games such as Everquest and Dark Age ofCamelot successful but with new, fresh ideas and twists." 97. The December 2010 Kickstarter campaign described one of the game mechanics as follows: "We plan to bring balance to the item, crafting, and money systems. We will focus more on allowing your character to obtain mods and attributes by accomplishing quests and kills rather than gobbling up every item and gold coin you can in an attempt to create the most uber character you can. Imagine receiving ascar on your character's arm after beating aboss which boosts your spell resistance instead of farming the same mobs for three days waiting for an item to drop that gives you the mod. Our goal is to immerse you in the game play and to reward you for participating in guilds, croups, quests, and the game storyline as opposed to rewarding simple farming. We will have items with mods but the real juicy stuff will come from what you actually accomplish during came play We think that sounds much more fun and brings back the roleplay aspect as opposed to farming, killing, and collecting mindlessly....the usual gaming grind. No one likes to grind so we want to try to do away with it and replace it with actual game play!" 98. Following the second Failed Kickstarter campaign. LeMay indicated an intent to launch anew Kickstarter campaign in the future to fund development of Hedron. Update #20, posted December 15, 2010. 99. On or about April 1, 2014, Defendant LeMay posted information concerning Hedron on the Steam Community website announcing the intention to offer Alpha Test (early testing of agame prior to commercial deployment) on as part of Steam's Early Access program (http://steamcommunitv.com/.sharedfiles/filedeiails/?id=244778?on i that posting, LeMay claimed that the Resource Conquering Game Mechanic and Crafting System Game Mechanic were "patent pending." 100. The Hedrononline.com website claims the term "KINGDOM VS KINGDOM" as a trademark. 24 101. To the best of the knowledge of Plaintiff, Defendant LeMay has not filed for federal registration of the trademark "KINGDOM VS KINGDOM." COUNT I Declaratory Judgment of Non-Infringement by Plaintiff Of Any Rights Claimed in the April 15, 2014, Demand Letter 102. PlaintiffCSE realleges and incorporates by reference the allegations of paragraphs 1-101. 103. A case or controversy exists between CSE and LeMay concerning the noninfringement of the game mechanism claimedas patent pending in the April 15, 2014, Demand Letter. 104. PlaintiffCSE, through its Managing Member, MarkJacobs, has beendesigning and producing computer games for over three decades, many of which employ game mechanics (both the Crafting System Game Mechanic and the Resource ConqueringGame Mechanic) similar to those nowclaimedto be "patent pending" in the April 15. 2014 Demand Letter. Those game mechanics date back to at least 2001 and as to Resource Conquering, back to 1986. 105. The game mechanics employed in Galaxy. Dark Age ofCamelot, Darkness Falls, and Warhammer Online: Age ofReckoning and the Land ofthe Dead, are similar to, and teach to, the Resource Conquering System Game Mechanic now claimed as patent pending by Defendant LeMay in the April 15, 2014 Demand Letter. 106. The game mechanics employed in both DarkAge ofCamelot and Warhammer Online: Age ofReckoning, are similar to, and teach to, the Crafting SystemGame Mechanic now claimed as patent pending by Defendant LeMay in the April 15, 2014 Demand Letter. 25 107. Substantial prior art exists within the industry that are similar to, and teach to, the Resource Conquering System Game Mechanic now claimed as patent pending by Defendant LeMay in the April 15, 2014 Demand Letter. 108. Substantial prior art exists within the industry that are similar to, and teach to, the Crafting System Game Mechanic now claimed as patent pending by Defendant LeMay in the April 15, 2014 Demand Letter. 109. Plaintiff CSE, as early as April. 2013, published detailed explanations ofhow PvP battles would impact the availability and use of resources in Cameloi Unchained that are similar to, and teach to, the Resource Conquering Game Mechanic now claimed as patent pending by LeMay in the April 15, 2014 Demand Letter. 110. Plaintiff CSE, as early as February, 2013, published detailed explanations of how item crafting would take place in Cameloi UnchainedThat are similar to, and teach to, the Crafting System Game Mechanic now claimed as patent pending by LeMay in the April 15, 2014 Demand Letter. 111. CSEis entitled to a declaration that the manufacture, use, sale, offerof sale in and/or importation into the United States ofproducts that include any game mechanic would not infringe any valid and enforceable claims made in the April 15, 2014 Demand Letter. COUNT II Declaratory Judgment of Invalidity of Any Rights Claimed in Provisional Application '490 112. Plaintiff CSE realleges and incorporates by reference the allegations of paragraphs 1-101. 113. Acase or controversy exists between CSE andLeMay concerning the noninfringement ofProvisional Application '490 requiring adeclaration ofrights by this Court. 26 114. Any claim of exclusive rights, including patent rights, by Defendant LeMay in or to the Crafting System Game Mechanic and Resource Conquering Game Mechanic, as described and claimed in the April 15, 2014, Demand Letter and Provisional Application '490 referenced therein, are invalid for failure to meet one or more of the requirements ofpatentability under 35 U.S.C. \0\,etseq., including but not limited to 35 U.S.C. 102 and 103. 115. Any claim of exclusive rights, including patent rights, by Defendant LeMay in or to the Crafting System Game Mechanic and Resource Conquering Game Mechanic, as described and claimed in the April 15, 2014, Demand Letter and Provisional Application '490 referenced therein, are invalid because the alleged inventions claimed therein are anticipated in view of the prior art to one having ordinary skill in the art and thus fail to satisfy the conditions of patentability set forth in 35 U.S.C. 102 (lack ofnovelty based on prior art). 116. Any claim ofexclusive rights, including patent rights, by Defendant LeMay in or to the Crafting System Game Mechanic and Resource Conquering Game Mechanic, as described and claimed in the April 15, 2014, Demand Letter and Provisional Application "490 referenced therein, are invalid because the alleged inventions claimed therein arc anticipated in view of the prior art to one having ordinary skill in the art and thus fail to satisfy the conditions of patentability set forth in 35 U.S.C. 103 (obviousness based on prior art). 117. Any claim ofexclusive rights, including patent rights, by Defendant LeMay in or to the Crafting System Game Mechanic and Resource Conquering Game Mechanic, as described and claimed in the April 15, 2014. Demand Letter and Provisional Application "490 referenced therein, are invalid because the alleged inventions claimed therein are anticipated in view of the prior art to one having ordinary skill in the art and thus fail to satisfy the conditions of patentability set forth in 35 U.S.C. 102(b) based on the descriptions ofthese game mechanics 27 published as part of Defendant's own 2010 Kickstarter campaigns (inventor prior publication and/or inventor first sale). PRAYER FOR RELIEF WHEREFORE, Plaintiff CSE respectfully requests that this Court enter aJudgment and Order in its favor against Defendant LeMay: 1. Declaring that no valid and enforceable claim or right ofDefendant LeMay as to the Resource Conquering Game Mechanic and Crafting System Game Mechanic described in the April 15, 2014, Demand Letter has been infringed by Plaintiff CSE, and that Plaintiff CSE, and its successor, licensees, and assigns, may continue to develop, and may make, have made, sell, offer for sale, and import games which practice or incorporate, in whole or in part, the Resource Conquering Game Mechanic and Crafting System Game Mechanic described in the April 15, 2014 Demand Letter, without infringement or violation of any such rights on the part of Defendant LeMay; 2. Declaring that: Defendant LeMay lacks exclusive rights, including patent rights, in or to the game mechanics described in the April 15, 2014, Demand Letter; that any such purported patent rights therein or thereto are invalid and/or unenforceable; and that Plaintiff CSE, and its successor, licensees, and assigns, may continue to develop, and may make, have made, sell, offer for sale, and import games which practice or incorporate, in whole or in part, the Resource Conquering Game Mechanic and Crafting System Game Mechanic described in the April 15, 2014, Demand Letter, without infringement or violation ofany such rights on the part of Defendant LeMay; 3. Permanently enjoining Defendant LeMay, any successor company, licensee, or assignee, and all those acting under the authority of or in privy with her, from asserting, 28 enforcing, or otherwise seeking to enforce exclusive rights, including patent rights, in or to the game mechanics described in the April 15, 2014, Demand Letter against Plaintiff CSE, its successors, licensees, or assigns; 4. Permanently enjoining Defendant LeMay, any successor company, licensee, or assignee, and all those acting under the authority of or in privy with her. from publishing any claim or informing any person that Plaintiff CSE infringes any exclusive rights of Defendant LeMay, including patent rights, claimed in the April 15. 2014, Demand Letter. 5. Permanently enjoining Defendant LeMay, any successor company, licensee, or assignee, and all those acting under the authority of or in privywith her, from seeking funding on Kickstarter or other crowdsourcing funding platforms by makingany claims of exclusive rights to the "patent pending" game mechanics described in the April 15, 2014, Demand Letter that other producers of MMORPGs purportedly do not have. 6. Permanently enjoining Defendant LeMay, anysuccessor company or assignee, and all those acting under the authority of or in privy with her. from using the term "patent pending" in any publication in relation to the Resource Conquering Game Mechanic and the Crafting System Game Mechanic. 7. Declaring that this case is an exceptional case under 35 U.S.C. 285 and awarding CSE its attorney's fees, costs, and expenses; 8. Declaring that the issues raised in this litigation and the reliefgranted to Plaintiff CSE are matters material to patentability of the inventions claimed in Provisional Application '490, and directing Defendant LeMayto notifythe U.S. Patent Office of the Court's orders forthwith; and 29 9. Awarding CSE such other and further additional relief as the Court may deem just, proper and equitable. DATED: July 1,2014. Respect Bern VSB GARVEY SCkHJBERT BARER 1000 Potomac Street. N.W. Fifth Floor Washington, D.C. 20007 (202) 965 7880 blambiottc@comcast.net Counselfor Plaintiff, City Stale Entertainment, LLC 30