...the spectator server is further configured to calculate an interest value associated with each avatar and direct the user's view to the avatar having the highest interest value.
The online multiuser game system of claim 1, wherein the spectator server is further configured to monitor data affecting the interest values and shift the view to another avatar if it gains the highest interest value.
The impact of this patent on other games, particularly Blizzard games, is open for discussion. Should Blizzard wish to introduce a self-moving camera with a background AI that monitors the "interest levels" of the actions of specific avatars, then it seems that might be a problem. That is, of course, if the patent withstands further scrutiny and any cases brought against it.
For Heroes of the Storm, it is likely that the Starcraft system will be used, as indeed it is for Starcraft II itself, certainly Blizzard's biggest e-sport contributor at this point. Starcraft's spectator mode camera is wholly user-controlled, that is to say that the self-moving element in question here does not feature. Hearthstone? Well, that doesn't really have a spectator mode at present, and given the static nature of the game, it's unlikely that the question of a self-moving camera and associated AI would arise. Our hopes of a spectator mode in WoW are not that great, almost 10 years into the game's life, but the general method is to use dead avatars as "cameras" in wargames. Again, wholly user-controlled.
What remains to be seen is whether other games bring claims against this patent. According to the Reddit thread, Valve introduced a "directed camera" feature for DOTA in 2011, so may have something to say about the enforceability of this patent should it go to litigation between the two companies. One thing's for sure, this is far from a patent on Spectator Mode, and should not be viewed as such.