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Oloh
02-18-2005, 12:46 AM
October 7, 2004 - Okratas Interview


First off, let’s get the introductions out of the way. Tell us your name and a bit about yourself.

My real name is Don Shelkey, but most of you probably know me as "Oloh," which is the name I use when I play, post or chat.


I am a lawyer. I work for a large law firm, Buchanan Ingersoll, in the "Corporate Finance and Technology" section. I guess I am what most people consider a "corporate lawyer" in that my firm usually represents companies instead of individuals. Within the firm, I am a member of a specialized practice group called "Technology Transactions."

I am also a gamer. I have played every mainstream MMOG, many of which I have played at the highest levels. I have to brag a bit. In EQ, I had a 50 Enchanter, 50 Necromancer, 60 Monk and 65 Cleric, each, respectively, at the level cap when I played them. I had a 47 Medic in Anarchy Online during beta (go go bugged flamer!). I had a Master Commando/ Master Smuggler in SWG. I played UO, FFXI, Horizons, Asheron's Call, Asheron's Call 2 and DAoC for a couple months each. I am currently primarily playing Lineage 2, where I have a 44 Dark Avenger. I still play my EQ cleric on Sullon Zek a bit as well.


What kind of educational background do you have, and tell us a bit about your experience.


I went to undergraduate school at a small private school, Duquesne University, for psychology and criminal justice (neither of which are particularly helpful in law school, by the way). I then went to law school at Duquesne. I was elected to the Duquesne Law Review (the lawyer's version of "honor roll"). Buchanan Ingersoll recruited me, and I worked there for a summer. As a long-time gamer, I was immediately impressed by the Technology Transactions practice group, having played many games from companies they represented. They made me an offer to come work when I finished law school. I accepted, and the rest is history.


Technology Transactions? Explain that for that for us in non-legal terms.


Technology Transactions is a term we use to describe agreements that involve the transfer, use or commercialization of Intellectual Property. Intellectual Property is "stuff" that you cannot touch or see but has value. An example of Intellectual Property is a copyright. I am what I like to call a "deal lawyer" as opposed to a "trial lawyer." I do transactions, not trials.


For example, I draft asset purchase agreements (when a company is buying an existing game or other asset), development and publishing agreements (for development stage companies), employment agreements, consulting agreements (to use X product, or to collect Y information), artist agreements, music agreements, merchandising agreements, subcontractor agreements, End User Licensing Agreements (EULA), service agreements, and many other agreements. Simply put, we help companies commercialize their technology products.

You mentioned EULAs. These mysterious documents are filled with legalese that many people do not understand, but are a part of every game. Just what does a EULA do?


You are right. EULAs are very confusing documents, but once you understand how software development works, it becomes clear why they exist, and why they look and feel the way they do. EULAs are legal agreements between software developers and their customers. They grant the customer the right to use the software. The first reaction that people have is usually "No way! I spent fifty freaking bucks on this game, I own this sucker."


Even a low budget game can take millions of dollars to make. At the end of the day, the only asset that a software development company has is the right to sell that game. Certainly, if you wanted to, a company may be more than happy to "sell" you the game, but your cost would be … well, the same millions it cost to make it, plus a nice mark-up to make it worth the company's efforts.


Instead, you can walk into the local video game store, plop down 50 bucks and get the full benefit of a development company's millions of dollars worth of hard work. But, there is a catch … and the catch is the EULA, which is full of restrictions on what you can and cannot do with your license of the game.


If you look at a basic EULA, it contains a statement so that the user knows he or she does not "own" the game. It also contains language that grants you the right to use the game, but not the exclusive right. The EULA prohibits (or limits) your ability to make copies of the game. There are also provisions that state the game is provided "as is" and that you cannot sue the company if the game messes up your system. Other provisions, such as where you have to sue the company and what law will apply, are all designed to protect the company in the event things "go south."


Each of these restrictions allows the company to offer the game at a lower cost by providing protection from things that cost the company money. The net result is that you, as a gamer, can enjoy a multi-million dollar production for a very reasonable price.

The sale of credits and items between players in virtual worlds is common, though standard property law does not quite cover virtual property and companies running these games that may have rights to the contents inside their games. Therefore, what does the law say on this topic? What are your views on this topic?

Because we are now starting to cross into MMOG-specific topics, I feel the need to make a disclaimer (being a lawyer and all). For these MMOG-specific questions, my thoughts are my thoughts alone, and not the thoughts of Brad McQuaid or anyone else at Sigil.

Most main stream companies out there now handle the sale of virtual goods in a simple manner. They prohibit it in the EULA. EULAs are enforceable contracts and there is nothing to indicate that a clause prohibiting the sale of online goods wouldn't be enforced. So, courts should enforce the EULA in the company's favor based on a breach of contract if the company were to proceed to trial on the matter.

The practical considerations are vitally important to this discussion. First and foremost, litigation is expensive, even for a big company. If it can be avoided, it should be. I think the prevailing opinion out there now is that companies would rather put the money into improving their games rather than chasing down some virtual profiteer. Every company to date has pretty much stopped at the practical steps (prohibiting it, banning accounts, etc.), and have not taken the next, more costly step–legal action.

There are some legal issues that have to be addressed. You might be surprised to learn that a breach of contract alone is not enough to win a big recovery in court. The goal of contract law is generally not to "punish" dirty rotten contract breakers, but instead to make the aggrieved party be in as good a position as if the contract was performed. Stated another way, the aggrieved party (in this case, the game developer) must suffer "damages." Furthermore, the damages must be quantifiable. It would be easy to quantify a MMOG developer's damages if, on each day that an illegal virtual sale was conducted, 5 customers left. But it doesn’t work that way. It is hard to tell what "damage" has been suffered by the company based on virtual profiteering.

Marching into court and telling the judge tales about "Oloh's Dungeon of Ill Fated Pharming" which has been overcrowded by pharmers may not be the type of damage that the court is looking at to determine a monetary reward. The same can be said of games that are less "fun" because of virtual profiteering.

Of course, a company can always try and get non-monetary rewards, such as an injunction that prohibits further breaches, but that could cost a lot of money simply to cut off one supplier. While an injunction should solve the problem with that particular company, others will pick up the slack. Compare that to a company getting hit with a multimillion dollar lawsuit, which generally will have a chilling effect on other companies (money speaks louder than injunctions, I assure you).

Now, a lot of you may be saying "so what?" Let them sell virtual property, it is not that big of a deal. There are a few reasons why that is not the proper response for the good of the genre as a whole. Consider the following examples:

The more liquid virtual property comes, the more likely it is to be taxed. (Man, I would LOVE to loot that Cloak of Flames, but I cannot afford to pay income tax on it. By the way, have you filled out your tax report for the Akkirus' Codpiece of the Risen you looted last week?)

The more real world value items have, the more likely a court may decide that players have a property interest in the virtual property. (Unfortunately, OlohCorp cannot nerf the Moss Covered Twig because we cannot afford to compensate the players for their loss of property. Please be advised of the situation.). Far fetched? See http://www.cnn.com/2003/TECH/fun.games/12/19/china.gamer.reut/ (http://www.cnn.com/2003/TECH/fun.games/12/19/china.gamer.reut/)

So where do I see the problem of virtual sales going? I think that virtual profiteers are becoming more organized and entrenched. At the moment, there is a lot of money to be made, and I don't see it going away any time soon. I think it will be expensive to root them out legally, and unless a solution is found that gives a company a reasonable way to enforce its rights and recoup some of the costs for doing so, companies will continue to rely on "in game" means, rather than legal means, to curtail the problem.

Just what perils are involved for game development studios when they sign on the dotted line with a publisher?

I use the term "publisher" in a sense that most would consider loose. To me, a "publisher" is synonymous with "financer" because the legal issues are very similar. In fact, a true "publisher" brings a lot to the table in terms of experience, distribution channels, and the like. But, many gaming companies, particularly gaming companies that do not have a mass appeal, never have a "true" publisher. Instead, they find or are put in contact with someone willing to invest money in them or their products and go from there. Believe it or not, the legal issues involved in these situations are similar to those with more institutional publishers, like Nintendo or Microsoft.

To answer the question, the most perilous part about entering into an agreement with a publisher has nothing to do with the legalities of the agreement. The most important part of the process is putting together a team on both sides that works well together and has a full understanding of what each other is getting into. The biggest problem that I encounter in these types of relationships (gaming company related or otherwise) is that people get "too close to the fire" and set unrealistic expectations. This is particularly true for inexperienced teams dealing with inexperienced publishers.

That being said, there are concerns that exist when negotiating an agreement for financing, publication and the like. Some very common ones that need to be worked out are:

Who owns the finished product?
What will the respective ownership interests in the company be?
Is there an "exit strategy" for one party?
What degrees of creative control are being attributed?
What are the parties' marketing responsibilities?
How are merchandising rights distributed?
Who releases information? When? How?
It has been revealed to us that you have done some work for Sigil Games. How did you come to be involved with Sigil? Was it through your firm, or did you know someone from Sigil before?

Cindy Bowens contacted me. I will never forget the personal ad:

SWF in search of handsome, dashing, younger man that loves MMOGs and is kind of a griefer. Cleric preferred.

Haha! Seriously, I have followed Brad McQuaid's exploits ever since I read reports of a ranger in green armor. I loved EverQuest, and every other MMOG that I tried seemed to fall short. When he left Sony, I cyber-stalked his journey, just like the rest of you, to see what his next project would be. Enter Sigil.

I put the Sigil site as my homepage and followed along. I contacted Cindy Bowens about their plans and to see if I could assist the company in any way and to offer a couple of suggestions. Over the next few months, Cindy and I hit it off, and have since become great friends. When the forums came up, I unloaded all of my MMOG angst into several hundred posts, topics ranging from mini-games to PvP to the little things that make MMOGs smile.

Early on, to prove the game wasn't vaporware (and probably to show off, the game is sick looking guys … honestly … and I don’t mean sick looking for a MMOG, I mean sick looking … period), Cindy contacted a few folks from the community to come visit the office and see "the game." I was one of those lucky folks.

I asked whether Brad had time for a meeting to explain what type of law we specialize in and what we could bring to the company in our area of law. My firm sent me and a colleague to San Diego (where we have an office). We met with Brad and Jeff, and some time later Brad called to see if we could take care of a project.

I suspect that the fact that my firm represents other video game companies, and that Buchanan Ingersoll is a large, established law firm, had a lot to do with his decision. Also, because the type of work involved, speaking the language of MMOGs and gamers in general is helpful and saves a lot of time. (I am sure you have tried explaining to a non-gamer what a MMOG is all about.)

Aside from my speculations, you'd have to ask Brad. 8)

Genda
03-11-2005, 11:10 AM
Oloh,

That's an awesome post. Most of us, even the relatively well informed among us, don't have any idea what the real legal issues are. It's kinda cool to get the stright story from someone close to the business(es).

The whole real-world valuation of virtual property really seems sticky to me, a layman. I've always wondered when the first lawsuit would come when a company "nerfed" an ingame item, causing it to lose real-world value. I can imagine a community website outrage, followed by a class-action nuisance lawsuit. Ack

Anyway, thanks so much for your contribution here. I didn't know you were a lawyer before.

Genda

dr4255
06-15-2005, 08:24 PM
Thankyou, much of what you said was nlightning, howver if you would not mind reading over this post I'd like your take on it.

I've taken some time now to do some research on this particular issue concerning, farming practises, IGE, and other companies that infiltrate online MMo's. While I am certainly sure that some samrt lawyer out there is going to slap me up side the head on this, there is something that apparently few people are willing the acknowledge (i'm speaking of IGE and others). There are some really basic questions that should be looked at, and while I'm probably not raising all the issues or the ramifications these points laid out here could possibly be what is directly needed to provide an answer to the practises ongoing within the industry.

1) Is there an arguement here that can be used as a definition that MMo's in general are property?

A fundamental arguement concerning produced material under the laws of copy-right infringement is a long-heated, and sometimes worn topic within the legal systems. We have strick penalties concerning the proliferation of materials; these include, written materails, video materials, and recorded material. Infringment on the rights of producers, to lift these materials whether in part or as a whole to be used in a manner not intended, or without the strict permission of the producer is clearly protected. The production of an online MMo that provides entertainment is by the very nature of it's enception the property of the people constructing it, therefore, there is no doubt that the MMo introduced into the market can be covered as property. While it is true that items and monies do not actually leave the game, subsequent practises of utilizing external markets which were clearly not intended as a part of the over use of the game constitutes abuse of property.

2) A sticky point here and one that may have to be resolved through higher courts is whether creations of subsequently the entitlement of the developer or the participant.

The heart of the probem stems from that fact that people engaged in the game are in essense 'creating both characters and items' . The question becomes does the act of creating such items become the property of the player or do they remain a part of the developer and subject to domain principles. Argueably, it may be reasoned that the groundwork programing, either using pure code, or the acquisition of system specific code through licencing or direct purchase that provide the basic framework for artifical lifeforms, or artifacts, is infat the property of the developer. Providing the framework that allows further development of character, or items doesnt preclude the use of the framework used to develop the interactive body of the MMo. Consider the point of using strickly premade manikins as avatars that may be selected. The is a clear line here that speaks to the 'use' as provided by the developer. Because there is a deaper availability for creating avatars doesnt preclude the fact that the developer still retains any and all rights to such creations. The developer places items as designed for the purpose of use through 'loot' systems as a part of the reward aspect for the genre. Since these items are neither the creation of the operator of the game, nor those who seek to obtain externalized rights to such items the developer should have full rights as to how these items are used. This concept can also be clearly viewed in protective laws wherein and individual, company or organization must obtain in writting permission to extract content which has been developed for other forms of media.

3). Does the incurrance of monetary, or currency within the confines of the genre constitute proprietary rights for the developer.

Again, this is one avenue that may have to be determined by higher courts. The basic question, however, is, does the participant, in play of the genre gain ownership of said currency or is the developer still ultimately privileged as to its distribution and use. Developers use currencies as a form of developing economic systems that drive other systems as part of the overall mechanics for the genre. Even though these currencies do not leave the game as such they again are subject to what the developer has done as intent. Exchange of, or the purchase of fantasy currency for real-world currency in itself is a protected avenue wherein the developer again retains all rights and priveleges on how it is used. Clearly, without currency within the genre there would be no arguement as to its utlimate ownership, but because such a item is used the developer has rights regarding its utlimate use. The participant while able to use such within the confines of the genre does not in fact obtain ownership rights.

Now, I understand that a good lawyer can probably come up with some arguements which in essense could make an attempt to counter these points, at least for items 2) and 3). There is no arguement that I can see however that can be made to the basic premesis that changes the point of whether the developers does have rights to ownership for medium. Whether it would be possible to have this medium classified within the same terms of protection of media in terms of entertainment systems is one that will eventually be tackled. The government stepped in and placed heavy restrictions on how items may be used in order to protect other forms of entertainment, and I see no reason why the same cannot be applied here. True, the is a very specilized form of entertainment because of how it is being presented, but purchase rights to play a game, or MMo are simply that. Purchasing the game does not relinquish the rights of the developer by those who purchase the media. Purchase of said materials acknowledges the right to play the game in essense, as to the rest that will have to be defined through the courts.

Until such time as it is deamed appropriate the government steps in to cover this entertainment media as part of all forms of media we will continue to battle those who would subvert the essense of the genre for their own purposes. I would like to see the government take action in this case, but that will only happen if the developers and a good part of those who are engaged in this are willing to get the officials to move.

Oloh
06-16-2005, 03:33 AM
Welcome to the forums dr4255. That is quite a first post!

Many people (including lawyers) get caught up in the notions that MMOGs are "virtual worlds," and as such should be afforded special rules. I listened to a Yale law professor sit at a panel in a very well known conference in front of other lawyers and suggest that First Amendment protections should be available to members of online worlds. That proposition is not only legally ridiculous, but also was made with a complete disregard as to what the industry would want to take place.

So, you are in good company with arguments such as the above, but, in my opinion, there is no legal basis for the establishment of property rights for players of massively multiplayer games. Also, there shouldn't be.

The bottom line is that what appears to be a "virtual world" is a actually simply a service being offered by a company. The service is no different than any other service in the world. The service provider determines the terms and conditions upon which the service is offered. If you go to a car wash, and they wash your car with a certain type of soap, you cannot demand that they do it different. You can, however, speak with your wallet and drive to the car wash down the road that uses the type of soap you like. Also, if no car wash in your area offers the type of service you want, perhaps there is a need for that type of service, and you could open one up yourself.

Under no circumstances could you claim that by virtue of being a customer of the service, did you gain any kind of interest in or to the service being offered.

What is tricky about MMOGs is that they are services that mimic real life. So folks sometimes feel entitled to apply real world analogies to the virtual worlds. I [camped/played/worked] eighteen hours for this sword of uberness, so it is mine! Or, my favorite, I created this sword with my bare hands, it belongs to me!

The fact is that nothing in the typical mmogs can be actually created by the players. They are simply accessing different numbers in a database that have been precreated for the players to use. Even in games that bill themselves as giving players property interests (see Second Life) really only give very limited proprietary interests...namely the right to buy and sell their "creations."

If Second Life wanted to pull the plug on the game, or if they wanted to remove an offending creation from the game, I am certain (having spoke to some of the developers) that they would be entitled to do so.

So, the short and concise answer is this:

Whether or not a player has a property interest in certain aspects of an online world is determined by the company offering the "service" of the virtual world. A game company is free to offer varying degrees of ownership to players. The vast majority of companies offer none. A few select company’s offer very limited ownership rights to players (namely the right to buy and sell in game creations for money, but only to the extent that such in game creations are permitted to exist).

Any attempt to try to "force" property interests on a developers would likely be unsuccessful, no matter the argument that you make. Legally, the terms of use regarding the service is a contractual matter and the company’s only offer the service to you according to their terms.

You, as customer, have the ultimate freedom, however. If you do not like the terms of the service, you are free to go to the car wash down the street 8).

Raya
06-16-2005, 04:13 AM
So, Oloh, I gather from what you're saying that secondary market merchants are muddying the clear waters of company ownership by portraying what they offer as a clear and separate service (i.e. the RL sale of game money, items, etc.), when in fact it is simply a breach of contract (the EULA) and a misapplication of the law? If they can persuade enough people to see it as they want them to see it, then they can claim they are acting not only within the law but in accordance with customer demand? In fact, from what you say, not only did they never own what they are selling, but neither did the people who are farming these items either as employees or as contracted agents. As I see it, all these people are guilty of some sort of theft.

Does the law on this extend to the people who buy these purloined goods? In Prohibition, it was not only illegal to sell unlicensed whisky, it was illegal to buy it. Nowadays, it is not only illegal to possess marijuana, but it is illegal for people to use it for any reason, including people who have been given medical prescriptions to obtain and use it. Is there some kind of prohibitive law such as these against the buyers in the secondary market scenario?

dr4255
06-16-2005, 07:53 AM
Olah - from what I have read on your reply I'm getting the distinct feeling that you believe I am making an arguement for the right of outside firms to enjoin in the capability. If I am wrong about this ok - but two points.

If your are in fact reading this as a support of people like IGE - reread it again. I am not empowering them in any sense of the word and for you to read it in such a manner is insulting.

If you are indeed reading this as it should be then accept my appology, frankly though, I do not see in any way that you have answered any of the points made. Making a connection to a car-wash is irrevalent because it deals with "real-world" ethics covering only attainable goods on that basis. This is not a real-world problem since we are talking virtual property. Virtual property, unlike having a permission slip to say hunt on someones, or some entities land doesnt even come close to what the entire idea I have set forth either. We are talking about the specific writes of a company that has produced a piece of entertainment. Other forms of entertainment carry sever restrictions that are mandated and controlled via US Government vehicles - While it gives rights to companies and individuals for production of copyrighted materials it does not preclude the exclusion of said Government agencies from taking independent actions where warrented.

Oloh
06-16-2005, 09:33 AM
Perhaps I misread what you are asking. I will answer directly each of the questions. No apologies necessary. I am never offended by good questions, even if I misread them 8).

1) Is there an arguement here that can be used as a definition that MMo's in general are property?

Clearly a MMO is the property of its creator, namely the development company (and sometimes partially by a publisher, etc.) There is no question about this. In your analysis, you reference "abuse of property" which is simply what is called a copyright violation in some situations. I have been purposefully evasive when answering any questions about how virtual profiteers could be subject to a copyright claim, simply because it is complicated and I do not want to go down the road. The contractual aspect of the law is clear and what I was alluding to in the car was example.

2) A sticky point here and one that may have to be resolved through higher courts is whether creations of subsequently the entitlement of the developer or the participant.

The rights to deravitive works, which is what I think you are referring to, are also covered by the Copyright Act and fall under Copyright protection. Look up the concept of "deravitive works" and see if it fits what you are trying to say.

3). Does the incurrance of monetary, or currency within the confines of the genre constitute proprietary rights for the developer.

The notion of "property rights," through copyright protection in the MMOG - virtual currency is a very difficult analysis, and one that I do not want to get into. As it stands, you do not have to get into the "proprietary rights" of any party, as the rules of the game are covered by contract (the EULA). Contracts can, and often do, modify the proprietary rights of individuals. An executed contract is, for the most part, more important that the copyright law, simply because it can modify the law as applied to that particular case. So, the terms of the contract are the best place to look as to who has what power in the virtual world.

Oloh
06-16-2005, 09:39 AM
Does the law on this extend to the people who buy these purloined goods? In Prohibition, it was not only illegal to sell unlicensed whisky, it was illegal to buy it. Nowadays, it is not only illegal to possess marijuana, but it is illegal for people to use it for any reason, including people who have been given medical prescriptions to obtain and use it. Is there some kind of prohibitive law such as these against the buyers in the secondary market scenario?

Since we are talking about contracts, a development company is free to contract with its customers how it deems important to do so. If a company chooses include a provision that states it is illegal (more accurately a breach of contract) to sell AND to buy in game currency, then it would be just as much as a breach for the buyer as the seller.

The whole notion of "illegality" is really misapplied to these games. Obviously, there are no laws that say MMOG players cannot sell in game property. But, there are also no laws that say a customer has to pay $10 dollars a month for a MMOG.

Instead, in both instance, the company and the customer come to an agreement and affix their "seal" to it...making it a "private law," otherwise known as a contract.

dr4255
06-16-2005, 11:37 AM
Thankyou then, and again i apologize. It just seemed to me that so much of what is going on within this industry is so clearly attuned to the laws governing write of material that there is still an avenue available to term this type of work under acts of artistic endeavor. Basically we don't permit people to willy-nilly grab the lastest creation of Godzilla from within the movie to use as they see fit without some authorization from the creator.

To put it bluntly - if the US courts view MMo's as a creative form of entertainment then it seems that the government in some way should be able to bring about regulations that can alieviate the expensive process of prosecuting those who would abuse the rights of the developer. One of the things I have noticed is that developers dont pursue these bandits simply because of the expense of the process, and also because this is such new territory that litigation could take years before any worthwhile presidents can be done.

Again - thanks for the honest reply - it was actually what I expected in the first place even though I had hoped for more.

Oloh
06-16-2005, 01:40 PM
Now that I had a chance to actually wake up, I posted a little more information on the OVF.

Here is the link: http://www.vanguardmmog.com/forums/showthread.php?postid=313450
Here is the text:

I hesitate posting about this again, but there are enough new faces around that we could all probably use another primer.

This is probably the number one question that I now get asked by the community. The original poster is referencing copyright protections under the Copyright Act. A few quick facts:

1. It is absolutely clear that a video game is a work of authorship protected by the Copyright Act. (Relates to his question number 1).

2. It is also absolutely clear that that deravative works are reserved rights under the Copyright Act. (Relates to his question number 2).

3. It is also absolutely clear that any rights not specifically granted to others, remain vested in the creator. (Relates to his question number 3).

How these three (and other aspects) of copyright law actually relate to virtual profiteering in MMOGs is pretty complex. Luckilly for all of you, we do not need to really dive into that. The rights granted under the Copyright Act are able to be amended by agreement between the Copyright holder and third parties. So even if it is not clear (it is, in fact, pretty clear), under the Copyright Act, the law of contracts controls.

Said another way: "contracts, ftw"

It just so happens that every MMOG company requires players to enter into just such an agreement in order to play the game. Those agreements (sometimes called EULAs, or Terms of Service, or Terms of Use) contain promises between the company and the player.

The company promises to let you play the game. In exchange, the player promises to pay the company a fee and also promises to use the service in a certain manner. Some companies (not all) require the player to promise that he or she wont buy or sell money or items. These types of mutual promises are given a special name...a contract. A contract is a promise between two parties that the legal system will enforce.

Not all promises are contracts. To be a contract, a promise must have been offered, accepted and must contain what my favorite legal scholar calls a "validation device." The most common validation device is called consideration, which means there must have been a bargained for exhange between the parties. That is, both people must have wanted something, and gave up something else in order to get it. In this case, the company wanted your money, and you wanted to use their service (play the game). The mutual promises are therefore a valid contract.

So, while the original poster asks an interesting question, you really don't need to go there for the vast majority of the games (any game that has an EULA that addresses the issue).

My new analogy is a favorite game of mine...put put! Put Put courses are service businesses, as are MMOGs. You go to the counter, plop down five bucks and are handed a putter and a ball. The course has rules that you have to follow (no winding up and launching the ball, no running, no cussing, etc/). Violation of these rules can get you ejected. Also, when you are done playing, you have to return the putter and the ball to the counter. You can't take the putter home. You certainly couldn't sit out front and resell your borrowed putter and ball to the next guy for a reduced fee and expect the guy behind the counter to sit around and smile.

On one hand, you can't resell the putter because its against the rules, on the other hand, you can't resell the putter because it's not yours. Two sides of the same coin.

Havelock
06-16-2005, 01:46 PM
Oloh, I've been thinking about this for awhile and am wondering if this would be a correct way to conceptualize the publisher/player relationship: players pay the publisher for a license to access the content. The license is explicitly nontransferrable. A player does not own anything, but he has a license to play the game by creating and controlling characters, acquiring in-game items, participating in the in-game economy, etc., so long as he abides by the express terms of the agreement.

I love the put put analogy; it captures everything perfectly.

Oloh
06-16-2005, 02:13 PM
Oloh, I've been thinking about this for awhile and am wondering if this would be a correct way to conceptualize the publisher/player relationship: players pay the publisher for a license to access the content. The license is explicitly nontransferrable. A player does not own anything, but he has a license to play the game by creating and controlling characters, acquiring in-game items, participating in the in-game economy, etc., so long as he abides by the express terms of the agreement.

This is exactly what all EULAs do. Folks just dont bother or know how to read them ;)

Havelock
06-16-2005, 02:14 PM
Cool. So that pretty conclusively smacks down any "restraint on alienability" argument, and all is right with the universe.

Raya
06-16-2005, 05:14 PM
I believe the reason that so many people are asking these questions is because they are either appalled at what secondary market purveyors are doing (or in some minor cases trying to rationalize what these purveyors are doing). Many people fear for the future of MMOGs, if the secondary market purveyors have their way. This is my fear as well. And so we ask questions to try and understand what is going on and what can be done about it. I believe you are offering a real service when you talk to us about what the law REALLY is, not what many of think (or hope) it is.

One of the most frequently asked questions is...why aren't the devs and/or the publishing companies doing anything about it? The answers I have seen have been rather unsatisfactory, to me anyhow, given what's at stake.

There has to be SOME way of preventing this "breach of contract," which has flourished to such an extent that it is possibly hurting the industry of game development. Why would bona fide players bother playing a game to test their skills and achieve a sense of accomplishment when armchair players can simply buy their way to the top? It then becomes not a contest, but an arena where the person with the most money wins.

I don't understand why the affected companies don't do something. This is not a criticism, it is genuine bewilderment. Why don't they?

The whole notion of "illegality" is really misapplied to these games. Obviously, there are no laws that say MMOG players cannot sell in game property. But, there are also no laws that say a customer has to pay $10 dollars a month for a MMOG.
If, as has been stated quite a few times, the secondary market merchants are doing something that is not a "crime," per se, but is at least a breach of copyright law, making it a civil matter rather than a criminal matter, couldn't the devs/pubs also go after the players who are secondary market customers for the breach? It seems to me that it would be cheaper and more effective in the long run. If you take away the secondary market merchants' markets, they must perforce fade away...nobody to sell to. Or is the idea of conducting a weeding out process to prohibitive for the devs/pubs and liable, in the long run, to drive away THEIR business?

Merkeon
07-16-2005, 01:26 PM
Pretty old post, but i thaught i would pitch in my 2 cents. During my gaming in the MMO Final Fantasy XI, Gilsellers (Gil being the currency) was extremely common. At one point Square-Enix found many many gilsellers, and banned thier accounts, which in turn IGE lost a majority of thier money (in game that is). About 2 days after, they would just use the characters people sold to them, lvl 75 jobs, and start it all over. Square has the powr to ban them if they find them, but they usualy constantly change thier alias, and its pointless because a few days after they will be back on track.
Also, IGE and many other sites have copyrights. Its not as much as to blame the people who sell the game currency, but its the people who BUY it. If people ddnt buy it, it wouldnt be so large and known company. Also alot of people quit because they dont have time to play the game, or dont have time to farm currency, or are to stressed out irl to bother getting stressed in-game, so they buy the currency to make thier lifes easier, in turn the mmorpg actualy gains something; another member that stays. Its just like smoking, its kills over 150,000 people a year, but the government doesnt do anything about it because they make money off of it too, and they cover up a majority of the deaths. I am not saying i am with either of the currency selling or smoking, both are wrong and not legit (well i dunno about smoking, smoking is just a way to kill yourself). its a cycle that will never end.

Therian
07-16-2005, 10:58 PM
Its not as much as to blame the people who sell the game currency, but its the people who BUY it. If people ddnt buy it, it wouldnt be so large and known company. Also alot of people quit because they dont have time to play the game, or dont have time to farm currency, or are to stressed out irl to bother getting stressed in-game, so they buy the currency to make thier lifes easier, in turn the mmorpg actualy gains something; another member that stays. Its just like smoking, its kills over 150,000 people a year, but the government doesnt do anything about it because they make money off of it too, and they cover up a majority of the deaths. I am not saying i am with either of the currency selling or smoking, both are wrong and not legit (well i dunno about smoking, smoking is just a way to kill yourself). its a cycle that will never end.

I also don't understand why the games never seen to target the buyers, but always the sellers. I've advocated in a couple of posts elsewhere that games should publicly humiliate buyers they've caught (by making them wear an in-game mark of shame for a month). Sellers have a financial motivation which means they don't care what people think about them, and enough motive to re-start characters, to continue their bad ways by whatever means possible in the face of every impedement, etc. A player buyer, in a game where reputation is important, does NOT want to be publicly branded with something which might make them a less desirable party member.

So why do the game owners always seem to target the sellers and not the buyers?

Oloh
07-18-2005, 03:49 PM
It is the same reason as a lot of companies choose to go after the biggest infringers first. Grokster and Napster were sued because they were big, even though the users were just as responsible. You can get a bigger "bang for your buck" if you go after those that are the largest offenders.

Note that the record companies started to recently go after college kids and the like, in an apparent effort to "scare the public straight."

So the short answer is that a lot of the time a company only has so many resources to dedicate to sniffing out troublemakers. The biggest troublemakers are the first to get hit.

Mack Bolan
08-15-2005, 07:21 PM
Well, the only reason they went after some of the general public is to put the scare into them. They get their judgment, but depending on how much it is, you can bk it and they have no recourse, until oct. They could also go after the cable companies and so on. I figured that would be thier next move.