So, who actually owns your MMO avatar's high-end gear?
Not you, according to the fine print for most online games.
End user license agreements (EULA) and real money trading (RMT) were among the topics debated by a panel at this week's Austin Game Developers Conference (AGDC), reports Worlds in Motion. Panel members included game designer Raph Koster, Scott Hartsman of Ohai, attorney S. Gregory Boyd, author (and "EA spouse") Erin Hoffman as well as moderator Erik Bethke of GoPets. Boyd and Koster made some key points in relation to player ownership of avatar gear:
Boyd: Couple of reasons [why the player doesn't get to own in-game items]. The first is liability. If I want to cancel someone’s account, I don’t want to have to pay the person the value of that sword. Second I don’t want to compensate them or own up to anything when I nerf that sword for balancing reasons...
Koster: All of these things are ultimately just bits and bytes in the database... I’m just fine with saying ‘yeah, that’s SOE’s sword. Damn straight!’ Where it starts getting a little weirder is that those databases are all a log of a player’s experience. In any place but gaming, something like your quest log should be protected by privacy laws... If you really want to know what’s the cutting edge of this, I’d look at China. Because their government has stepped in and said ‘I don’t care what your EULA is, here are the new rules.’
While libraries and church groups are increasingly turning to video game events in order to attract teens, such get-togethers may have copyright implications, according to the School Library Journal.
Check out this Q&A posted yesteday:
Q. Lots of school and public libraries are hosting gaming tournaments, featuring popular video games like Guitar Hero and Madden Football. Since these games are intended for home use, isn’t that similar to purchasing a movie and showing it to a large audience?
A. Everyone seems to be asking that question! Video games come with licensing agreements, and before purchasers can play the games, they must agree to their terms. The video-game licenses that I’ve seen are strictly for “personal, noncommercial” uses—not public ones. So when libraries host gaming programs, they’re violating these agreements. Yet, lots of libraries are doing just that—and they’re getting away with it. And some are even charging an admission fee to attend these events. What gives?
My guess is that video-game distributors never anticipated their games would be used publicly. So when their lawyers drafted the licenses, they simply used language commonly found in software contracts...
Librarians can: (1) continue to offer video-game competitions and let the chips fall where they may; (2) contact the rights holders and ask if their licenses can be modified to accommodate your programs; or (3) email the rights holders and tell them you’re opting out of the portion of the contract that allows only home use—and unless they tell you not to, you’re planning to offer gaming tournaments.
GP: It's a fascinating question. Game publishers would look like big meanies if they tried to enforce this, of course. On the other hand, I believe that Internet cafes pay for some type of multi-user license for some online games.
UPDATE: A well-informed video game industry source dropped GP a line, offering some insight on this story:
For motion pictures, schools, libraries, and other institutions get licenses to exhibit the movies. It's pretty straightforward and no-one seems to have a major problem with it. See http://www.movlic.com/ and http://www.mplc.org/aboutMplc.php. I'm not aware of similar services for video gaming. Probably should be.
Does anyone even bother to read those End User Licensing Agreements (EULAs) that come with games and other types of software?
Maybe you should.
ECA president Hal Halpin, in a column for GameDaily, worries that game publishers have exploited EULAs to the detriment of game consumers:
EULAs are a real and tangible problem... Quite simply, they're out of control... these contracts have become so unwieldy that they regularly infringe on consumer rights. Many would likely be unenforceable in a court of law. Others, consumers would be shocked to find out what all of that fine print actually meant.
The reason for the EULAs existence is sound. Certainly no reasonable person would expect the creator or seller to lose all of their rights in a sale. But neither should a consumer...
I propose that we form [a] working group to address this problem... It needs to be an open and inclusive process... There's no reason to think that we couldn't standardize the EULA and create one contract that all developers, publishers, retailers and consumers know, understand and respect. The implications would be broad and the downside negligible...
PC Magazine has more on EULA madness.
Full Disclosure Dept: The Entertainment Consumers Association is the parent company of GamePolitics.