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Posted on 27.2.10
Gamer/Law weekly newsletter, 22 - 26 February 2010
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Here's our round-up of games news and games/law developments over the last week. Enjoy!
GAMES/LAW:
Here's our round-up of games news and games/law developments over the last week. Enjoy!
GAMES/LAW:
- Stargate studio goes bankrupt, or What is Chapter 11?
- Need to Know: Games and the Digital Economy Bill
- SouthPeak loses further CDV/Gamecock legal battle
- Nintendo 'wins' modchip lawsuit, but are modchips actually illegal Down Under?
- Warner/Rocksteady acquisition: http://www.gamesindustry.biz/articles/warner-acquires-majority-stake-in-rocksteady-studios and http://www.vg247.com/2010/02/23/batman-bought-warner-acquires-rocksteady/
- Disney launches new MMO based on its Cars IP: http://www.latimes.com/business/la-fi-ct-disney24-2010feb24,0,5262369.story
- BBC talks about its potential mobile games: http://www.guardian.co.uk/media/2010/feb/25/bbc-worldwide-smart-phone-apps
- Sony to restructure its entertainment business: http://www.edge-online.com/news/sony-to-restructure-networked-services-business
- Asda/Tesco to enter second hand games market: http://www.mcvuk.com/news/37714/ASDA-and-Tesco-enter-pre-owned-market
- GameStop CFO resigns and joins Walmart: http://www.edge-online.com/news/gamestop-chief-financial-officer-resigns
(Walmart has been trying hard recently to get into the US second hand games market, in which GameStop is currently the leader) - EA acquires mobile developer Ironmonkey: http://www.edge-online.com/news/ea-acquires-mobile-dev-ironmonkey-%E2%80%93-report
- ngmoco acquires mobile developer Freeverse: http://www.gamesindustry.biz/articles/ngmoco-buys-freeverse-completes-USD25m-funding
- UK developer Rebellion's latest game Aliens v Predator reaches top of the charts: http://www.develop-online.net/news/33958/Rebellion-elated-with-AvP-sales-wants-sequel
- New venture fund Ergo Media Capital to fund games projects: http://www.gamesindustry.biz/articles/ergo-to-fund-videogame-projects
- GAME group to close 43 stores and cut 247 jobs: http://www.gamesindustry.biz/articles/game-to-close-43-stores-axe-247-jobs
- Gordon Brown "back on charm offensive" re games: http://www.develop-online.net/news/33965/Brown-back-on-game-charm-offensive
- Tom Watson MP starts cross-party motion for a UK games tax break: http://edmi.parliament.uk/EDMi/EDMDetails.aspx?EDMID=40546&SESSION=903
- Ed Vaizey reiterates support for UK games tax break: http://www.gamesindustry.biz/articles/industry-support-is-number-one-priority-vaizey
- Fascinating Wired article on virtual currency and the future of money: http://www.wired.com/magazine/2010/02/ff_futureofmoney
- Games company launches scheme exchanging virtual goods for ad viewing: http://www.bizreport.com/2010/02/wildtangents_brandboost_exchanges_virtual_goods_for_viewing_ads.html
(Another example of the very wide potential applications for virtual goods!) - MMPORG.com claims US lagging behind UK in virtual goods uptake: http://www.mmorpg.com/showFeature.cfm/feature/3973/Richard-Aihoshis-Free-Zone-Virtual-Goods-Sales-2009-and-ChinaJoy-2010.html
- Zynga's Farmville now has 80m Facebook users: http://www.edge-online.com/news/study-farmville-serves-80-million-facebook-users
- CCP, developer of Eve Online, to open UK office: http://www.gamesindustry.biz/articles/eve-online-developer-ccp-opens-uk-office
- EA talks about consoles and pricing in the next generation: http://www.edge-online.com/news/ea-talks-console-price-cuts-next-generation
- Edge analysis: music industry is the better model for games than films: http://www.edge-online.com/blogs/you-can-keep-the-popcorn
- Pachter claims Microsoft will sell Project Natal hardware at $50: http://www.edge-online.com/news/pachter-natal-to-launch-at-50
Posted on 26.2.10
Nintendo 'wins' Australian modchip lawsuit, but are modchips actually illegal Down Under?
GamePolitics reports that the Australian Federal Court "has ordered RSJ IT Solutions, operators of the website GadgetGear, to stop selling R4 mod chips for the Nintendo DS and to pay Nintendo $520,000 AU in damages".
You might fairly assume from that headline that modchips are illegal in Australia. Not so. When we previously discussed the legality of modchips previously at Gamer/Law, we saw that in the last-reported Australia case on modchips, the Australian High Court ruled that modchips for the Playstation 2 were not illegal. As I understood it, the Court's reasoning was that, since the Playstation 2 technology had only ever sought to stop players playing unauthorised games but had not sought to stop them copying those games, a modchip which assisted players to play but not copy unauthorised games was not an attempt to circumvent "technological protection measures" under Australian law.
Does this Nintendo case overrule that law? Apparently not. According to Australia's ITNews, the Nintendo case was actually settled out of court, meaning that all the Court was doing in the order which GamePolitics referred to was setting out what RJS IT Solutions had agreed to pay to Nintendo in the settlement. It would not therefore mean the court has changed Australian law. If that's right, then it seems to me that modchips are presumably still legal in Australia (although, of course, Nintendo may well have had powerful arguments in the litigation that the law should actually be changed - modchips are illegal in the UK and USA after all). Glad to hear from anyone with greater Australian legal experience who knows different...
Posted on 22.2.10
SouthPeak loses in further CDV/Gamecock legal battle
A UK High Court judge has found games publisher SouthPeak liable for inducing copyright infringement in a long-running legal battle between CDV, a German distributor of games including Velvet Assassin and Pirates vs Ninjas, and Gamecock, a SouthPeak subsidiary. The judgment follows a November 2009 Court ruling which saw CDV win a breach of contract claim against Gamecock and SouthPeak.
Background: the legal battle between CDV and Gamecock
The root of the battle lies in a 2008 distribution agreement between CDV and Gamecock, under which Gamecock agreed to license exclusively to CDV seven games ("Dementium", "Insecticide", "Mushroom Men", "Velvet Assassin", "Hail to the Chimp", "Pirates vs Ninjas" and "Stronghold Crusader Extreme").
CDV claimed that it had paid Gamecock advances of over $7 million but that, contrary to their agreement, four of the games were not delivered in time for a pre-Christmas 2008 release. CDV therefore gave a notice to part-terminate its agreement with Gamecock and subsequently sued Gamecock for damages for breach of contract, as well as arguing that SouthPeak was liable for inducing copyright infringement and breach of contract. Gamecock and SouthPeak defended the lawsuit, arguing that CDV had no right to terminate the contract.
In November 2009, Mrs Justice Gloster published her judgment which found in favour of CDV on the breach of contract claims for three of the four games. However, she reserved her judgment regarding CDV's claim against SouthPeak for (i) inducing copyright infringement; (ii) inducing breach of contract; and (iii) legal costs.
The new judgment
In her second judgment published on Friday, Mrs Justice Gloster ruled as follows:
(1) SouthPeak liable for inducing copyright infringement
Mrs Justice Gloster ruled that she was:
"Satisfied, on the basis of the evidence before [her] at trial, that CDV has established on the balance of probabilities that SouthPeak US has both participated in, and authorised, the infringing activities in relation to the making, distribution, and sale" of the four CDV games in question.
In a nutshell, the legal reasoning went like this: Gamecock had licensed games to CDV, but when Gamecock breached its agreement with CDV it forfeited those rights to CDV and therefore the copyright in the games became CDV's. However, Gamecock refused to admit this and tried to sell the games itself, which constituted copyright infringement. SouthPeak, as Gamecock's parent, was found liable for inducing that copyright infringement.
(2) SouthPeak not liable for inducing breach of contract
CDV had claimed that SouthPeak, as Gamecock's parent, had induced Gamecock to breach its contract with CDV and should be liable for damages. Mrs Justice Gloster ruled that CDV failed in this argument.
Legal nutshell: if Alan has a contract with Bob and Chris persuades Bob to breach that contract, then Alan can sue Bob for breach of contract but can also potentially sue Chris for inducing the breach of contract. However, case-law states that Chris has to intend to induce a breach of contract. There is no liability if Chris didn't realise he was inducing Bob to breach the contract with Alan.
Here, Mrs Justice Gloster held that SouthPeak did not realise it was acting wrongly, in fact its witnesses gave evidence "to the effect that they believed that they were entitled to act as they did" and there was nothing "which suggested that they did not genuinely believe that Gamecock and the other defendants were entitled to act in the way which they did". Therefore, CDV lost its claim for inducement of breach of contract.
(3) SouthPeak liable for CDV's legal costs
Mrs Justice Gloster ruled that "SouthPeak US must, jointly and severally with the other Defendants, pay the Claimant's costs of the claim and of the counterclaim, including any reserved costs". We do not know exactly how much those costs were (yet), but they are likely to be substantial.
Lessons to be learned:
- If you need your contractual partner to complete its side of the contract by a specified time, make sure you draft that clearly in the contract and specify exactly what steps you will be entitled take to ensure the timeframe is met and, if not, what compensation/alternative action you can take (example clauses you might want to think about: 'time of the essence', liquidated damages, interest, specific or alternate performance clauses). And, if they let you down, you may need to get down to Court fairly quickly (which is apparently what CDV did).
- If your contractual partner claims to terminate a games distribution contract with you due to your breach, then you also run the potential risk of a copyright infringement action if you keep performing the
contract by marketing/distributing/selling his products/games.
- It is also possible in these circumstances that your parent group/publisher could face an inducement to breach of contract claim, but any such claim would need to meet strict legal criteria to success.
- If in doubt, take legal advice from commercial dispute lawyers. As we always say at Gamer/Law, a little legal advice early on can save a lot of time and money down the line.
Confused? Want to discuss further? You know where to find us...
Thanks for 1709 for the initial heads-up!
Posted on 22.2.10
Need to Know: Games and the Digital Economy Bill
The UK Digital Economy Bill has real implications for all UK creative industries, including games, meaning gamers and the UK games industry should be paying attention to the Bill's progress through Parliament. This post summarises what the Bill is and why it matters.
What is the Digital Economy Bill?
The Digital Britain Bill ("DEB" for short) is essentially the UK Government's attempt to bring UK technology/IP law up to speed with the challenges of modern technology, particularly online piracy. The Government's Explanatory Notes give further helpful background here.
DEB actually covers a whole range of reforms, from IP to digital infrastructure to digital radio switchover. But the aspects of DEB which are most relevant to games, and which also happen to be the most controversial generally, are these:
- A new online copyright infringement regime (known popularly as Three Strikes, but it's not really - see below) and
- Proposed new Government powers to amend copyright laws without Parliament's prior approval
DEB also proposes a new games classification system – more on that here.
New copyright infringement regime
The old deal...
Under the existing law right now, if a dev/publisher (i.e. the rights holder(s) for a game) wants to take legal action against a illegal downloader of that game (call him/her 'X'), very basically the dev/publisher needs to:
- Identify how and where the illegal downloading took place;
- Find out the IP address of X;
- Get a Court order forcing the relevant ISP to disclose the account details for that IP address, so that it can work out who X actually is; and
- Commence legal action against X and prove to a judge that s/he did the illegal downloading and therefore infringed its copyright.
This can be expensive, difficult and lengthy because: (i) ISPs have historically refused to help rights holders to sue their own customers (hence the need for a court order); and (ii) actually finding the illegal download requires the rights holder to expend IT resources. (It is mainly for this reason that the music industry in particular has tried to use these kinds of lawsuits to make examples of high profile pirates, rather than trying to sue everyone who downloads copyright materials illegally).
The new deal...
DEB now proposes a new legal regime which would go something like this:
- When a rights holder (i.e. the games dev/publisher) believes that an ISP customer has infringed copyright (e.g. by downloading a pirated game), the rights holder can send a "copyright infringement report" to the suspected pirate's ISP.
- The ISP will then send a notification letter to the account holder and must add that account to a register of customers who are believed to have infringed copyright.
- The Government would then be able to require ISPs to take "technical measures" against the suspected pirate. This seems likely to include wide reaching action like broadband throttling or ultimately even account suspension (though the Government doesn't intend to specify exactly what "technical measures" means or how they will actually work until after DEB has become law).
This proposed new regime is meant to be easier and cheaper because: (i) rights holders and ISPs work together; and (ii) a lot more action can be taken against pirates, potentially even suspending their net access altogether. However, there is no suggestion that the Government is proposing a 'three warnings and then we cut you off' scheme. So DEB does not = Three Strikes; it's more complicated/nuanced/vague than that.
Anyway, the proposed new regime has caused a great deal of controversy in both mainstream media and teh internets, to say the least…(that much is clear from a quick Google of "Digital Economy Bill" if nothing else). Here's why…
Anyway, the proposed new regime has caused a great deal of controversy in both mainstream media and teh internets, to say the least…(that much is clear from a quick Google of "Digital Economy Bill" if nothing else). Here's why…
Practical issues
- How exactly would the new 'technical measures'/three strikes regime work?
- How will rights holders actually find pirates? If it is through technology like deep packet inspection, that will itself cause a lot of controversy (remember BT and Phorm?)
- Who will pay for all of this? The rights holder or the ISP, or both? What about the legal costs if cases are taken to court?
- Even if you can get the address of the account from which the piracy took place, how do you prove on the evidence who the person in front of the pc actually was? (Remember the complaints against Davenport Lyons?)
- What rights of compensation (if any) will customers have, particularly if technical measures are taken against them wrongly?
- What impact will this have on rights holder/ISP/customer relations in the long term?
- How will the 'technical measures', like broadband throttling, actually work? Who will be accountable for their use?
Humans Rights issues/The right to a fair hearing?
How is the customers' side of the story to be heard when 'technical measures' are taken against him/her? The right to a fair hearing is a fundamental human right and is given legal force in the UK by the Human Rights Act 1998 and European Convention on Human Rights, but - so far - DEB has little to say about this. This report from Parliament's Joint Select Committee on Human Rights explains the issue succinctly:
"We do not believe that such a skeletal approach to powers which engage human rights is appropriate. There is potential for these powers to be applied in a disproportionate manner which could lead to a breach of internet users' rights to respect for correspondence and freedom of expression. We set out a list of points that the Government should clarify in order to reduce the risk that these proposals could operate in a manner which may be incompatible with the [European Convention on Human Rights..."
And:
"There is little detail about the right to appeal in the case of copyright infringement reports or decisions about the inclusion of certain individuals' information on copyright infringement lists. We consider that statutory provision for a right to appeal to an independent body against inclusion on any infringement list would be a human rights enhancing measure."
In fairness, we should point out that attempts have been made to address these issues so far; it is not at all as if DEB has sailed through Parliament so far. For example, Lord Lucas in the House of Lords has been active in trying to reform DEB generally, and particularly regarding this new 'technical measures' regime (more here).
UPDATE:
In a nutshell, not a great deal has happened to address these concerns. DEB provides that a consumer has a right to appeal to court if "technical measures" are made against him, but there is a great amount of detail about how this is meant to actually work that just isn't clear yet.
UPDATE:
In a nutshell, not a great deal has happened to address these concerns. DEB provides that a consumer has a right to appeal to court if "technical measures" are made against him, but there is a great amount of detail about how this is meant to actually work that just isn't clear yet.
Changes to copyright law
DEB also proposes to give the Government the power to amend copyright law through a shortcut procedure that bypasses Parliamentary scrutiny (this proposal is known popularly as 'clause 17'). The Government's reasoning seems to be that it needs to be able to act fast in order to meet the increasing technological challenges to copyright protection. Example off the top of my head: the Government changes the law to make it easier to sue and heavily punish people who attempt to circumvent DRM protection.
This proposal has also come under heavy fire, so much so that the Government has had to back down and water down its original proposals. Even so, it is not enough for some. Again, the Joint Select Committee summarises the issue:
"The broad nature of this power has been the subject of much criticism. In correspondence with us, the Secretary of State explained that the Government intended to introduce amendments to limit the power in Clause 17 and to introduce a 'super-affirmative' procedure. The Government amendments would limit the circumstances in which the Government could use their powers to amend the Act by secondary legislation and would provide a system for enhanced parliamentary scrutiny."
Despite the proposed amendments we are concerned that Clause 17 remains overly broad and that parliamentary scrutiny may remain inadequate. We call for a series of clarifications to address these concerns."
UPDATE:
Under heavy criticism, the Government appears now to have effectively shelved clause 17. However, at around the same time, the Lib Dems proposed a new section which would give a court the power to take actio against web sites which host "substantial" amount of copyright-infringing material, potentially forcing the entire site offline. Critics pointed out that this could mean sites such as YouTube being shut down. Then, further controversy was caused when it emerged the amendment had in fact been drafted by the BPI. You couldn't make it up, eh?
The Current status of the Digital Economy Bill
UPDATE:
On 15 March 2010, the Bill passed the House of Lords and has now gone to the House of Commons. In theory, a bill is first introduced to the Commons (the first reading, which is really a formality), then properly discussed for the first time in the second reading, then it goes to a committee/report stage for a fine tooth-comb analysis, before finally it has a third reading (essentially a closing debate). Then, if the bill came from the House of Lords in the first place (which DEB did), it goes back to the Lords so they can review what the Commons have done for the bill, and then finally there is a vote.
UPDATE:
Under heavy criticism, the Government appears now to have effectively shelved clause 17. However, at around the same time, the Lib Dems proposed a new section which would give a court the power to take actio against web sites which host "substantial" amount of copyright-infringing material, potentially forcing the entire site offline. Critics pointed out that this could mean sites such as YouTube being shut down. Then, further controversy was caused when it emerged the amendment had in fact been drafted by the BPI. You couldn't make it up, eh?
The Current status of the Digital Economy Bill
UPDATE:
On 15 March 2010, the Bill passed the House of Lords and has now gone to the House of Commons. In theory, a bill is first introduced to the Commons (the first reading, which is really a formality), then properly discussed for the first time in the second reading, then it goes to a committee/report stage for a fine tooth-comb analysis, before finally it has a third reading (essentially a closing debate). Then, if the bill came from the House of Lords in the first place (which DEB did), it goes back to the Lords so they can review what the Commons have done for the bill, and then finally there is a vote.
BUT, there are several reports that the Government intends to ram DEB through before the general election, by having an extremely short second reading and dispensing with the committee/report stage altogether. You can make up your mind as to whether having DEB brought into law before it has gone through the normal parliamentary process is a good or bad thing. So far, the games industry and gamers seem pretty divided on the issue.
Of course, even if for some reason DEB doesn't become law this term, then a new Labour or Conservative government would just have to deal with it after the general election.
Why is all this important for the UK games industry?
The games industry will be at the forefront of these developments. If the UK Government adopts via DEB a legal regime that permits technical action to be taken against the net access of suspected online pirates/copyright infringers, it would give the UK games industry a powerful weapon to deploy against games piracy/copyright infringement - which is of course often said to be the single greatest threat that the industry faces. So, in principle it would be possible to deploy 'technical measures' against individuals who repeatedly download and distribute illegal copies of games – which could for example prevent a repeat of Spore, said to be one of the most pirated games in history.
In fact, it may cover rather more than that - in principle, it may in the future be possible to take technical measures against all forms of online copyright infringement relating to a game, including individuals who distribute unauthorised game modifications (eg additional game levels or a total conversion mod) and/or who create user-generated content relating to games (eg unauthorised in-game footage posted on YouTube).
So the person who distributes a brilliant but unauthorised mod of a defunct but well-loved game, or the person who repeatedly posts unauthorised footage of upcoming or released games online, could potentially face technical measures against his/her internet access in the future. Obviously, the devil would be in the (legal) detail but, clearly, if this kind of action was possible it could transform the games industry.
BUT, and it's a big but, time and again gamers have shown themselves to be hostile to what can be seen as attempts by the games industry to impose limitations on the way in which they can play and interact with games (as seen recently for example the continuing DRM saga). The games industry would likely have to tread a fine line between relying on technical measures to protect their games but, at the same time, not alienating their customers or stifling the enjoyment and innovation derived from the creation and use of mods and other post-release user generated content. It's worth noting on that front that many games industry figures have already spoken out in favour of market-driven solutions to games piracy for example, rather than just relying on a legal regime. But, one way or the other, in an industry which depends heavily on the loyalty and enthusiasm of its customers, this is likely to become an issue of great importance in the future.
Ultimately, the question for the games industry may not be whether they can legally deploy these strategies to defend their games, but whether commercially they can risk it.
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[image author: Andrew Dunn, obtained via Wikipedia]
Posted on 22.2.10
Stargate studio goes bankrupt, or What is Chapter 11?
Gamesindustry.biz reports that US developer Cheyenne Mountain Entertainment has filed for Chapter 11 bankruptcy protection. The developer group is known chiefly for its Stargate licence (it has already made Stargate Resistance and is apparently continuing work on the forthcoming MMO Stargate Worlds).
This news itself comes from a statement made on CME's Stargate forum, which is here. Contrary to what Gamesindustry says, it is not actually clear from the statement whether CME has entered Chapter 11, or just its subsidiary Firesky, the actual developer of Stargate Resistance (if it turns out just Firesky is in Chapter 11, we'll update this post). Leaving that to one side, the statement is a useful summary explaining what Chapter 11 bankruptcy protection actually is and why a company would need it:
"Cheyenne Mountain's corporate structure has undergone some dramatic changes in the last few weeks, and that has resulted in various actions such as the filing for Chapter 11.
"Certain parties believed that was the right thing to do, other parties do not and this is still being evaluated and may be rescinded. Even if the bankruptcy should go through, however, Chapter 11 simply allows a company to restructure its debt to a manageable plan approved by the courts. It does not absolve a company of debt, and it does not shut it down or otherwise affect its daily operations.
"This will all be sorted out in the legal and proper manner, and all of us on the development side of things hope it's done as quickly as possible. That said, our entire staff is in-house working on upgrades and expansions for Stargate Resistance, and we continue to be motivated and excited by the response we've received from our customers."
So:
- 'Chapter 11' is a form of bankruptcy protection for the company
- In other words, it permits the company to restructure its debts while still 'trading through' its financial difficulties.
- Chapter 11 does not of itself kill off a company, nor does mean it can renege on its debts or other liabilities. The whole point of Chapter 11 is that it is a measure of last resort to enable a company to survive tough circumstances (although a company may come out the other side looking very different)
- That said, if a company cannot survive even in Chapter 11, then sometimes it may need to enter more serve insolvency proceedings
The closest UK insolvency procedure to Chapter 11 is called administration (more info at Wikipedia, with the usual Wikipedia caveat), another statutory scheme intended to help a company in financial difficulties to trade through its problems and come out the other side. Example: last year UK developer Oxygen Games went into administration.
As always, happy to discuss furth if anyone is so foolish as to want more information, do let us know...
In the meantime, here's hoping Cheyenne can indeed trade through and keep up work on Stargate Worlds (they'd probably get my subscription if they did, plus plenty of folks too I imagine...)
Post-script: Cheyenne Mountain Entertainment to sue its former Chairman
CME has also decided to sue its former Chairman & CEO, Gary Whiting, according to a statement on its web site:
"Mr. Whiting and Garvick [a company controlled by Whiting] purchased various securities from the Company and its subsidiaries and has failed to honor the terms of these purchases and has failed to pay the payments when due; therefore, the Company and its subsidiaries have foreclosed on the collateral securing Mr. Whiting’s and Garvick’s obligations including all shares and units owned by Garvick and Garrick Enterprises, LLC.
The shareholders and board of the Company have removed Mr. Whiting as a board member and as an officer and terminated his employment with the Company and any of its subsidiaries. The Company has joined the litigation against Mr. Whiting for alleged wrongdoing."
The shareholders and board of the Company have removed Mr. Whiting as a board member and as an officer and terminated his employment with the Company and any of its subsidiaries. The Company has joined the litigation against Mr. Whiting for alleged wrongdoing."
Oh dear. So the allegation seems to be that Whiting used his position to purchase company assets either personally or through his company Garvick, or in somehow made Cheyenne responsible for his/Garvick's liabilities, which somehow Cheyenne has now found out about. This of course raises the question as to why Whiting would have been removing company assets, which hopefully the litigation will explain in due course.
One final point: the press statement also says "It is uncertain at this time what the affect of Mr. Whiting’s actions and the pending litigation will have on the Company’s operations and financial condition." But the press statement we talked about about said "the company" was going to enter Chapter 11. So is Cheyenne in Chapter 11 or not?
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Posted on 22.2.10
Gamer/Law Weekly Newsletter, 15 - 19 February 2010
Here's our roundup of interesting games news over the last week...
GAMER/LAW WEEKLY FEATURE:
Games, Disability and Anti-Discrimination Laws: http://www.gamerlaw.co.uk/2010/02/games-disability-and-anti.html
GAMES INDUSTRY:
- Atari revenues down: http://www.gamesindustry.biz/articles/atari-announces-revenue-decline
- VentureBeat article on kids/toy companies and games: http://games.venturebeat.com/2010/02/17/online-firms-and-toy-companies-clash-over-kids-virtual-worlds/
(Interesting commentary on Disney's aspirations)
VIRTUAL GOODS:
- Interesting E&Y analysis on virtual goods and accounting: http://abovethecrowd.com/2010/02/08/virtual-goods-accounting-and-the-power-of-the-rental-model/
- GMG to expand virtual currency sales to UK (apparently, high street chain WH Smith will sell their virtual currency cards): http://worldsinmotion.biz/2010/02/gmg_expands_virtual_currency_o.php
- Paypal to integrate with Facebook: http://www.theregister.co.uk/2010/02/18/paypal_on_facebook/ (This has obvious implications for making the sale of virtual goods easier through Facebook)
GAMES/TAX:
- PWC overview of tax break system in Canada: http://www.pwc.com/ca/en/entertainment-media/film-video-tax-incentives-canada.jhtml
MMOs/VIRTUAL WORLDS:
- Statistics on virtual worlds accounts: http://www.kzero.co.uk/blog/?p=3943
(Interesting stuff - apparently there are now 803m virtual world accounts, of which the greatest age range is 10-15 years olds at 392m. There are only 39m accounts for 25+ year olds.)
SOCIAL GAMING:
- Survey on social gamers: http://www.wired.com/gamelife/2010/02/social-gaming-survey/ and http://www.wfxg.com/Global/story.asp?S=11997515
(This article contains some really interesting statistics about social gaming, the fastest growing games sector. Example: the average social gamer is a 43 year old woman.)
- Forbes article on social games companies and virtual goods: http://www.forbes.com/2010/02/17/farmville-facebook-zynga-technology-business-intelligence-virtual-goods.html
- Pieces: on Zynga (also contains some useful intel on fast-growing Indian games market):
- Zynga opens Indian studio: http://www.edge-online.com/news/zynga-opens-indian-studio and http://www.develop-online.net/news/33931/Special-report-Zyngas-fearsome-expansion-enters-India
- GI.biz piece on Zynga's strategy: http://www.gamesindustry.biz/articles/metrics-the-key-to-successful-social-game-design-zynga
- Zynga could be worth $3bn on a IPO: http://www.bizjournals.com/sanfrancisco/stories/2010/02/15/daily56.html
GENERAL:
- Interview with President of Disney's Interactive Media Group: http://www.gamesindustry.biz/articles/wadsworth-interactive-entertainment-has-never-been-so-robust
(again, more evidence Disney wants to move more into games and VWs in particular)
- Sky says games industry (and everyone else) is behind its 3D TV project: http://www.gamesindustry.biz/articles/sky-everyone-is-behind-3
(So add a forthcoming 3D games revolution to the Natal, social gaming, GAAS revolutions...?)
Posted on 21.2.10
Games, Disability and Anti-Discrimination Laws
Sony succeeded last week in defeating a lawsuit by a disabled US gamer, who had claimed last year that Sony games like EverQuest violated the Americans With Disabilities Act by denying him "full and equal enjoyment" to the games. The gamer, Alexander Stern, who apparently has impaired vision, argued that Sony should provide him with "auxiliary aides and services" so that he could enjoy the games fully and compete with other gamers equally. This has got me thinking about an interesting issue: should gamers be protected by anti-discrimination laws?
So what do anti-discrimination laws do?
The key purpose of anti-discrimination laws is to ensure that employers/providers of services in the public sphere cannot discriminate against a person on the basis of his/her personal characteristics (e.g. physical disability, belief, gender, nationality, ethnicity etc). In the UK, the principal legislation which sets out these protections are the Equality Act 2006 and the Disability Discrimination Act 1995.
The 'public' element is critical: anti-discrimination laws generally only cover things that happen in public. So, for example, it is generally illegal to refuse someone else access to a restaurant based on their nationality, but you could refuse them access to your home for pretty much any (peaceful) reason.
It’s important to bear in mind that anti-discrimination laws do not generally apply between private individuals. If person A makes racist comments to person B, that’s not a matter for anti-discrimination law (it might be a race-related offence in your jurisdiction, though). In other words: discrimination laws only kick in where you need something from someone, but they won’t give it to you because of your personal characteristics.
Why should games be protected by anti-discrimination laws?
It’s important to bear in mind that anti-discrimination laws do not generally apply between private individuals. If person A makes racist comments to person B, that’s not a matter for anti-discrimination law (it might be a race-related offence in your jurisdiction, though). In other words: discrimination laws only kick in where you need something from someone, but they won’t give it to you because of your personal characteristics.
Why should games be protected by anti-discrimination laws?
The Sony case itself shows that there is a need for games companies to take discrimination of disabled gamers seriously, even if the discrimination was inadvertent. Similarly, consider the following hypothetical examples:
- A MMO bans men from playing as women and vice versa
- Another MMO bans gay people from playing it
- A game is released in a multilingual country (e.g. India) in only one little-spoken language
- A game is released on terms that it can only be sold to a particular ethnic group
Seem far-fetched? One of them (the first) has already happened. In each of these situations, there would be an argument that gamers are discriminated against. Unless they have legal protection, the only real way they could respond would be to vote with their feet by leaving the game, which for many would be unacceptable.
Do anti-discrimination laws already cover games?
Following the Sony case, the answer for the USA seems to be: no. Judge Percy Anderson ruled in this case that Alexander Stern’s claim failed because US case law had already established in 2000 that the anti-disability discrimination law on which he relied (the Americans with Disabilities Act) only applies to “places of public accommodation”, which the judge said means actual physical places and not games.
Therefore, the judge said the US anti-discrimination laws would cover Stern if he was unable physically to enter one of Sony's games conventions, but would not cover Stern being unable to play Sony games themselves. As a result, the judge did not go any further into how games could be protected by anti-discrimination law (and, in particular, whether game playing is 'public' or 'private' - more on that later on).
That decision seems effectively to exclude US gamers from the protection of anti-disability discrimination laws. This is a pity, particularly since the learned judge seems to have taken a pretty unenlightened approach to online games, even if he was required to follow the established case law.
But, other countries have not adopted that same legal analysis. The UK analogy to the Americans with Disabilities Act (called the Disability Discrimination Act 1995), for example, does not have the same express US requirement that the discrimination must take place in relation to a physical place. So, leaving aside the slightly odd idea that discrimination has to have occurred in relation to a physical place, I ask…
How should games be protected by anti-discrimination laws?
The basic framework is already there in the US and UK laws (i.e. the Americans with Disabilities Act and the Disability Discrimination Act 1995):
(i) Prove there was actually discrimination; and
(ii) Prove it took place in the public sphere.
Whether there was actually discrimination will always depend on the facts of the case, so not much more I can say about that. The interesting question though is whether game playing takes place in the public or private spheres.
Is playing games a private or public activity?
I think there is a good argument that game playing is a public activity simply because games are open to absolutely everyone, assuming of course gamers have the minimum level of hardware and have paid for the game of course. The argument is strongest for multiplayer games, especially MMOs, where gamers are encouraged to make the game as public as possible (by that logic though, playing single player games is less likely to be a public activity).
Take a real world parallel: going to a theme park. You have to pay to get in, but otherwise you are pretty much free to go on the rides and play the games as you wish, with whoever you wish. To my mind, that is no different to playing a multiplayer game with your friends. Therefore, if entry to theme parks is covered by anti-discrimination laws, why not playing games too?
Conclusion: there is a good argument that playing games does take place in the public sphere, and so we pass the first and main hurdle for anti-discrimination laws and games (the idea that games take place in the public sphere has a much wider application of course, but that's a topic to discuss on another day...)
Now, in relation to discrimination such as arbitrarily banning certain people from playing your game, the response would then be straight-forward: you are legally prohibited from doing it. But disability discrimination and games could be harder to deal with, because at that point we get into a balancing exercise between protecting disabled gamers but not to the extent of bankrupting the games companies or ruining games for everyone else. In particular, games companies would have a strong argument that the simple reality is that some games simply cannot feasibly be adapted for disabled gamers. Getting the balance right would be difficult, yes, but just because it is difficult doesn’t mean it should be ignored.
Of course, the Sony case seems to settle the position in the USA for the foreseeable future and, unless and until there is a court challenge in the UK or elsewhere, we don’t seem likely to see any movement towards a more explicit way of helping disabled gamers, or protecting gamers from discrimination more generally. This is yet another growing legal issue in gaming about which we will have to watch, wait and see…
News source: THR, via Virtual Policy Network
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Posted on 17.2.10
Gamer/Law's weekly games news roundup, 8-15 Feb 2010
Here's our roundup of games news over the last week (8-15 Feb 2010) for our lucky readers (this is the first time we've done this on G/L, so let us know if you like it...)
INDUSTRY:
Results
Follow us at www.twitter.com/gamerlaw!
INDUSTRY:
Results
- Activision-Blizzard sales up significantly: http://www.gamesindustry.biz/articles/activision-blizzard-financials-better-than-expected and http://www.industrygamers.com/news/wow-call-of-duty-drive-activision-blizzards-sales-to-428-billion-in-09
- EA sales down but digital distribution revenue up 30%: http://www.industrygamers.com/news/game-sales-dip-in-eas-holiday-quarter-as-digital-revenues-climb-30/ (more on EA below)
- UbiSoft sales down: http://www.industrygamers.com/news/ubisofts-holiday-sales-decline-publisher-refocusing-on-high-end-games/
- Square Enix sales up significantly: http://www.industrygamers.com/news/square-enix-09-sales-soar-on-dragon-quest-final-fantasy-and-batman/
- Disney sales down: http://www.gamesindustry.biz/articles/game-revenues-down-at-disney
- NCSoft sales double and profits up 11 fold: http://www.gamesindustry.biz/articles/ncsoft-experiences-1-fold-profit-increase-in-q4 (thanks to their MMOs' performances)
- Viacom profits up but sales down on poor Rock Band performance: http://www.gamesindustry.biz/articles/rock-band-sales-sting-viacom
- "Disney, Warner, Viacom pose 'serious threat' to publishers", says Screen Digest report: http://www.gamesindustry.biz/articles/disney-warner-viacom-pose-serious-threat-to-publishers and http://www.gamesindustry.biz/articles/us-media-companies-present-multi-faceted-competition-for-games-publishers
(Nutshell summary: "Big Media" like Disney/Warner/Viacom is investing heavily in games and is now focusing on developing own IP (rather than licencing it out) across different platforms. Screen Digest predicts they will "command a significant portion of the market by 2013". So farewell then, licencing deals?) - Business Week article on EA's problems and investors' lack of confidence: http://www.businessweek.com/magazine/content/10_08/b4167064465834.htm
- GameFly launches $50m IPO: http://www.gamesindustry.biz/articles/gamefly-files-USD50m-IPO
(is secondary retail seller GameFly a bit late to the party, given the current buzz is about secondary digital sales?)
- Zynga acquires Serious Business: http://techcrunch.com/2010/02/11/zynga-serious-business/ and http://www.industrygamers.com/news/zynga-get-serious/
- UK/French/German casual games market is worth $14bn: http://www.industrygamers.com/news/casual-game-sector-in-uk-france-and-germany-sees-14-billion-in-revenue/
- BigPoint opens new US studio: http://www.gamesindustry.biz/articles/bigpoint-opens-san-francisco-studio
- G/L on games lawsuits and what you can do about them: http://www.gamerlaw.co.uk/2010/02/games-lawsuits-and-what-you-can-do.html
- Proposed Brazil games classification law still in the background: http://gamepolitics.com/2010/02/08/distributors-retailers-react-proposed-brazilian-game-ban [our thoughts on games censorship/classification in 2009 are here]
- EA self-censors Dante's Inferno in non-Middle East release: http://gamepolitics.com/2010/02/08/dante%E2%80%99s-inferno-banishes-itself-middle-east
- WoW China continues to be affected by local politics: http://www.gamesindustry.biz/articles/local-politics-hits-world-of-warcraft-china-again
- Report on UK casual games market: http://news.bbc.co.uk/1/hi/technology/8507813.stm
- Article highlighting the convergence between virtual goods sales and Facebook Credits: http://www.virtualgoodsnews.com/2010/02/facebook-credits-boosting-virtual-goods-sales-by-25.html (no surprised here, since it is widely predicted that Facebook Credits are going to mean big boosts for virtual goods sales generally...but virtual goods still remain entirely untested legally...)
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Posted on 15.2.10
Ten Things You Don't See In Games Anymore
When we're not thinking big serious thoughts about games and law, there's nothing we enjoy more here at Gamer/Law than taking things a bit retro. From the load up sound effects on our first Spectrum to the utter uselessness of R.O.B., we're always happy to get misty eyed over the golden age of gaming and here we present ten things that we've noticed you just don't see in gaming these days. Some we miss, others we're happy to see the back of, but all of them were features of our lives back in the day.
So, Dan of Gamer/Law (with some dubious additions from Jas and Mike) lets the nostalgia commence...
1) Unbelievably Aggressive Difficulty Curves
Maybe it's because gamers aren't the hardened, battle-gnarled bunch they used to be. Maybe it's because we all have less free time and give new games less of a chance. Maybe it's because game developers stopped employing card-carrying sadists in the early 90s. Whatever the reason, games these days are nowhere near as difficult as they used to be.
Think that Modern Warfare 2 on veteran is tough? Psssht. You don't know you're born marine. Rainbow Islands – now THERE was a challenge. Don't be fooled by the sugary visuals, the jaunty theme tune and the name, there's nothing cute about ten levels of raw frustration, limited extra lives and rising water levels that drown you if you dawdle.
Games from the old school showed no mercy. You rarely saw the end of them (in fact, in many cases you rarely saw beyond the first level) and some of them were clearly designed to break the human spirit entirely. To this day, prisoners at Guantanamo Bay are forced to spend 10 hours a day playing Contra. And if they somehow complete that, they're moved onto Gauntlet (a game so eye-bleedingly tough that rumours circulated it didn't have an ending).
(Mike: and another thing, what about games that literally took months to master? Anyone remember Sensible Soccer? Spent A LOT of time on that ball bending masterpiece when I were a lad.)
2) Screen-filling Bosses
We're talking R-Type. We're talking Super Ghouls and Ghosts. We're talking 2D, side-scrolling games with screen-height enemies. Boss fights with opponents who literally take up 30 or 40% of the available playing area, and are ugly as sin to boot.
(Jas: We want games developers to be more ambitious with the technology now available: why not bosses who are 500% your screen size? Of course, that would mean you could only attack his/her/its knee, but so what?)
Facing these beasts down was never a fun time, but there was something awesome about the feeling that the game was throwing everything at you that it could possibly muster.
3) No Saving
Closely related to point one, modern games seem to insist on giving you chance after chance to atone for your errors.
Back in the day, this kind of thing was simply unthinkable. Instead, you'd spend 5 or 6 hours carefully navigating your way through a tricky game only to reach the final level with one life remaining. You'd then either fail to make a pixel-perfect jump or be so shocked by the sudden appearance of a screen-filling boss (see point 2) that you'd lose that life and sit in silence, reflecting on what could only be viewed as a day wasted entirely.
There was no option to simply return to the last checkpoint. No chance to redeem yourself. Instead, you'd put down the joypad, take some time to deal with your emotions, and then try again, all the while cursing your own ineptitude and vowing revenge. (Jas: remember the old MegaMan games on the NES? Fiendish.)
This is what real gaming is about – a harrowing and confidence-sapping voyage of self discovery with zero margin for error and no respect for human weakness.
Dead Rising had a stab at bringing this one back into fashion a couple of years ago by cruelly spacing out its save points and forcing you to replay the game if you'd missed certain events. It's not the same though.
4) Nerdy Lead Characters
So, Dan of Gamer/Law (with some dubious additions from Jas and Mike) lets the nostalgia commence...
1) Unbelievably Aggressive Difficulty Curves
Maybe it's because gamers aren't the hardened, battle-gnarled bunch they used to be. Maybe it's because we all have less free time and give new games less of a chance. Maybe it's because game developers stopped employing card-carrying sadists in the early 90s. Whatever the reason, games these days are nowhere near as difficult as they used to be.
Think that Modern Warfare 2 on veteran is tough? Psssht. You don't know you're born marine. Rainbow Islands – now THERE was a challenge. Don't be fooled by the sugary visuals, the jaunty theme tune and the name, there's nothing cute about ten levels of raw frustration, limited extra lives and rising water levels that drown you if you dawdle.
Games from the old school showed no mercy. You rarely saw the end of them (in fact, in many cases you rarely saw beyond the first level) and some of them were clearly designed to break the human spirit entirely. To this day, prisoners at Guantanamo Bay are forced to spend 10 hours a day playing Contra. And if they somehow complete that, they're moved onto Gauntlet (a game so eye-bleedingly tough that rumours circulated it didn't have an ending).
(Mike: and another thing, what about games that literally took months to master? Anyone remember Sensible Soccer? Spent A LOT of time on that ball bending masterpiece when I were a lad.)
2) Screen-filling Bosses
Okay, there are a few modern exceptions to this one (the recent Demon's Souls in particular boasts some gigantic bosses), but let's be clear, nothing - and by that we mean nothing - in modern gaming measures up to the shock and awe of being confronted by the great behemoths of yesteryear.
We're talking R-Type. We're talking Super Ghouls and Ghosts. We're talking 2D, side-scrolling games with screen-height enemies. Boss fights with opponents who literally take up 30 or 40% of the available playing area, and are ugly as sin to boot.
(Jas: We want games developers to be more ambitious with the technology now available: why not bosses who are 500% your screen size? Of course, that would mean you could only attack his/her/its knee, but so what?)
Facing these beasts down was never a fun time, but there was something awesome about the feeling that the game was throwing everything at you that it could possibly muster.
3) No Saving
Closely related to point one, modern games seem to insist on giving you chance after chance to atone for your errors.
Back in the day, this kind of thing was simply unthinkable. Instead, you'd spend 5 or 6 hours carefully navigating your way through a tricky game only to reach the final level with one life remaining. You'd then either fail to make a pixel-perfect jump or be so shocked by the sudden appearance of a screen-filling boss (see point 2) that you'd lose that life and sit in silence, reflecting on what could only be viewed as a day wasted entirely.
There was no option to simply return to the last checkpoint. No chance to redeem yourself. Instead, you'd put down the joypad, take some time to deal with your emotions, and then try again, all the while cursing your own ineptitude and vowing revenge. (Jas: remember the old MegaMan games on the NES? Fiendish.)
This is what real gaming is about – a harrowing and confidence-sapping voyage of self discovery with zero margin for error and no respect for human weakness.
Dead Rising had a stab at bringing this one back into fashion a couple of years ago by cruelly spacing out its save points and forcing you to replay the game if you'd missed certain events. It's not the same though.
4) Nerdy Lead Characters
Guybrush Threepwood, Roger Wilco, Larry Laffer. Time was, the lead characters in games were heroic losers, rather than the barrel-chested, cigar-chomping death machines popular today.
It's to the detriment of modern titles that this nerd factor seems to have slipped from fashion. We’re not saying that Gears of War would be a better game if Guybrush were the lead, but let's just consider it for a moment. He could trade insults with a brumak. He can spit further than Marcus Fenix. And he doesn't wear a bandana (as much). We rest our case.
Now, we know what you're thinking here: what about Gordon Freeman? Let's get one thing straight – anyone who beats aliens to death with a crowbar and slices zombies in half with buzz saw blades is not a nerd. He may have glasses. He may have a science background. But don't be fooled - he's not a nerd. He doesn't even speak.
(Jas: And that's another thing about Gordon Freeman: how comes he manages to lead a rebellion against the Combine/save the world/make friends for life/get jiggy with Alyx (nearly), right, when he doesn't even speak?)
Somewhere back in the mists of time a developer asked themselves the question – how can we most closely recreate the sense of competing in sports at the highest level? And the answer they came up with was button bashing.
The premise was simple: whatever sport you're competing in, whatever Olympic event, the control method is the same. There are two buttons, and you must batter them. Not in any sequence, not with any finesse. Just batter them. For several minutes. Until you or they break.
And you know what? For the first 10 seconds it's great fun – your sprite comes racing out of the blocks in the 400 metres and takes what looks like an unassailable lead. It's only at about the 20th second of continuous button bashing, shortly after carpal tunnel syndrome sets in and with at least another minute of similar agony to go, that you realise what you've let yourself in for. And by then it's too late.
There are echoes of this unique experience in certain modern games – Through The Fire and Flames on expert on Guitar Hero, the swimming relay on Mario and Sonic at the Olympic Games, but these are just pale imitations of the real thing. If you want to know what running a marathon feels like, you need to play Track and Field. With your mates. And pride at stake.
(Jas: once long ago my best friend and me were playing 1v1 Counterstrike and he kept on using a wallhack to kill me even though I told him to stop being such a noob, but he didn't stop, which got me so irate that I rage-quit, took my keyboard over to his house, and hit him with it. Does that count as 'button bashing'? Maybe not)
8) The Gaming Press
Not that we don't love Edge, Games TM, Penny Arcade and the myriad websites and blogs we spend our lives perusing, but the golden age of gaming was accompanied by a golden age of games journalism.
Your Sinclair, Ace, Zero…. these weren't just magazines. They were a window into an alternative way of life, populated by strange men with ridiculous barnets and an epic willingness to spend every waking hour playing the games they loved (and many they didn't).
With no PR machine and comparatively little hype surrounding the games releases of the day, these heroes were free to do as they pleased, dispensing their views pure and untainted to anyone who would listen in an environment which called to mind the classroom left unattended.
Younger readers, meanwhile, were left to wonder at it all. Were these guys really getting paid actual money to write about games?
9) Side-scrolling beat 'em ups
Many happy hours used to be spent with mates battling through gangs of street thugs on games like Teenage Mutant Ninja Turtles and Streets of Rage (what a great name for a game: "Streets of Rage").
The premise was simple – you started at one end of a long stretch of road/lab corridor and you strolled forward cracking skulls until you reached the other end, usually with a second player along for the ride. Gaming in its purest form.
Who can forget the shock and horror of being forced to face down your own brother at the end of Double Dragon? Or the incredulity we all felt at being told that Final Fight's Haggar really was the elected mayor of Metro City? (Jas: you know way too much about side-scrolling beat 'em ups, Dan).
Not Gamer/Law, that's for sure. And yet, astonishingly, these games are now deeply, deeply unfashionable.
Was it 3D graphics that put paid to the side-scrolling beat 'em up? Or maybe the arrival of Street Fighter II? We'll never know for sure, but what we can say with absolute certainty is that we miss them.
10) Code Meddling
Back in the day, before developers decided to just offer you up the whole candy store from day dot, gamers would often invent sneaky backdoor tricks to enable themselves to get beyond the first level.
The attractions on offer were vast: infinite lives, infinite health, infinite time. The mind boggled. And it boggled even further when you discovered what you would need to do to get the cheat to work.
We Gamer/Law folks cannot be the only people who recall the heady days of cheats for the ZX Spectrum – 2 or 3 pages of computer code which had to be laboriously inputted so that Robocop would have infinite ammo. Space shuttles have been launched with less prep time (and certainly with less tears of rage). Things improved somewhat in the 90s with the arrival of stalwarts like Game Shark and Action Replay. Cheating was still not a simple affair – it now involved the purchase of additional kit and still required code
inputs - but the range of available options was far broader. Suddenly we were walking through walls,
jumping tall buildings in a single stride and accessing hidden levels.
These were real, honest to goodness cheats. Gamers messing with the game's very coding to get what they wanted. It went up about as far as Quake, which had at least one secret comedy-themed room you could only access via a no-clip cheat, but since then it seems to have died out. You might see something a bit similar nowadays, maybe a Team Fortress 2 server or two with the gravity turned off, but it doesn't have quite the same air of renegade cool.
Even if it's something as simple as accessing the code on your mate's copy of Champ Manager and rewriting the match commentary to deliver frank home truths about his personal hygiene, we miss the good old days when you could get under the hood and mess about. These days it's all hardware based, with some gamers messing around with modchips (which are very illegal of course)
Gamer/Law's detailed, reasoned conclusion:
It's just not the same anymore, innit?
Follow us at www.twitter.com/gamerlaw!
It's to the detriment of modern titles that this nerd factor seems to have slipped from fashion. We’re not saying that Gears of War would be a better game if Guybrush were the lead, but let's just consider it for a moment. He could trade insults with a brumak. He can spit further than Marcus Fenix. And he doesn't wear a bandana (as much). We rest our case.Now, we know what you're thinking here: what about Gordon Freeman? Let's get one thing straight – anyone who beats aliens to death with a crowbar and slices zombies in half with buzz saw blades is not a nerd. He may have glasses. He may have a science background. But don't be fooled - he's not a nerd. He doesn't even speak.
(Jas: And that's another thing about Gordon Freeman: how comes he manages to lead a rebellion against the Combine/save the world/make friends for life/get jiggy with Alyx (nearly), right, when he doesn't even speak?)
5) Loading Stress
Incredible as it may now seem, gamers did not always demand, let alone receive, the instant thrills which accompany modern titles. In an era before the CD and cartridge became commonplace, we found ourselves struggling to force games to load at all, and nowhere was this a greater risk than when faced with that most unpredictable and malevolent nemesis: the tape.
Few things in life teach a young man patience like sitting staring at a computer screen as colours flash and dance, all the while praying to whichever is his chosen god that the damn thing is going to work. Along for the ride would invariably be the synapse-shredding squawks and squeals which were the critical feature of tape loading, and which served as the true acid test: how much do you really want to play this game?
About 40% of the time, a moment would arrive when it became clear that something had gone wrong. The noises would stop, or the screen would freeze. It would usually take some time to admit to yourself that it wasn't going to happen. And then it would be time to repeat the process again. In many ways, it was a lot like love. And no less painful when it all went wrong.
Still, things aren't that different now that we have our friend Mr BSOD to help out. Thank goodness for him.
6) The Complete Product
No patches, no updates. The games of yester-year were, as a rule, delivered to the consumer in their complete form.
On the upside, this meant that you were spared the experience of excitedly booting up a new title only to find it ruined by a game-breaking glitch which the developers figured they could fix at some point in the week following release.
On the downside, this meant that your copy of Superman 64 was never going to get any better than it was on day one.
7) Button Bashers
Okay, so this term lives on in relation to beat-em ups, but we're not talking about your mate who can't dragon punch here. Oh no – we're talking Track and Field. Few things in life teach a young man patience like sitting staring at a computer screen as colours flash and dance, all the while praying to whichever is his chosen god that the damn thing is going to work. Along for the ride would invariably be the synapse-shredding squawks and squeals which were the critical feature of tape loading, and which served as the true acid test: how much do you really want to play this game?
About 40% of the time, a moment would arrive when it became clear that something had gone wrong. The noises would stop, or the screen would freeze. It would usually take some time to admit to yourself that it wasn't going to happen. And then it would be time to repeat the process again. In many ways, it was a lot like love. And no less painful when it all went wrong.
Still, things aren't that different now that we have our friend Mr BSOD to help out. Thank goodness for him.
6) The Complete Product
No patches, no updates. The games of yester-year were, as a rule, delivered to the consumer in their complete form.
On the upside, this meant that you were spared the experience of excitedly booting up a new title only to find it ruined by a game-breaking glitch which the developers figured they could fix at some point in the week following release.
On the downside, this meant that your copy of Superman 64 was never going to get any better than it was on day one.
7) Button Bashers
Somewhere back in the mists of time a developer asked themselves the question – how can we most closely recreate the sense of competing in sports at the highest level? And the answer they came up with was button bashing.
The premise was simple: whatever sport you're competing in, whatever Olympic event, the control method is the same. There are two buttons, and you must batter them. Not in any sequence, not with any finesse. Just batter them. For several minutes. Until you or they break.
And you know what? For the first 10 seconds it's great fun – your sprite comes racing out of the blocks in the 400 metres and takes what looks like an unassailable lead. It's only at about the 20th second of continuous button bashing, shortly after carpal tunnel syndrome sets in and with at least another minute of similar agony to go, that you realise what you've let yourself in for. And by then it's too late.
There are echoes of this unique experience in certain modern games – Through The Fire and Flames on expert on Guitar Hero, the swimming relay on Mario and Sonic at the Olympic Games, but these are just pale imitations of the real thing. If you want to know what running a marathon feels like, you need to play Track and Field. With your mates. And pride at stake.
(Jas: once long ago my best friend and me were playing 1v1 Counterstrike and he kept on using a wallhack to kill me even though I told him to stop being such a noob, but he didn't stop, which got me so irate that I rage-quit, took my keyboard over to his house, and hit him with it. Does that count as 'button bashing'? Maybe not)
8) The Gaming Press
Not that we don't love Edge, Games TM, Penny Arcade and the myriad websites and blogs we spend our lives perusing, but the golden age of gaming was accompanied by a golden age of games journalism.
Your Sinclair, Ace, Zero…. these weren't just magazines. They were a window into an alternative way of life, populated by strange men with ridiculous barnets and an epic willingness to spend every waking hour playing the games they loved (and many they didn't).
With no PR machine and comparatively little hype surrounding the games releases of the day, these heroes were free to do as they pleased, dispensing their views pure and untainted to anyone who would listen in an environment which called to mind the classroom left unattended.
Younger readers, meanwhile, were left to wonder at it all. Were these guys really getting paid actual money to write about games?
9) Side-scrolling beat 'em ups
Many happy hours used to be spent with mates battling through gangs of street thugs on games like Teenage Mutant Ninja Turtles and Streets of Rage (what a great name for a game: "Streets of Rage").
The premise was simple – you started at one end of a long stretch of road/lab corridor and you strolled forward cracking skulls until you reached the other end, usually with a second player along for the ride. Gaming in its purest form.
Who can forget the shock and horror of being forced to face down your own brother at the end of Double Dragon? Or the incredulity we all felt at being told that Final Fight's Haggar really was the elected mayor of Metro City? (Jas: you know way too much about side-scrolling beat 'em ups, Dan).
Not Gamer/Law, that's for sure. And yet, astonishingly, these games are now deeply, deeply unfashionable.
Was it 3D graphics that put paid to the side-scrolling beat 'em up? Or maybe the arrival of Street Fighter II? We'll never know for sure, but what we can say with absolute certainty is that we miss them.
10) Code Meddling
Back in the day, before developers decided to just offer you up the whole candy store from day dot, gamers would often invent sneaky backdoor tricks to enable themselves to get beyond the first level.
The attractions on offer were vast: infinite lives, infinite health, infinite time. The mind boggled. And it boggled even further when you discovered what you would need to do to get the cheat to work.
We Gamer/Law folks cannot be the only people who recall the heady days of cheats for the ZX Spectrum – 2 or 3 pages of computer code which had to be laboriously inputted so that Robocop would have infinite ammo. Space shuttles have been launched with less prep time (and certainly with less tears of rage). Things improved somewhat in the 90s with the arrival of stalwarts like Game Shark and Action Replay. Cheating was still not a simple affair – it now involved the purchase of additional kit and still required code
inputs - but the range of available options was far broader. Suddenly we were walking through walls,
jumping tall buildings in a single stride and accessing hidden levels.
These were real, honest to goodness cheats. Gamers messing with the game's very coding to get what they wanted. It went up about as far as Quake, which had at least one secret comedy-themed room you could only access via a no-clip cheat, but since then it seems to have died out. You might see something a bit similar nowadays, maybe a Team Fortress 2 server or two with the gravity turned off, but it doesn't have quite the same air of renegade cool.
Even if it's something as simple as accessing the code on your mate's copy of Champ Manager and rewriting the match commentary to deliver frank home truths about his personal hygiene, we miss the good old days when you could get under the hood and mess about. These days it's all hardware based, with some gamers messing around with modchips (which are very illegal of course)
Gamer/Law's detailed, reasoned conclusion:
It's just not the same anymore, innit?
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Posted on 10.2.10
Erik Estavillo + lawsuits = fail + legal costs
So, we hear that Erik Estavillo, the serial plaintiff against games companies, has dropped all of his lawsuits against companies including Microsoft, Sony and Activision-Blizzard. He became known late last year for these rather creative lawsuits, which involved some pretty odd actions like suing Blizzard for his character moving too slowly and his claims that he would subpoena celebrities including Bill Gates and Winona Ryder. Now it seems that his claims will never go before a judge.
Victory of course for the games companies, who we would guess have been able to ignore Estavillo entirely (standard practice with these kinds of lawsuits) to date anyway. Of course, it would have been perfectly possible for their lawyers to go straight off to court and seek to swat Estavillo's lawsuits out of the sky with 'strike out' applications (i.e. to argue to the judge that Estavillo's claims are completely hopeless and should not proceed any further), but that would (i) have cost money; and (ii) would have given Estavillo more publicity.
The difficulty for Estavillo now is this: if the companies which he sued HAVE incurred legal costs in defending his lawsuits, then in principle they would be entitled to sue him for payment of those costs. This is the 'loser pays costs' principle, a key aspect of litigation in England and most other common law jurisdictions. Its main objective is to deter claimants from bringing hopeless claims by making them face the risk of later having to pull the claim and pay both their and the other guy's legal costs.
Of course, whether or not anyone actually goes after Estavillo for legal costs will depend on three things:
(i) Whether the civil procedure in the appropriate US state permits it (and it's worth bearing in mind that generally the USA is less in favour of the 'loser pays costs' principle)
(ii) Whether Estavillo could pay up anyway
(iii) The publicity that going after Estavillo would generate.
On balance, we think it's unlikely any of these companies would actually sue for their costs, but it is always possible. Anyway, the point of this post is that Mr Estavillo's case is a great example of the golden rule in litigation: choose your legal battles carefully.
Source: GamePolitics
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Posted on 9.2.10
Games lawsuits and what you can do about them
This is a post for games developers and publishers about lawsuits and what you can do when you face one.
Lawsuits are a fact of life in all businesses, the games business included. Lawsuits can come out of virtually anywhere: a disgruntled consumer, a rival looking to get ahead, a business partner who thinks you've breached your contract with them, the list goes on. If you are very lucky, you might avoid having to have anything to do with a lawsuit, but it's more likely than not that at some point you will have to get involved. If so, then you might find useful the following summary about what to do and what to think about. It's primarily aimed at what to do if you are faced with a lawsuit, but it applies just as well if you are thinking of bringing a lawsuit against someone else.
So, what do you do?
(1) Get legal advice early
There's no way around it: the only sure way to know if you are facing a strong or weak lawsuit is to talk to a lawyer about it (preferably a disputes specialist).
Yes, that involves some money, but experience shows that a little legal advice early on could save you a lot of money later on. Besides which, some lawsuits can be a serious threat to a business and so they should be treated as such.
Of course, maybe the lawsuit is obviously without merit or has a small monetary value, meaning that throwing a lot of money at the lawsuit may not be worth it financially. If so, then perhaps it can be handled by a lawyer on a reduced-rate or possibly even pro bono basis (if yours is a sufficiently worthy case) or, failing that, perhaps it could be dealt with by someone on the business side who has some legal experience (though that's not ideal, given how high-stakes and complicated litigation can be).
(2) Legal issues to discuss
Your lawyer will be able to advise you on:
(i) the legal strength of the lawsuit against you and what it could mean for your game/product/business.
(ii) the jurisdiciton for the lawsuit (i.e. in which country will the lawsuit take place and under what country's laws - this is pretty important, given today's globalised games industry and playerbase).
(ii) the prospects of success and your best/worst case scenario in terms of the possible outcomes.
(iv) how best to respond to the other side and what to say.
(3) Working out your strategy
Your lawyers will be able to work with you to figure out whether you should fight the lawsuit, stonewall it or settle it. Some key issues to discuss with them when formulating your strategy:
- What is the cost/benefit analysis? In other words, what is going to cost the most - fighting, ignoring or settling the lawsuit?
- Is there some commercial solution you can propose that will defuse the row? Would an early face to face meeting help?
- If you're going to fight, have you got any counterclaim against the claimant? Could that give you any financial upside to the lawsuit?
- Is there any 'floodgates' risk if you lose/settle the lawsuit (i.e. could more people come after you over the same issue?)
- What is the commercial risk if you lose the lawsuit? (e.g. impact on trading partners or consumers)
- What are the PR risks? Would it be a problem if/when the lawsuit became public and, if so, do you need to have a parallel PR strategy in place?
- What resources would you need to devote to the lawsuit? In particular, would management need heavily to be involved?
- If you are considering a quick settlement, when would be the best time to make the offer and what will you offer?
- How are you going to keep control of your legal costs expenditure? (more on that below)
(4) The litigation process
Litigation goes through broadly three stages:
(i) initial phase/setting out the legal case;
(ii) second phase/evidence gathering, including document review, witness evidence and possibly the use of experts; and
(iii) third stage/preparing for and going to trial.
If and when it comes to the legal fight, your lawyers will be able to advise you what legal weapons are available to you. For example, if the lawsuit against you clearly has no merits at all, then you may try to have the case thrown out of court (known as 'strike out'). Or, if the lawsuit clearly has some muscle, then you might want to take steps to try to settle the claim early.
More generally, a lawsuit can go through many twists and turns during the litigation process (hence why litigation is often compared to a rollercoaster). Experienced litigators will tell you about unlikely cases that were ultimately won and of sure-fire lawsuits that somehow never made the grade. All of this means that litigation can be RISKY, so you can never take the result absolutely for granted (for this reason, many cases settle using ADR - more on that below). On the other hand, a judgment from a court is the best way of settling a dispute, particularly if it is a real threat to your business.
(5) Alternative dispute resolution ("ADR")
ADR is the title given to different methods of settling disputes without having to go court. The classic example is mediation, where both sides sit down in a room with an independent mediator to try to settle their differences. Another example is expert determination, where both sides put their cases to an independent expert who decides which one has the better case (this can work well in intellectual property disputes). ADR is popular for good reasons: it is cheaper than full litigation, can be kept confidential and has a good success rate at settling disputes.
So, if you do end with a lawsuit on your hands, it's worth thinking carefully about trying to settle the dispute using ADR, rather than going to court.
(6) Costs
Control of legal costs is key for any business involved in litigation, because litigation tends to be expensive. In fact, in drawn out litigation you can even see the legal costs exceed the money being argued over!
Points to think about:
- Discuss costs early with your lawyers and establish who will be working on the case, what they will be doing and how much they propose to charge.
- You may want to ask the lawyers to prepare a costs estimate (often this comes together with the lawyers' initial legal advice on your legal strengths and weaknesses)
- If the dispute looks likely to fight, you may be able to enter into some form of costs arrangement with your lawyers. For example, some jurisdiction permit 'no win, no fee' deals in which you pay no costs if you lose the lawsuit (but the lawyers can claim an uplift on their fees if you win). In the US, contingent fee arrangements are widespread (where lawyers are paid through a share in the moneys recovered in the litigation).
- Insurance: your insurance policies may cover your legal costs in a dispute, usually on the basis that you notify the insurer as soon as possible once you are notified of a dispute.
(7) Summary
- Take threatened and actual lawsuits seriously: they can have a real impact on your business
- Speak to your lawyers: a little legal advice early on could save you a lot of money later on
- Work out your legal strategy with your lawyers and stick to it. You may want to fight the lawsuit, stonewall it or settle it.
- Keep a close track on your legal costs.
Any questions? Need a hand?
Drop us a line here if you have a disputes problem, or would like to talk over any of the above.
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Posted on 9.2.10
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