On MMOs, EULAs, Other Legal Shenanigans
Garthilk writes "In an interesting Q&A over at Okratas.com, they pose some questions for MMO-related lawyer Don Shelkey. Don is a lawyer with Buchanan Ingersoll PC, one of the largest 110 law firms in the nation, who represent many videogame developers on legal matters. Don explains what exactly Technology Transactions are, how EULAs protect the developers, virtual property law and a little about his work with Sigil Games regarding Vanguard: Saga of Heroes." Shelkey, himself a rabid online gamer, argues of MMOs: "EULAs [End User License Agreements attached when you buy a game] 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."
First, how is it a contract if I didn't sign it? This sounds a lot like a Contract of Adhesion.
Also, I'm a minor, how can I legally "sign" a contract? I'm guessing plenty of kids play games. Hell, you could even get your 4 year old daughter to click through the EULA for you.
This is basically the "same old" stuff. There are laws protecting the consumer from signing away their rights.
A EULA is not a contract, it is a license. It sez so right in the frickin' acronym for crying out loud: End User LICENSE Agreement. Grrrrr...
Oh, and IANAL, but I read about them once on TV.
"Lawyers are for sucks."
- Doug McKenzie
You know, 50 or 100 years from now, there'll be legal precedents, court rulings, and/or laws establishing what does or doesn't happen in the courts when someone steals your castle or your magic sword, who pays real world taxes on what, etc. For better or for worse. But somehow, I like the era where mostly the courts and the legislators and the police haven't even noticed the idea of "virtual property law" yet. When you might just say "Well, how do I want my game to work" and try and get away with it. It leaves us developers a little more elbow room to try and do that "innovation" thing. Hopefully, in the long run, we'll end up with laws that do more good than harm. But I like the whole "settling the wild cyberspace frontier" feel in the current marketplace.
Furcadia - A free online game with user created content, DragonSpeak scripting, & more.
Why don't the game companies simply join in selling items? It's not as if duplicate items would cost them anyhing to produce.
A pizza of radius z and thickness a has a volume of pi z z a
When playing an MMORPG, you're renting an account on someone's
:)
server. I don't see how you can *own* anything in virtual space
then. If the server closes down, everything's gone. The company
running the servers don't owe you anything for 'lost property'.
You were using other people's resources to maintain that virtual
castle.
I think MMOs should have ways to trade property in-game, though.
Passing along a deed, DAoC-styles, works nicely for medieval games,
and some sort of vendor would work for a more modern world. But
when people start trading in-game housing for real-world money, it's
up to the server maintainers how they want to treat it. No real-world
laws should be necessary for virtual property. Or perhaps MMOs
should allow a 'lawyer' profession, in addition to the usual warrior/
rogue/mage/priest choices