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.
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.
Which should tell you all you need to know about why this guy strongly believes in the power of EULAs: he's paid to.
Whether or not they are technically enforceable is mostly irrelevant, because when a company brings out the lawyers most people choose to cave in rather than deal with the 5+ digit lawsuit costs and associated headaches. So maybe they can be considered enforceable by the fact few can put up a defense (enforceability by fiat?)
(I am not a lawyer; this is not intended as advice in any way, shape, or form)
Try not. Do or do not, there is no try.
-- Dr. Spock, stardate 2822-3.
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
Actually, an EULA is an agreement, not just a license (End User License Agreement). Simply put, it is the agreement by the user to adhere to the license. When the user agrees to adhere to the license, it becomes a contract between the parties because the agreement was accepted by both. Therefore, he is correct in stating that it is a binding contract.
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
But see, there's a problem here. That it's a game doesn't it stop from being something you bought. If you go to Disneyland, and they fail to deliver the entertainment you bought from them, by say, having all attractions broken, or suddenly closing 5 minutes after you paid for the ticket, I'd consider it perfectly reasonable to ask your money back.
The same way, if Everkill consist in killing things to get magical items, and you lose that to a crash, you could quite successfully argue that you didn't get what you paid for. While a server crash that causes you to lose your +10 Sword of Banishment, which took you a month to get probably won't be compensated with $1000, you probably could reasonably argue that a crash that erased a month of progress in the game should entitle you to get a month of payment back.