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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."

5 of 62 comments (clear)

  1. Online property laws by Doctor+Cat · · Score: 5, Interesting

    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.

  2. Note... by Sheetrock · · Score: 4, Insightful
    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.

    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.




  3. Re:Except that.... by jewf1sh · · Score: 3, Insightful

    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.

  4. Re:minors? by cpt+kangarooski · · Score: 3, Insightful

    First, how is it a contract if I didn't sign it?

    Because signatures are not required to have contracts. This should come as no surprise; people make enforcible verbal contracts routinely.

    This is probably an adhesive contract, but those are generally perfectly valid.

    Also, I'm a minor, how can I legally "sign" a contract?

    By agreeing to it. Minors DO have the power to form contracts. The special treatment for minors is NOT that they aren't allowed to contract (for they are) but that minors can, if they choose, escape enforcement of contracts against them for anything other than necessities. This means that a minor can contract to, say, buy a car, and then can sue to ensure that the car is delivered to him, but cannot be sued to force him to pay for it. OTOH if it were a contract for food, he could be sued, since that's a necessity, and we want people to be willing to sell necessities to minors.

    However, minors that avoid contracts they've made are generally under an equitable obligation to return goods, or value, to the other party so that they are not unjustly enriched by their special status. Also contracts you make as a minor but don't avoid by the age of majority are basically ratified and become completely binding.

    People who say minors can't contract (in the US at least) simply don't know what the hell they're talking about.

    Hell, you could even get your 4 year old daughter to click through the EULA for you.

    Why? When you tell someone else to agree for you, it's still ultimately you that agreed.

    Here is a good rule of thumb for legal situations: Do not be clever. Do not do clever things. Do not try to get away with stuff by adhering to the letter of the law in a patently transparent way. This is because no one is really as stupid as you must think they are if you think that will work, and it will in fact NEVER work.

    As has been said, "the law is not an ass," and it will not only STILL get you when you're being clever, you will have only pissed it off and made things worse for yourself.

    --
    -- This and all my posts are in the public domain. I am a lawyer. I am not your lawyer, and this is not legal advice.
  5. Re:Why turn your back on a revenue stream? by Ronny+Cook · · Score: 3, Interesting
    If the items sold are regarded as assets, the company has an obligation to maintain the value of those assets. Otherwise it can get sued.

    For example, I sell you a virtual sword for $1. I've made $1 for that, but if I then shut down the game where the virtual sword exists, you no longer have access to that $1 "asset" and you can sue me for (effectively) stealing it from you.

    One possible way around this is to code depreciation into the game engine - assets depreciate by 50% per annum and lose all value after 5 years. Until the 5 year mark the company will buy your virtual sword for its full depreciated value. If the depreciation is described up-front, before the purchase, there's no contractual basis to sue; the company has used assets in "maintaining" the virtual object and the depreciation simply reflects that. Such virtual property will have to appear on the company balance sheet as a liability until fully depreciated.

    There are other reasons for these restrictions - once an item becomes your property rather than theirs, they can't freely change the object (whether it be the graphic model, or some other characteristics for balance purposes), restricting how the company can adjust the game they've written. The quality of the game may suffer as a result - if a munchkin item is released it can't be rendered harmless, and those who possess such items become disproportionately powerful. "Stealing" within the game starts to matter more, and the company may be forced to take on some law enforcement functions that they could really live without.

    However, I suspect the main reason is just so the MMOG companies retain their freedom to pull the plug when they want to do so.