Blizzard Sues Private Server Company, Awarded $88M
Cali Thalen writes "A private server company, Scapegaming (aka Alyson Reeves), was ordered to pay Blizzard Entertainment over $88 million in damages after losing a lawsuit that was concluded last week. Scapegaming was operating unauthorized World of Warcraft servers and using a micropayment system to collect money from the servers' user base, which according to the lawsuit amounted to just over $3 million. $85 million of that settlement was for statutory damages, and surprisingly only $63,000 in attorney's fees."
God knows Blizzard did not mind private servers before this (because they sucked).
What? Remember Blizzard v. bnetd?
Oh they cared before. Remember BnetD?
That was WAY before Activision. They report their income on different balance sheets; the only effective change in Blizzard mindset was the part where they went public.
Activision has nothing to do with anything they've done recently, and anyone who says otherwise is blaming something they don't like on a company of convinence.
Oh they did indeed mind them. There were the guys who got shut down for cloning Battle.net (for either Starcraft or Diablo II purposes iirc) and they made sure to shut down the server being run by my brother and his friends. Vivendi Universal isn't a nicer company than Activision.
Somewhere along the chain, you have to pay for the hosting. Plus if you're getting money, there's another paper trail.
Does anyone know what that private server was giving when you paid them?
I can understand playing on private servers if it's free, but if you're going to pay money to play on a private server, why not just pay Blizzard and play on official servers? Usually the private servers are a little behind on content anyway.
I don't think there's really a way to turn it around and make excuses for the hosting company. I'm generally in favor of the small guys doing their own thing, even using someone's code - but in this case, it was purley for profit and not for fun any sort of personal enjoyment.
I do have a problem with the damages awarded though... I mean - How in the world did they come up with this figure?
The magical number is: 09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0
Erm, yes, actually. And this is exactly the sort of thing the law is intended to defend against.
Here we have a case of someone infringing Blizzard's work for the explicit case of making money off it without getting Blizzard's permission. You don't get a more clear cut case than that.
One can argue the statuatory damage claim is outlandish, and it'll likely be reduced on appeal (it always is...), but Alyson here is still going to be on the hook for a decent chunk if $3 mil was brought in.
The difference here seems to be that they were explicitly soliciting money for in-game stuff, rather than accepting donations purely to offset hosting costs. (Eg, most private servers aren't going to be needing 3 million dollars just to host it.)
Some of the language that Activision/Blizzard uses in the briefs are unnerving (such as 'unauthorized client' and 'you must be connected to blizz servers onlien to patch, not use blizz-provided offline patcher files').
If you also RTFA, it was a default judgment, meaning scapegaming was served, and chose not to respond at any point during the whole proceedings.
"A Goddess rarely smiles for she is forced by others to be an island unto herself." - Zephiris
What I'm wondering is whether or not anything significant was actually copied. Was the private server just duplicating the game's protocol, or was the game world actually duplicated?
Looking through the information linked to in the summary, it looks like there was no actual debate on anything. The judgement was default.
You do not have a moral or legal right to do absolutely anything you want.
WOW! I know it's an open and shut case from the get go but with a company that big, usually $60,000 will barely get you a random word generator with text to speech representing you. For a quarter mil, you might even be able to get the disembodied voice that lives in my GPS to represent you. Somehow it always costs about a million for a supposedly "respectable" lawyer to even show up in court. What a joke. Oh well, at least they got around that this time somehow.
Google's Super Secret Search Algorithm: SELECT @search_results FROM internet WHERE @search_results = 'good'
there was only $63,000 is attorneys fees because it was a default judgement and they did not have to present a case in front of the court. Likey the person will claim they were never served and demand there day in court. the judge will overturn the default judgement and the case will start over... or she will declare bankruptcy and the judgement will be discharged.. but maybe they will recover some of the 3 million
Why anyone would pay micro-payments towards a private server is beyond me. If you have ever wasted precious minutes of your life attempting to play on one you will soon see why it's just worth it to fork over 10-15 bucks a month for the real deal.
People pay money because of what you can parts of the games whole you can alter. Remove level caps, allow learning more then 2 core skill sets and then the real "fun" mode when you die, you can stay dead. Like Diablo 2 online's Hardcore mode.
Attention... all grammer nazi"s! Is they're anything; wrong with: my post,
Was the private server just duplicating the game's protocol, or was the game world actually duplicated?
Yes, they were using actual WoW data files, including player and enemy models, sound effects and all that. That is clearly infringing on copyrighted material.
Duplicating a protocol though is not wrong or illegal; it's not a file or bunch of data that could be copied and re-used. A protocol is a set of rules as to how to pass data along and thus anyone is free to implement an application or library that does pass data along following those rules. It'd be different if the protocol was patented but I doubt Blizzard has patented it; it's used only for WoW and it's not even efficient. They'd just not make money with it even if they published all the protocol details openly.
I hope this answers your question.
Played on it a long time ago when it was still known as WoWScape. It was the whole reason I actually started playing on retail, me and a good portion of my friends. Blizzard would have lost out on thousands of dollars from me and my friends if it wasn't for them.
Scapegaming actually was good enough that it got me (Feral druid), my best friend (Rogue), his roommate (Resto shaman), his roommates friends (Enhance shaman), their wife (Arms Warrior), neighbor down the road (Ret Paladin), Another friend (rogue), step brother (Rogue), another friend (Mage), and a few others. WoWScape actually got enough friends playing retail that we could host our own personal raids if we wanted.
Since then, all of us left. Scapegaming brought Blizzard a lot of business, but The Wrath of the Lich King ran them off. Only way I can tolerate WoW anymore is if I find an old TBC server now. Lasted till just before ICC was released on retail, but I just can't stand it anymore, it just isn't fun. Was fun back in the day raiding Kara, SSC, and the Eye just playing around, talking shit in Vent and having fun while half of them were wasted and still able to hold their own. Then 3.0 had to come and ruin it.
I honestly wonder about how much did Scapegaming make blizzard compared to how much it cost them. Wouldn't be surprised if it did them more good than harm. And don't try and mention the trail accounts on WoW, they capped you at level 10 and a bunch of other stuff, none of my friends were willing to try it like that. Actually downloaded the software off the internet months before we ever thought about registering a retail account.
Nuclear lawsuit detected.
I'm intimately aware that protocols can't be protected by copyright. I figured they were probably including files, though from TFA, that's never clear. Being a default judgement, it's altogether possible that the actual material being copied was never even looked at.
Patents also do not apply to protocols, since they must cover a specific mechanism, such as an algorithm. Now, if the protocol requires encryption or encoding using a patented algorithm, that's a problem.
You do not have a moral or legal right to do absolutely anything you want.
What I'm wondering is whether or not anything significant was actually copied. Was the private server just duplicating the game's protocol, or was the game world actually duplicated?
WoW private servers generally do duplicate the game world found in Blizzard's game. Much of the graphical data is stored client-side, but all data about where things are and what they're doing is on the server. Many of them try to keep their server software as up-to-date a copy as possible, though some will allow you to do things which are not allowed in the real game.
There is zero question that this copyright violation: it's as open-and-shut a case of copyright violation as if you stole a copy of a Hollywood blockbuster from a movie studio, duped it, and sold tickets to see it in your backyard.
Yes, they were using actual WoW data files, including player and enemy models, sound effects and all that
server executable doesnt use sound files, wow is so simple (no collision detection) that server side executable also doesnt use player models. Its all a chessboard from server executables perspective.
Who logs in to gdm? Not I, said the duck.
Private servers require a user to have a copy of the full game in question. The "player and enemy models, sound effects, and all that" are handled by the client.
However, the private server generally has its own copy of the game data in order to maintain the state of the world, where things are supposed to respawn, etc.
I suppose it would be theoretically possible to create a server emulator which didn't use any of the original game's data files, but nobody as attempted it that I have seen.
What I'm amazed is they got the server software in the first place. I guess the client software can be reversed engineered to point the client to the private server, but getting the inhouse server software is gotta be tough thing to do?
WoW server emulators have been around for years. The guy built nothing, he was most likely using an open source software like Mangos.
Actually, in short, this guy made 3 millions while doing no work at all. He was using blizzard's and mango's work,
His only benefit is that he managed to market it. Much like Apple. They steal and sell crap, but marketing is the key to become rich.
Duplicating a protocol though is not wrong or illegal;
But it does breach the contract(s) possibly signed with Blizzard if it asserts the removal of rights including reverse engineering, maintaining or connecting to an unauthorized server (as Blizzard does claim); and a possible DMCA violation if claimed that access to a non-authorized server constitutes copyright protection circumvention (as Blizzard does claim).
EULAs & TOUs have been upheld in the past, so he's probably screwed on count #1 (if appealed). The second argument is new to me, so I don't know how that would pan out. This is what Blizzard has to say in their complaint (direct link):
Blizzard's Anti-Piracy Mechanisms
...
51. When the user runs the game client software, the game client displays a login screen in which the user must enter his or her unique account username and password. The client then sends information, including information derived from the username and password, to the server. If this information passes certain authentcation tests, the server allows the game client to enter the WoW gaming environment and access the copyrighted material resident on the server, as well as opening access to the copyrighted material on the game client.
52. As such, access to the copyrighted content on the game client is predicated on access to the authorized WoW server. In this way, the server "unlocks" the copyrighted information on the game client.
Well, true, sound effects are client-side, my bad. But server needs map data, quest data, stats of all items, enemies etc, world triggers, and atleast hitbox dimensions if not the whole model. That's still a lot of data and would take forever to replicate without using WoW's own data files.
Blizzard charge for the client, plus separate subscription fees to hook up to their servers. There is a clear separation of the money you pay for the client, and the money you pay to access Blizzards servers. The client is typically bought or downloaded and therefore once you've bought it you are free to use it as you wish, provided you don't distribute copies.
In theory, there should be nothing unlawful against hooking up to a different server as there is a clear separation here. The protocol can and has been reverse engineered The only question is whether any of Blizzards proprietary data is held on the server and "distributed" to the clients.
Presumably, the in-game items are not transferable from a private server to Blizzards server, so no issues there either.
This judgement was not defended, so the question arises as to whether it would be possible to mount a defence so as to make non-Blizzard servers legitimate?
Donte Alistair Anderson Roberts - hi son!
Karma: Chameleon
And those data files would be installed upon EVERY COMPUTER WHICH HAD WoW INSTALLED. Which means a legitmately-bought game could have the server protocol emulated, and it wouldn't infringe because theoretically everybody has the same WoW-sanctioned and installed patches/updates. (of course, there are pirates/crackers as the exception, but this is given.)
I doubt ANYTHING is handled server-side besides coordinates and flagbits. Everything else, from physics to animation, is done client-side, from locally-installed files (local as in you initiate the download and installation, not a game server.) To stream such insane amounts of information with the limited bandwidth of our connection speeds pretty much prohibits this. If we had 100mbit solid connections, MAYBE.
Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
look what they did to the custom map scene. They created that incredibly powerful editor that dwarfs anything that was done before but they pretty much killed it with ridiculous restrictions. Warcraft 3 thrived on map making, i suspect that half the people owning wc3 never bothered to play ladder matches.
http://eu.battle.net/sc2/en/forum/
look at popular topics section:
- Allow authors to cross-realm publish
yup, people can't publish their maps globally, they do it on their server only
- A short rant on SC2 and general censorship
list of censored words is very long and includes such words as suicide - if by any chance you want to write 'banelings suicide attack' somewhere in your map or words like bullshit that can be found in the single player, the map can be even banned. No idea if the words that are filtered out in other places like black, white trans(port), (g)rape cause problems but i think they do
- Want "Custom Game"? Go back to WC3 or SC1.
says all - despite primitive editors you enjoy more fun and freedom in the realm of custom games. You have the control over the rules and players that join and you, also you can name your game to broadcast rules (people playing dota add a lot of codes to the game name so people know what they join) or desired skill level. People have none of that in sc2 and maps are sorted by populatity (self perpetuating scheme, new maps can't get high enough to get noticed by more than a handful of people, good luck autofilling all player slots in a reasonable time)
- The new Custom Game system? (What is wrong with it)
other problems - without lan developing multiplayer scenarios is a chore after all debugging is all about running a map, finding a problem, trying to fix it, running a map again, wash rinse repeat. To do that you need to use bnet which adds considerable amount of time to the development process, testing from the editor level is not sufficient in all but the simpliest cases
- The Real Problem with Custom Maps
5 out of 10 most popular threads on the forum touch mapmaking/publishing alone. It shows how messed up it became thanks to the control freaks in actiblizz
It's more like they've bought a legitimate copy of a Hollywood movie, duped it (so what?), and sold tickets to see it in their back yard.
Surely it's more like they watched a Hollywood movie, then charged people to watch them reenact it in their back yard with their mates?
with frivolous lawsuits of course :)
No its definately all server-side, though cached client-side on occasion (which is how the server operators are able to get their hands on it).
If you've ever been playing WoW when the server goes down, you can keep running around cause the client doesn't time you out right away as its still waiting for the server to communicate with it. When you do this, if you keep running far enough in one direction you'll eventually just hit a place where the world 'ends' because you don't have the map data beyond that point.
Interesting viewpoint. It appears as though you may not be happy with most things, and I would suggest you disconnect your computer from the rest of the world immediately. At the very least, hire a psychiatrist.
Someone flopped a steamer in the gene pool.
Thing is, there's a bnetd-derived server running now, called iCCup which is the server of choice for almost anyone playing Starcraft (BroodWar, not 2) these days. Not only does it ignore CD checks but iCCup will offer you a chopped-down copy of Starcraft to play on, if you look hard enough. There doesn't seem to be any great rush from Blizzard to stomp it off the net, either.
Blizzard seems to be ambivalent about iCCup. It has called it a "pirate server", but it has also linked to ongoing iCCup tournaments from the battlenet homepage, which is probably because it has realised that the vast majority of people still playing BroodWar (legitimately as well as otherwise) much prefer iCCup to battlenet, to the extent that if you don't know your iCCup ranking, you really can't call yourself a Starcraft player.
Likely, that's because iCCup has a functioning ladder system, and the admins do keep iCCup relatively free of cheats, and the worst of the foulmouthed little brats you get playing online games, unlike battlenet, which is a cesspool in comparison. The "pirate server" offers, for free, a better service than the one that Starcraft players generally paid for, and Blizzard has realised that allowing overt (if discreet) piracy is a small price to pay for keeping a functioning community centred around some of their products.
The bnetd developers had the game, which they reverse engineered, which meant they had agreed to the EULA which prohibits reverse engineering.
According to the court's summary judgement, the developers were bound by the EULA, which they were in breach of.
The developer's argued that "CD Keys" are not an anti-piracy measure, and 'battle.net' was not a valid trademark. Probably these arguments were a bit reaching... if CD Keys are not an anti-piracy measure, then what is their purpose?
On appeal... BNETD was ruled a circumvention tool based on Blizzard's argument.
Developers argued EULA is overriden by the DMCA interoperability exception.
They failed to convince the court of the applicability of the exception to their situation.
lol, imagine the unrecoverable loss of loyalty among the sc fans if blizzard tried to do anything with iccup. That would be a PR suicide and they wouldn't sell a single copy of any game to the hardcore sc players, ever. I remember how people on sc portals reacted when that explicit 'iccup is a pirate server' talk happened. Everybody felt offended to the bone.
I don't know (or care) about the details and whether this the claims are a stretch.
But assuming she is guilty as claimed then the damages better be more than the $3 mil brought in. Otherwise it's not a deterent, especially considering you won't always get caught.
I was in ACM at UCSD with Mark Baysinger. If he made Bnetd because of how hard it was to connect when at our LAN parties, it had a fully legitimate purpose.
His only real failure was not having a couple million lying around in his pocket to counter Blizzard's lawyers.
Silly, poor college students.
I doubt ANYTHING is handled server-side besides coordinates and flagbits.
Actually, there's a lot of stuff the server still handles that clients don't. For example client doesn't calculate whether a hit lands or misses, nor does the client calculate damage done. There's been loads of scams sold to unsuspecting players that have modified the way the numbers are displayed so that it seems like you have 9 million points HP and what not and unsuspecting players have fallen for it, but as soon as they've actually engaged in combat they've dropped dead just as fast as before: server still holds the correct HP values. Note that the server still needs all stats on items etc to be able to calculate everything.
Movement, physics etc. is done in cooperation with the server: client does some of the work, server does some. It reduces the impact of latency somewhat, but it also means hacks that allow you to move faster or go underground are possible. For this the server still needs map data.
I did once try out setting up a private server of my own (though I was the only user) just out of curiosity and heck, it sure weighed several gigabytes in size even without texture data and sounds.
"There is zero question that this copyright violation:"
Only in your world. You do realize that reverse engineering for interoperability is actually a textbook case case of fair use? They can replicate anything they can sniff off the wire, including locs for the purpose of inter-operation with the client. This is no different than what is done with wine and samba.
To use a better analogy, this is like building your own theater from scratch (the server), buying a movie and watching it (their client used for reverse engineering), then re-enacting the movie as a play in their theater while requiring everyone to bring a voided ticket from an authorized distributor for said movie (the game client the end user is required to legally purchase before they can play on any server), and then selling popcorn at the performance (the micro-payments).
People mention the EULA forbids reverse engineering even if copyright allows it. That can be bypassed by installing sniffing software on another PC where your friend installs his game copy, agrees to the EULA, and plays it while you monitor the traffic from another PC or review the capture file after he is done. You haven't agreed to the EULA and he isn't reverse engineering. Problem solved and nobody broke the EULA or copyright.
the monster stats and behaviors are copyrighted, you can't reverse engineer a copyright work and claim it is not copyrighted anymore.
if a server operator gave the clients new map and monster packs just using the WoW engine that would be a lawful reverse engineered product.
however i am unaware of any servers that do that.
Snowden and Manning are heroes.
The way WoW's server/client model works, a lot of the data about how the game works is client side and your client simulates a lot of it without the server's interference except to get final resolution. You can make a surprisingly effective WoW server emulator just by telling the client whatever it wants to hear, with the server not actually doing anything. In my experience, the majority of players who would play on an emulated server are people who have never played "real" WoW, and often players who have not played any for-pay MMO. They play some betas or trials, and a bunch of really bad free MMO's. They're not used to good or sophisticated games so it doesn't bother them or they don't realize how dumbed down combat and such are on the emulated servers. Either that or they don't care about that and just like how overpowered or unbalanced their character can be when left to the devices of a 17 year old with zero game design experience.
Either way, they made money off of Blizzard's game data files and more importantly their good reputation. It'd be a bit like if Disney sold some pieces of old rides at auction, and I bought them all up, left the Disney logos on them and built a theme park right next door called "Free Disney World" and instead charged people per-ride instead of just an entrance fee. I'd be abusing their trademarks/copyrights and good name to name a buck with a generally inferior product.
Nonsense. There was a tool years ago called "WOWMapView" which allowed you to, completely offline, fly through the map without any clipping. It was an awesome way to see how it was built as well as see things which were not part of world proper(GM Island, the skeleton from the boss in WC3, a developer map that had the words "Chow is my Love Monkey" written in the grass and even a prototype for a map that would later be in the Burning Crusade. No PCs or NPCs, but the entire world geometry was laid bare.
Wait...
so... Johnny is supposed to be giving the toy back... but it's Billy who wants a smack to his head?
It looks like:
- Alyson never responded to any service, complaint, or judgement. Default. MAYBE Scapegaming gets an appeal of the judgement, but that will require showing that multiple services were deficient. Good luck with that.
- Blizzard's counsel repeatedly failed. Insufficient service, missed deadlines, one dismissal for failure to prosecute. I think $63k is overpaying them.
- A judge recused themselves. Interesting, must have had stock or played in their free time...?
- This has been going on for nearly a year. Seems that Blizzard could have wrapped this up in 3 months had they been diligent.
Wow. Overall, a good case study in how long you can string out a suit by doing NOTHING. I'm surprised the judge let them reinstate.
Oh well, expect this to result in no money, siezure, and no more Scapegaming. Alyson will probably change her name, change the server names on the new hoster, and Blizzard will play whack-a-mole chasing her around. Funny.
deleting the extra space after periods so i can stay relevant, yeah.
Maybe if you used your brain and read the rest of the comment, you could piece an answer together.
Ah, now I understand. It took a car analogy; thanks.
A surprisingly coherent and cogent discussion. I expected a flame war, but really, it's a pretty good discussion. I doubt Blizzard will do anything about it, but I'm still impressed.
Nothing wrong with that, I've gotten tired of it several times. Just stop playing it. If you feel like playing again later, come back. It doesn't have to be some epic decision or involve drama, just shut down your account, and if you want turn it back on later. Interest in games can wax and wane, in particular if you've played for a long time.
Generally the people I see who complain about a new expansion just need a break. Things are going to change and many people don't like change. So they get angry about it, rather than considering if actually it might be fun. Just take a break. Also one problem Blizzard does have for sure given their long expansion cycles and ridiculous gear scaling rates is that there isn't a tons to do before a new expansion comes out. No problem, just stop playing then. Cancel your account and wait until the expansion hits and then reactive. Or don't, if you've found another game you like better.
It needn't be a big deal.
Only in your world. You do realize that reverse engineering for interoperability is actually a textbook case case of fair use?
I didn't know "fair use" included charging people monetarily to view the portion you are supposedly "fairly using". Also fair use does not stipulate you can use 100% of the source.