Installing = making a copy

 Posted by (Visited 6723 times)  Game talk  Tagged with: ,
Jun 202008
 

An interesting issue which should have come to a court ages ago is being surfaced by the MDY v Blizzard suit.

As you know, most of the time when you do something on a computer, copies are being made. In fact, a LOT of copies are being made (see my old post on microtransactions for a more detailed analysis and historical point of view on this). In particular, installing a piece of software means getting a copy on a disk, copying it into memory, then copying it from memory onto your own disk, then reloading it into memory every time you launch it.

So, Blizzard put a copyright claim in their suit against MDY, makers of WoWglider. And a third party called Public Knowledge, which advocates for digital rights, filed an amicus brief (“friend of the court,” basically a side opinion because they feel they have a stake in the case) which argues that the copyright claim is, well, bogus.

MDY v. Blizzard Bot Suit Judge Requires Blizzard to Respond to Amicus Brief on Copyright Issues | Virtually Blind | Virtual Law | Benjamin Duranske

The issue is essentially this: Blizzard claims that when third-party programs like MDY’s Glider (which automates certain World of Warcraft tasks) load World of Warcraft software into a computer’s RAM, that “creation of a copy” violates the copyright Blizzard holds in its software.

Public Knowledge argues “that Blizzard doesn’t have a claim on copyright grounds because the right of users to make the copy for use by the computer is already guaranteed by law. […] Therefore, Blizzard cannot claim any infringement of its copyrights based upon the creation of RAM copies because the right to make those copies was never Blizzard’s to license in the first place.”

This has broad relevance outside of this one case. So it’s particularly interesting that the judge in the case has now ordered Blizzard to answer this issue specifically.

Jun 202008
 

(CC) Elliott Ng, UpTake Travel Search.The UpTake Blog has a great summary of the panel I was on. They missed my opening remarks, which were largely inconsequential: a brief overview of fields outside of games that are relevant to virtual world design, which can be summarized as “all of them.”

Elliot Ng’s summary reads:

  1. Raph shared about “emergent” play, like endgame raids in World of Warcraft and Everquest (aka Evercrack) not originally envisioned by the game developers but created by the players.
  2. Raph: “Humans enjoy transgressive play” and will always try to break free from the game constraints.
  3. Doug’s thesis oversimplified is as follows: Gamers will be more successful in the future workplace than non-gamers, because of five key characteristics of the gamer’s disposition: (1) Gamers have a bottom-line mentality, (2) Gamers understand the value of diversity, (3) Gamers thrive on change, (4) Gamers see learning as fun, (5) Gamers tend to marinate on the edge.
  4. Dave said that “it freaks him out” that the Web communities he build have the same, fundamental game mechanics as online games like World of Warcraft. Are we destined to create games that follow that pattern and will we live in a flattened world because of it?
  5. Dave invoked the eerie story of Japanese schoolchildren obsessing over “shiny balls of mud” called dorodango and creating an external evaluative process to allocate status and distinction based on expertise gained through repetitive practice creating these balls of mud. Is this simply the human condition? Do game and Web designers accentuate these hard-wired tendencies? Or do we have freedom to choose the future we want?
  6. Doug: “what i’m concerned is that kids are being trained to be consumers. In Hello Kitty, Barbie Girls, and Club Penguin, citizenship is being a good consumer.”

I was struck by the fact that so much of the discussion, particularly on Dave’s side, echoed concerns from my Project Horseshoe talk “Influences.” There  was much discussion of the social impact of “the grind” as large-scale cultural phenomenon: is it good to indoctrinate kids into a “gamist” mentality?

Image (CC) Elliott Ng, UpTake Travel Search.

Supernova panel Wednesday

 Posted by (Visited 4294 times)  Game talk  Tagged with: ,
Jun 172008
 

Somehow, I completely spaced mentioning that I am on a panel at Supernova on Wednesday (which may be “now” by the time you read this…!).

All the World’s a Game
Moderator Susan Wu (Charles River Ventures), Doug Thomas (USC), Dave Elfving (Apple), Raph Koster (Metaplace)

Massively multiplayer online games offer glimpses of how social interactions and work will develop in the Network Age. What can they teach us? How can businesses and online communities leverage insights from virtual worlds to develop more effective systems and practices?

Mass market perspective

 Posted by (Visited 8554 times)  Game talk  Tagged with: ,
Jun 162008
 

I don’t know if you have seen the McDonald’s Line Rider commercial, but it caught me by surprise while watching some show with my kids (it was old hat to them, of course).

Very cool that a little indie game has made it to a commercial, and it follows on the heels of other game-based commercials like the Coke parody of GTA and the WoW truck commercial. But does Line Rider seem like an odd choice for the ad, given that it hardly has the mass market penetration that something like Grand Theft Auto has? Perhaps we might think that it isn’t something that the average non-gamer is going to have heard about.

I think this perception is upside-down. I think the non-gamer (meaning, core game industry gamer) is more likely to bump into Line Rider than into many of the industry’s mainstream products (GTA and WoW are not fair comparisons, given that they’re at the hyper-top end of popularity and mass market penetration).

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