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ARTICLES

March
30, 2007
Escaping the Grind
MDY INDUSTRIES vs. BLIZZARD ENTERTAINMENT
A Primer
If Blizzard bans me, ah well, time to go
out and get another CD key and start it all over again, not like I lost
a lot of hard work.
-WowGlider customer
The EULA will again be front and center as Blizzard
and MDY prepare to square off in litigation that will seemingly have to
address the state of play, the nature of MMORPGs, contracts, and
intellectual property. In light of recent reports by WoWInsider (1)
(2)
that Blizzard has filed countersuit against Michael Donnelly, owner and
founder of MDY Industries (maker of WoWGlider,
popular but highly controversial automation software for World of
Warcraft), I thought it would be a good opportunity to examine some of
the compelling issues surrounding this case set to begin initial
proceedings in Federal Court early this spring. Donnelly asserts that
his business has in no way violated any rights owned by Blizzard who
has in fact created “an actual controversy” through accusatory “threats
and actions” (See claim).
Blizzard has responded by reasserting such allegations ranging from
tortuous interference with contracts, copyright, DMCA and trademark
infringement to “illegitimate...cheating, scamming and exploit” (See Counterclaim).Yet
upon closer examination, it appears that neither side has been
particularly straightforward in their accusations. The legal game at
its finest.
The story begins on October 25, 2006 when three
Blizzard representatives allegedly arrived “unannounced” at Donnelly’s
residence and place of business in Phoenix, Arizona. It is believed
that among these representatives were an attorney, a vice president of
Vivendi and a private investigator. According to Donnelly’s complaint,
which interestingly enough was filed by his attorneys later that same
day, Vivendi’s representatives “expressly threatened” to “file a
complaint against MDY if Donnelly did not capitulate to their demands”
(2.23-24). Judging by Blizzard's complaint, which surprisingly was not
filed by Vivendi’s attorneys until February 20, 2007, these demands
probably included shutting down the WoWGlider website, relinquishing
the program’s source code to Blizzard, and monetary relief for
financial “damage” caused by the program’s use. This is affirmed by an
interview with Marcus Eikenberry, a close friend of Donnelly and
possible collaborator (see The
Escapist). This series of events raises some interesting questions
concerning the extent to which negotiations have been taking place.
First, the rapidity with which Donnelly filed suit suggests that he and
his attorneys had already been in contact with Blizzard for quite some
time and had prepared to go to court when and if negotiations had
failed. However, this may not be the case judging by the rushed poor
quality and minimal extent of the complaint. Next, the four month time
delay before Blizzard responded to the initial complaint is unusual in
this modern era of fast track court proceedings and suggests that
somebody, mainly Donnelly, was engaged in settlement negotiations as
the plaintiff (Donnelly) is responsible for serving the defendant
(Blizzard) and once served, there is a twenty day file response period
for federal cases. Yet to what extent have negotiations been taking
place? One can only speculate...
While negotiation issues surrounding the case are
food for thought, tremendous implications regarding EULA and TOU
enforcement are potentially at stake. Blizzard has argued that by
selling WoWGlider, MDY has “induced, caused, or materially contributed
to infringing activity” on seven accounts:
1.) Tortious Interference with Contract
2.) Contributory Copyright Infringement Under the Copyright Act
3.) Vicarious Copyright Infringement Under the Copyright Act
4.) Violation of the Digital Millennium Copyright Act
5.) Trademark Infringement
6. Unfair Competition
7.) Unjust Enrichment
Despite the partial merit of many of these claims,
it seems that Blizzard is once again conflating contract and
intellectual property law as one and the same in an attempt to persuade
the court to codify their EULA and TOU. The court will hopefully make
the necessary distinction between the two. While Donnely initiated
proceedings in pursuit of Declaratory Judgement as to the legality of
his business, Blizzard first and foremost seeks the court’s assistance
as high-powered GMs– mere referees– to “protect the integrity of the
game,” a practice I liken to youth sports leagues requesting local
police to serve as referees in order to create better enforcement of
the rules. This seems to be a longshot and asking a lot of our legal
system. Blizzard bemoans, “Unfortunately, the gaming experience of
legitimate players of WoW is under near constant attack by cheaters,
scammers, and other wrongdoers seeking to exploit WoW for their own
illegitimate ends.” (Paragraph 17) Yet does “illegitimate” necessitate
the courts’ intervention? Doubtful. While a legitimate contract is
legally binding, it seems WoW’s EULA and TOU are both overreaching and
adhesive (ie trying to deny users the right to legal means to resolve
disputes, prohibiting class-action suits brought against the company,
etc). Regardless of whether or not the EULA is enforceable, in the end,
it seems the most the court can do under current contract law is to
rule that Blizzard does in fact have the right to ban players for
“harmful” game play, but players do in fact have the legal right to
break game rules in the first place (contract is not law, but rather
governed by law to regulate behavior where law does not). This may work
to legitimize Donnely’s line of business, as scary to some as this may
seem.
In my opinion, the strongest case Blizzard has
stems from DMCA violation, unfair competition and unjust enrichment to
the extent that WoWGlider causes “significant [financial] damage”
(Counterclaim paragraph 1) through circumvention of Warden, security
software that Blizzard hides deep within the code of the game, to
prevent “unauthorized access” to the “WoW gaming environment”. Yet even
this seems highly questionable as Warden’s legality itself is doubtful,
undermining claims of copy protection circumvention. WoWGlider also
works completely separate from all WoW code. Although the legality of
Warden itself is suspect, the idea that Blizzard is losing money is
even more so. While Blizzard claims “great harm in the direct loss of
revenue from terminated users, the loss of subscription revenue from
WoWGlider users availing themselves to the cheat, and from the severe
damage to the goodwill of the non-cheating population of WoW users” to
what extent do such losses actually occur? I believe the crux of the
case will boil down to answering this question as the burden of proof
will fall upon Blizzard to provide the evidence. Accordingly, virtual
world scholars will finally have some empirical data concerning the
impact of farming, botting and all things RMT related. An accurate
cost-benefit analysis will hopefully be possible. No more fabricated
elasticities!
Meanwhile, one can always speculate. In an attempt
to investigate claims of financial loss, it is revealing to examine the
practices of WowGlider users, especially those who have been banned and
their responses immediately after being banned. It is apparent from
examination of the WoWGlider forums that many WoWGlider exiles, banned
for “illegitimate” use of third party software immediately return to
the game after having bought a new authentication key. Blizzard does
not ban the user, but rather the account. All it takes is a new key to
get back in the game. Users are even able to use the same credit card.
Thus as one glider customer sums up quite nicely, “If Blizzard bans me,
ah well, time to go out and get another CD key and start it all over
again, not like I lost a lot of hard work.” Many gliders also recycle
accounts of friends who no longer play. Some even have multiple
accounts in order to glide on some and play “legitimately” on others.
Either way, the net result is a continuous flow of subscription revenue
to Blizzard as gliders continue to play WoW, albeit differently than
“legitimate” gamers. Pages and pages of postings are filled with lists
of all the accounts these users have had. It is common practice to post
this list upon conclusion of one’s post. One glider customer named
Rowley tops the charts with 8 “glided” accounts:
~~Glided~~
1-60 Undead (Holy) Priest
*BANNED*
1-60 Undead (Frost) Mage
*BANNED*
1-60 Undead (Shadow)
Priest *BANNED*
1-60 Troll (Fire) Mage
*BANNED*
1-60 Troll Shaman *BANNED*
1-42 Undead Rogue (Melee
classes aren't for me So I gave up on
this one ) *BANNED*
~~Gliding~~
1-46 Troll Hunter *BANNED*
1-49 Tauren Druid *BANNED*
Revenue Generated: $20 x 8 accounts + $15 subscription x 12 months =
$340 or $28.33/month @ 12 months.* This is almost Double
what ordinary gamers pay.
*This is a conservative estimate of the time it takes to level 5
accounts to 60 and 3 to the 40s. One study (Ducheneaut, Yee, et al.)
estimates that it takes an average of 15 days of cumulated play time to
reach level 60 through normal playing. Assuming that using WowGlider is
about the same it should have only taken 4 months to perform the above
feat. Yet with all the banned accounts and the time it takes to
purchase new accounts and configure WoWGlider, 12 months seems
reasonable.
This extensive list of accounts
as well as numerous others suggests that gliders are in fact hardcore
revenue generating machines being exploited by Blizzard for financial
gain, undermining claims of lost revenue. The average accounts per
glider comes to about 3.48 accounts as calculated from the 27 gliders
that listed their accounts on the WoWglider forums. This translates to
about $20.80/month or $249.60/year about 33 percent more than gamers
with a single account. Yet this estimate could be too high as it is
unclear in all circumstances whether or not the list represents
accounts or characters or a combination of the two. Thus these numbers
should be taken with a grain of salt, considered merely on the basis of
the questions they provoke, mainly to what degree does Blizzard suffer
financial loss?
Furthermore, before the above claim can be validated
one must consider the extent to which traditional gamers are turned
away by Gliders’ varying degradation of game playability? To what
extent does botting, gold farming and RMT quantitatively turn away the
average gamer? That is, how many players have actually quit (ended
their subscription) due to these activities. Based on my own
experiences, I would be willing to bet that such activity is a minor
factor, amongst greater deterrents. Atop the list are cost,
time-commitment, content, grouping and guild related issues.
Nonetheless, it will be interesting if Blizzard can convince the court
that WoWGlider significantly harms profit. That said, Blizzard has
tremendous financial incentive to ban people in light of knowledge that
they will come back– and in droves. But what does this suggest about
their business rational? Why would Blizzard want to sue MDY if
WoWGlider does not in fact harm their bottom line? The answer, as it
usually is with developers, is power. It is evident that many gliders
are playing WoW as much if not more than those who do not use it,
suggesting an emergent style of play that Blizzard seeks to further
marginalize through litigation. Blizzard wants to micro manage how
gamers play World of Warcraft.
Perhaps gliders do cause harm to the WoW
gaming experience, but Blizzard’s solution to this externality is
exploitive rather than beneficial to the whole of their gaming
community. What easier way for a company with loads of money to get rid
of a pesky problem than through the courts? Compare this with Sony’s
introduction of server specific Station Exchange to deal with similar
problems of real money trade in Everquest II. Rather than employing
systems of exploitation and litigation, Sony has provided these gamers
a means to buy and sell items as they would like. The result has
reduced customer service costs and generated a fair amount of fee
revenue. More importantly, however, Sony has provided gamers a useful
money generating utility that maximizes fun for both buyers and
sellers. Blizzard could easily combat their boting and RMT problems by
opening a private server or two where such activities are permitted to
obtain a similar result with less malfeasance. Yet Blizzard’s
exploitive tactics to combat a similar problem undermine claims of
financial loss and point to poor customer service relations, leading to
numerous complaints filed with the Better Business Bureau (see here).
Although it would seem surprising if Blizzard
did not ultimately win the case given the nature of their available
resources including backing by high ranking Vivendi officials, private
investigators, and high powered DC attorneys and the very nature of the
automation activity in question, many of Blizzard’s claims of financial
loss caused by WoWGlider are not only questionable, but dishonest and
unfounded. World of Warcaft continues
to expand, breaking numerous sales records for its latest expansion The Burning Crusade and toppling
previous subscription records. Yet bullying litigation is all part of
the game Blizzard loves to play. After all, escaping the grind isn’t
easy, especially in face of substantial systems of exploitation.
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