With the growing buzz around Diablo 3’s in-game auction system comes several
tricky questions about how the virtual world and the real world should
interact. Issues like taxation, property rights or possible litigation between
players become legitimate once money enters the system. Each MMO will have
their own unique ways of addressing these problems as they draw the line between
seriousness and play. Maintaining that division means making sure the play
world can resolve its own disputes to the satisfaction of players and
developers.
Let’s start with why our current legal system should
be kept out. For most MMOs you don’t have any property rights and until
recently you could not even sell the items legitimately for money. The game
needs this because anytime the designers need to nerf an item or character it
will lose value on the market. This could very easily cost thousands of people
money. Considering they’re already unhappy because their in-game prowess is
reduced they will be all the more upset that their wallets are being hit.
Expansions and updates are the lifeblood of an MMO and the only way to make
them possible is by keeping ownership of the items strictly in-game. The
developer can’t be concerned with legal liability if it’s going to maintain the
game.
It’s also unlikely our current legal system would be
any help for resolving in-game disputes. Picture the following e-mail going
out:
I have this Elvish Bane Sword in Diablo 3 but
unfortunately my account has been banned. If you just give me the password to
your account, I can get the sword. Of course I would be happy to give you a
small cut of the profits from the sale.
Someone falls for it, gets stripped of their possessions and
wants their cash value back. First, if the person lives in another state or
country you have massive jurisdiction problems for even bringing the lawsuit. A
person outside your own nation does not have to obey your laws or care about a
claim brought against them. Second, if you don’t have any property rights to
the item then you don’t have any grounds for suing them anyways. Even if the
EULA or ToS contains some clause about theft it won’t help you get your money. The
contract is between you and the game company, not the person robbing you. Third,
if the person turns out to be a minor it’s debatable whether they are bound by
the contract anyways.
The thing that keeps all of these issues out of the
game is the EULA. It’s not that the courts don’t recognize the potential for
property rights, it’s that everyone playing them signs a contract agreeing that
they don’t own anything in-game. For the most part this creates an effective
legal barrier that has survived several lawsuits for different games. The
problem is that, as with any click-wrap contract, they contain the litigation
by insisting you resolve your problems with arbitration. This has been an
effective deterrence to litigation because of the expense and the fact that
business wins 96.8% of the time. It takes extraordinary
circumstances for a court to rule that an arbitration agreement is unfair.
While the solution may be effective, it obviously
has a couple of problems even if it keeps working. Presuming that the addition
of real world auctions increases litigation, defending the EULA will cut into the
game’s profits. The EULA isn’t going to protect player versus player property
disputes. Furthermore, EULAs are increasingly viewed negatively by consumers as
companies use them to change their contract terms, fostering
distrust and negative perceptions.
What could potentially threaten a EULA is if the courts decide a person
has been forced into an unfair bargaining position. The hypothetical scenario
would be someone accumulating a large amount of virtual wealth and then being
forced to agree to new terms in a EULA which damages them. They can’t transfer
the money out of the game and they don’t have any kind of recourse inside of
the game either. It’s a question of options given to the player, do they have
an alternative besides signing a contract that hurts them? If they do not, then
the courts may step in and take matters into their own hands.
The majority of MMOs practice a kind of
authoritarian approach to governance. They own everything, they resolve all
disputes on their own, and they decide how to design the game on their own. Input
is evaluated from the players but no real authority is granted to them. Enforcement
occurs either automatically or through GMs. Both of these methods of
enforcement are problematic. Automatic enforcement means the developer is often
acting without proper feedback because there are no immediate costs to their
rules. Nor can players break the rules like they do in real life: invisible walls
and code law are final. It’s arbitrary and often leaves the player feeling
powerless when bold changes come out for the game.
GMs, on the other hand, can be inconsistent. A forum
thread on GMs in World of Warcraft at MMO-Champions gives a pretty common
example of how this gets expressed. One player thinks the community rule about
no swearing should be more heavily enforced, so they constantly report these
players to GMs. Others don’t see it as a big deal while several others didn’t
even know it was against the rules since the game self-censors. A thread on
rpg.net points out that GMs must deal
with everything from code issues, gold farmers to social conflicts and
harassment. Results vary depending on the GM’s background even though they are
all lumped together. Another thread allakhazam complains that they feel
increasingly like a subscriber rather than a customer. There are so many
complaints that GMs can’t attend to them all and the issues go unresolved.
Greg Lastowka in his book Virtual Justice points out that the
biggest problem with GMs is their inconsistency. You can just hassle a
different one until you get the result you want by filing complaints over and
over. This kind of conflict resolution may suffice in the current MMO system,
but as real money enters the system many players are not going to take
arbitrary decisions lightly. As Lastowka explains, “When virtual worlds empower
users with a wide range of creative freedom and encourage them to take economic
ownership in their productions, those worlds are more likely to attract
lawsuits from all directions. Large scale financial stakes and uncertain rules
are a dangerous mixture.”
3 comments:
Are you at all familiar with Magic Online? Digital MTGO cards are generally considered to have real value and are routinely sold on eBay for prices comparable to that of physical Magic cards.
I rock out on Magic 2012 all the time but I haven't tried MTGO yet. That's interesting though, I'll have to look into it. Does the game itself acknowledge the value?
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