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The State of Play conference series,
hosted by New York Law School from October 6th to 8th, focuses on the
relationship between virtual worlds (often relating to big MMO games
such as EverQuest or World Of WarCraft or more user-created games such as Second Life)
and physical world laws. Now in its third year, State of Play is
gaining the confidence to tackle both the really big questions of legal
theory and the practical implications of what cyber-law means to game
developers, players and everyone else.
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A panel discussion at State of Play III.
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Chilling Effects Reach Into Virtual Worlds?
The
first big debate of the conference was titled "Law in Virtual Worlds",
and focused on very practical issues facing gamers and developers.
Kicking off with a discussion of the recent Grokster and Brand X court decisions,
a number of panelists suggested that virtual worlds are yet another
example of the trend for companies with legitimate intellectual
property rights and legal muscle are leveraging those rights to
restrict all kinds of freedoms that individuals and organizations used
to have.
Greg
Lastowka, of Rutgers Law School and the Terra Nova blog, suggested that
it is both the scale of virtual worlds and the fact that activities
within them are visible to intellectual property owners that has given
rise to the legal attention they getting.
Discussing
the highly contentious Marvel / NCSoft case (Marvel sued Cryptic
Studios and NCSoft in November of 2004, claiming that the City of Heroes
MMORPG allows players to imitate comic book characters owned by
Marvel), panelists mused over whether character creation tools are like
coloring books or an Etch-o-Sketch. Ann Bartow, from the University of
South Carolina, argued that a recent case brought by Disney against a
day-care center suggests that intellectual property owners seek to
maximize control of their property irrespective of the scale of an
alleged infringement or the tools used.
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Marvel claimed that City of Heroes allows players to imitate Marvel characters .
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The
panel also discussed the use of trademark claims between companies.
Several of the panel being of the view that aggressive use of trademark
law is having a detrimental impact on the industry as defending a claim
can suck huge amounts of project time and budget, and often services to
stifle certainty rather than giving just rewards to creators - which
was one of the original intentions of intellectual property law.
These
trends seem to spell bad news for developers. Anyone is open to an
aggressive trademark case and a small developer might not survive the
legal costs. Developers whose software can, even in theory, be used to
create digital assets that could be seen to infringe an organizations
intellectual property may also be vulnerable to legal action.
The Great Debate
Next
up was the centerpiece of State of Play III - the grandly titled 'Great
Debate', in which 6 eminent scholars went 3-on-3 to debate the
proposition: "A legal system based on geography, territory and physical
force is inappropriate for virtual worlds" (the debate can be streamed
in full here: http://www.nyls.edu/pages/3903.asp).
Here the moderator Dan Hunter (University Of Pennsylvania) shifted
focus from the way that companies might challenge virtual world
developers to the rights that nation states have to intervene in
virtual worlds.
Developers
will be happy to hear that one point on which both sides agreed was
that legislators are unlikely to be concerned with regulating questions
of pure in-world game mechanics (e.g. how many XP a character should
get for killing a mob). Where disagreement really broke out was over
the role that states should have in regulating in-game activities that
have out of game consequences; especially consequences that a
particular country sees as detrimental to its citizens (particularly
relevant in light of recent restrictions on MMOs in China).
Those
opposing the motion, Viktor Mayer-Schoenberger (Harvard), Joel R
Reidenberg (Fordham) and Tim Wu (Columbia), took it as self-evident
that, as servers, infrastructure and people are situated in countries,
and (for the most part) countries have a legitimate form of government,
then those countries have a natural right to govern in-world events
that have out-of-work consequences that they see as illegal or harmful
to society in some way. The only question that seemed to remain for
those opposing the motion was what kinds of consequences mattered and
exactly what criteria (e.g. server location and / or player location)
counted.
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Second Life, an open-ended virtual world.
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In
previous years, similar discussions have forensically analyzed the law
of intellectual property and its relationship with virtual light sabers
and the like. This year, panelists focused on gritty cases from
Internet law such as the issues of Nazi memorabilia and child
pornography. Those opposing the motion adopted the pragmatic position
that if, say, Germany found a virtual world being used for the
distribution of Nazi memorabilia to Germans (which is outlawed in
Germany) then they have every right to take action against that virtual
world wherever the servers happened to be located. Similarly any
country would the right to take action against virtual worlds used to
distribute child pornography.
The team supporting the motion, David Post (New York Law School), Richard Bartle (developer of MUD1, TerraNovan and author of Designing Virtual Worlds)
and David Johnson (New York Law School), deployed a range of arguments
to suggest that virtual worlds should be largely self-governing. The
case of child pornography was rejected by Post as being so exceptional
that it does not prove any general rule. Bartle, on the other hand,
argued that a virtual world should have the same "right" to allow child
pornography within its space as any real country, but that it should
expect the same response in terms of sanctions and direct action that
any real country could if it did that - in other words, war. To be
clear, Bartle was not advocating child porn worlds, but was suggesting
that if virtual worlds were treated as self-governing states then other
countries would still have effective regulatory powers because when it
came to a "war" a physical state would always win. The only issue was
how much a rogue virtual world would have to misbehave before some
real-world state attacked it, and what other real-world states might
come to its defence.
In
the case of Nazi memorabilia, Post suggested that it is not clear that
any transaction is occurring in Germany, so while a country can
regulate what its citizens do in that state, he saw no 'right' to
dictate what goes on in the virtual world. Johnson, like many others at
the conference, argued that virtual worlds have a profound effect on
society. For Johnson, "law is a story we tell each other" and "virtual
worlds break the narrative" - but in a positive way. As Bartle also argued,
if designers are free to set up virtual worlds how they choose, then
people will choose among a competing set of regulatory environments,
giving them a richer set of life choices.
Michael
Froomkin (Miami), acting as the debate's judge, juror and executioner
declared the winning team to be Post, Bartle and Johnson, the prospers
of the motion, as ultimately they are optimists and without them there
would be no argument. What this means, from the point of view of legal
scholars, is that there is at least an argument to support a designer's
freedom to design any virtual world under whatever rule system they
want - as ultimately, individuals will decide if they want to inhabit
that space and if physical world governments object sufficiently they
can declare 'war' on it.
Invited To The Skirmish?
Under
the guidance of Beth Noveck of New York Law School, the three year old
State of Play has now ably broken down some of the barriers between
legal theory and development reality. Virtual worlds, it seems, are
becoming one of the sites of a pitched battle between those that argue
for possibility of greater freedoms and those that warn of the danger
of greater abuses. Any MMO developer interested in being part of the
discussion should check out the video streams and book a ticket for NYC
in 2006.
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