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[ NNSquad ] Re: Using the Internet to control the market for pre-owned games
- To: Lauren Weinstein <lauren@vortex.com>
- Subject: [ NNSquad ] Re: Using the Internet to control the market for pre-owned games
- From: Barry Gold <BarryDGold@ca.rr.com>
- Date: Sun, 21 Feb 2010 21:15:05 -0800
- Cc: nnsquad@nnsquad.org
Lauren Weinstein wrote:
Using the Internet to control the market for pre-owned games
http://bit.ly/azoFjK (MCV)
The legal analysis of this is interesting, to say the least.
From a pure copyright perspective, there is nothing wrong with what
Sony is doing. The First Sale doctrine says that Sony cannot prevent
the resale of its products, but to the extent that the games need to use
Sony's servers, there is nothing in copyright law that says Sony needs
to provide service to "heirs and assigns".
I can think of at least three other ways of thinking about it though.
One is antitrust: if Sony has a large percentage of the game market,
this move could be seen as an illegal "tie-in" (you have to X if you
want Y).
Another take: might the use of the server be considered similar to a
warranty? If you buy a piece of equipment that comes with a warranty,
you can sell or give that widget to somebody else, and the warranty
usually goes with it. (There are exceptions: some car manufacturers
require paying a fee to transfer the warranty.)
A third is by analogy (or counter analogy) to other "service" type
contracts. If you rent an apartment, you can't transfer the apartment
to a third party and expect the landlord to continue renting to hir.
The rental agreement includes an element of trust: the landlord trusts
you to pay on time and not trash his apartment, and hence doesn't have
to accept a substitute who may not be as trustworthy as you. In
general, an obligation to provide service is not transferable.
(Consumer warrantees are a notable exception.)
*But* the service provided by a computer server isn't "personal
service". It's about as impersonal as possible: the server doesn't know
or care who you are. Only that you have a (we hope legitimate) copy of
the game. So logically this _ought_ to be a transferable right.
However, the contract that the game was sold under can modify this
default: if you agree to a clause that says the server access is
non-transferable, then (as a general rule) they don't have to provide
that service to anybody else.
*But* if the game was originally sold (and registered) without such a
clause, then adding it now might be an attempt to change the contract
after the fact -- which is generally not legal.
So much for the legal aspects. As to how the consumers will see this,
only time will tell. There have been lots of "good ideas" (as seen by
the executives of various companies) that bombed in the marketplace.
Usage caps are one example -- AFAIK no ISP has been able to make these
stick in a market where there was even one other competitor.
The one thing I've been able to observe is that consumers respond better
to "paying extra to get something extra" than they do to "paying extra
for something you were already getting." That's why the games where you
can pay real $$ to get virtual goodies that you can use inside the game
(both things that make you more powerful or otherwise improve your
abilities in the game, and "cosmetic" changes like fancier avatars) have
been highly successful. But attempts to "take away" a privilege that
consumers have been used to having (as with the caps on previously
"unlimited" bandwidth) are generally met with resistance, and people
will change if they have the option. Even if there is no competition
for this particular service (as with a particular MMP video game),
consumers will feel ripped off and be less likely to buy from that
manufacturer in the future.
One example from the real world. Back in the 1970s, the California
Dept. of Transportation (CalTrans) implemented HOV lanes, aka "diamond
lanes" on several freeways in the Los Angeles area. Most of these were
done by re-striping the freeway to add a new lane for carpoolers. But
on the Santa Monica freeway, CalTrans took the existing leftmost lane
and marked it for carpools only.
The response was immediate. Unlike other carpool lanes, commuters felt
cheated by having a lane "taken away". They ignored the carpool
markings and drove in the lane anyway. And then merged back into
regular traffic whenever they thought they saw a CHP car. The result
was utter chaos. After about 2 months, the lane was restored to normal use.