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About this Author
Andrew Phelps Andrew Phelps is an assistant professor at the Rochester Institute of Technology, in Rochester, NY. He is the founding faculty member of the Game Programming Concentration within the Department of Information Technology and his work in games programming education has been featured in The New York Times, CNN.com, USA Today, National Public Radio, and other publications. Email: amp-at-it.rit.edu

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January 28, 2005

Whoa... its bad press time...

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Posted by Andrew Phelps

Just a short one, but I went down to my faculty mailbox today and picked up the latest Communications of the ACM. For those not in higher ed, or in the sciences, CACM is the communications bulliten for the Association of Computing Machinery, one of the two main professional societies for the study of computing (the other being the IEEE).

Now, the ACM doesn’t often cover things in the games related space - they have only recently begun a journal on Computers in Entertainment, but for the years that I (and every other) academic in computing have been subscribed, we hardly ever hear about gaming. So I was excited to see games related coverage in CACM! Go Gaming Industy! Then I read it…

…it is yet more coverage of the working conditions and programmer exploitation by the industry, the 80 hour work weeks and no overtime / reward. Hardly the kind of thing that presents to the academic community that this is an industry of professional colleagues. I am growing increasingly weary of seeing this (and only this) mentioned lately. Surely, somewhere, there are examples of games companies that have good work practices, build software on time yet don’t burn out all their dev teams, and still have fun at the end of the day?

Anyone?

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January 12, 2005

Who Ownz0rz "you" ?

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Posted by Andrew Phelps

A reader brought the story at http://tinyurl.com/4ztwb to my attention, an odd post of back and forth about who “owns” a character created in a virtual world. This isn’t, actually, the first instance of this argument, it has been an on going thing. I can remember the [Dark] Elf Controversy when it was covered at Game Girl Advance a while back. Also around this time was the “I have the right to sell my toon” arguments, surrounding DAoC and Anarchy Online. An oh so interesting argument.

On the one hand, the company that produced the game, very clearly, owns the world. It is their world. It is. Really. But a world without anyone in it is… not the same. It is lifeless. It has no character. No spark. You wouldn’t want to stay there, even for a day or two. It would be Narnia without any of the characters. Think about how interesting it is to camp a zone completely, utterly by yourself day in, day out, and ask yourself if you would really play that game.

And so we see that a lot of the world, in fact I would venture to say most of the world comes from the people that inhabit it. They are goverened by the laws of the group that owns the world… for the most part. They also have some stake in their characters because without them - those characters wouldn’t BE those characters. It’s not as if these games ask you to ‘play Superman’ - where Superman’s abilities and character are already known and well understood - they ask you to create a hero within a framework of statistical formulae, the exact blend of powers is up to you. MUCH more importantly, and what the [Dark] Elf Controversy tells us is that it is the character of the hero that is up to you. No two people will make every decision, every dialogue, every nuance of that character the same, it is an individual expression.

Who is legally “correct”? Well, you won’t like this: I’m not a lawyer. What I do know is this: companies regularly put things in EULAs that may or may not stand up in court - they are banking on never having to truly defend it (there was a spoof out there that I wish I could find now from a year or so ago where a shareware developer refused to remove “I am the King of All for Eternity” from the EULA just to make this point). A EULA is only as good as what stands up if challenged. At the same time, players probably don’t completely ‘own’ everything there is to do with their character, it is created only through the use of the game, a game you don’t own, a game you bought a license to use for a bit. The one thing that IS clear is that the current laws on the books are woefully inadequate to deal with virtual property in virtual realms.

What a fun time to be watching!

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