Closer to total Curation/Censorship every Day

This image shows the dialog box that a user received when trying to install Molleindustria’s already-censored game Phone Story. Turns out this is a lauded “anti-malware” feature called Gatekeeper in OS X Mountain Lion.

Users can change the settings, but many people experience the misleading dialog above, not telling the user the truth – that they cannot install the program because they have to enable non-certified apps/developers in system settings. But rather telling the user that the file is “damaged”.

Paolo has a longer discussion of it here, but it does seem like that Apple has made it possible for the dialog to mislead in order to dissuade users from installing software not sold through the Mac App store and/or made by a licensed developer.

[Note: It is unclear whether this dialog is intentional. Some people claim that it is not the default dialog, but some developers experience it nonetheless.]

I wrote about this scenario some time ago as “Fear of an App Planet“: that our ability to easily and transparently develop and distribute games for PCs and Macs is gradually eroding. Worrying.

Only the Obvious can be Protected – on Games and Copyright

With the Tetris lawsuit of the way, the action has moved to EA’s lawsuit against Zynga for copying the Sims in Zynga’s The Ville.

Like the Tetris case, it comes down partly to the idea-expression dichotomy. (Better explained here.) You cannot protect the core idea of the game (semi-controlling little people), but you can protect the details of how it is expressed:  protection is afforded to the combination of character looks, menus, etc… all the small design decisions that express this idea.

Xio Interactive lost to the Tetris company because a sufficient number of small design decisions such as size of the playfield and color changes were similar to the original Tetris. The judge said:

“I find the following elements are also protected expression and further support a finding of infringement: the dimensions of the playing field, the display of “garbage” lines, the appearance of “ghost” or shadow pieces, the display of the next piece to fall, the change in color of the pieces when they lock with the accumulated pieces, and the appearance of squares automatically filling in the game board when the game is over. None of these elements are part of the idea (or the rules or the functionality) of Tetris, but rather are means of expressing those ideas.”

I am sympathetic to the principle that you cannot copyright a game idea.

On the other hand, this creates a counter-intuitive reversal in which the core innovative idea of a game is unprotectable, and only the trivial design decisions that follow are afforded protection. I think this makes some sense, but isn’t there something strange about it too?

In practice you see something similar in patents, such as in the Apple-Samsung case, where each patent is just a list of obvious or near-obvious concepts combined, with some vague specifics added (a database! a heuristic! a mobile device!), but where it’s the staggeringly banal specifics that actually make it patentable. Patents and copyright are obviously not the same thing, but there are some parallels here. Or this Google patent for face unlocking of devices, which has already been done a million times, except now it’s on a mobile device, with user switching!

Patent law is clearly broken, but I am not sure I would change copyright law.

It’s just that our intuition of what constitutes the “core of a game” puts emphasis on what we could call “the idea”, whereas copyright puts emphasis on what seems to be the shallow surface.

Markus Montola: On the Edge of the Magic Circle

Markus Montola’s Ph.D. On the Edge of the Magic Circle is now available for download at http://acta.uta.fi/english/teos.php?id=1000161

Abstract

On the Edge of the Magic Circle studies two threads of contemporary western gaming culture: Role-playing and pervasive games. Recreational role-playing includes forms such as tabletop role-playing games, larps and online role-playing games, while pervasive games range from treasure hunts to alternate reality games. A discussion on pervasive role-playing connects these strands together.The work has four larger research goals. First, to establish a conceptual framework for understanding role-playing in games. Second, to establish a conceptual framework for understanding pervasive games. Third, to explore the expressive potential of pervasive games through prototypes. And fourth, to establish a theoretical foundation for the study of ephemeral games.

The central outcome of the work is a theory complex that explains and defines role-playing and pervasive gaming, and allows them to be understood in the context of the recent discussion in game studies.

In order to understand these two borderline cases of games, the work establishes a theoretical foundation that highlights gameplay as a social process. This foundation combines the weak social constructionism of John R. Searle with the recent game studies scholarship from authors such as Jesper Juul, Jane McGonigal, Katie Salen and Eric Zimmerman.

Actually, I crashed on Purpose

More sportsmanship discussion from the Olympics, here is gold-winning British cyclist Philip Hindes publicly admitting that he crashed his bike on purpose to get a restart.

https://youtube.com/watch?v=IO5QGCzZhb0
Hindes has since retracted the comment, but I have to say that it’s one of the less convincing crashes I’ve seen.

(Via Dylan McKenzie.)

Losing a Match to Win the Tournament

Last week at the Olympics, The Badminton World Federation disqualified eight badminton players for losing matches intentionally in order to get weaker opponents in the coming round.

It is one of those questions: is it OK to lose a match in order to get ahead, or are you always to supposed to put in maximum effort? The Badminton “Code of Conduct” does state that you should always try to win a match:

BWF’s Players’ Code of Conduct – Sections 4.5 and 4.16 respectively – with “not using one’s best efforts to win a match” and “conducting oneself in a manner that is clearly abusive or detrimental to the sport”.

I can understand why it would be frustrating to pay money to watch such a match, but on the other hand the players really were performing to the best of their abilities in order to win the tournament.

I feel that it is the responsibility of the game designers, the Badminton World Federation and the Olympics, to make sure that the optimal way of playing the game involves winning every match. In this case, the players are really being punished for poor game design.

But part of the issue is also about the scope of “one’s best efforts”. The players’ best efforts were not going toward that particular match, but toward the overall tournament. It follows that we could imagine at least four different type of “best effort” arguments, from strict to lenient:

  1. As a player you should put in maximum effort in every single moment in a game.
  2. As a player, you should always put in maximum effort in order to win a match.
  3. As a player, you should always put in maximum effort in order to win a tournament.
  4. As a player, you can do whatever you want as long as it is within the general rules of the game. Win, lose, play well, play badly – it’s up to you.

As we can see, the BWF has chosen type 2: they will probably not punish a player for playing below ability when far behind in a set, or for not diving in order to catch every single shot. Conversely, they don’t acknowledge that a match in a tournament may be played for larger goals (type 3). A more lenient type 4 argument would say that players can do whatever they wanted within the rules (the famous spoilsport behavior).

Summing up, I was about to say that I intuitively support a type 3 argument, but do I really? For some reason I feel that losing on purpose is more acceptable in Badminton than in Soccer. Perhaps because Soccer matches are longer and involve more people, and hence feel more like standalone events? But I am certain that we are having this discussion only because the BWF made a poor game design decision.

Well Played Journal issue on Romance in Games

New issue of the Well Played journal, this one on romance:

 

Preface
Jane Pinckard

*

Technology and emotion: Playing for the love of the game
Richard E. Ferdig & Kristine E. Pytash

*

NPC Romance as a Safe Space: BioWare and Healthier Identity Tourism
Heidi McDonald

*

Tick Tock: A review of Jason Rohrer’s Passage
Eric Hamel

*

Quest for Love: Playing the Women of King’s Quest
Anastasia Salter

Get it here: http://www.etc.cmu.edu/etcpress/files/WellPlayed_v1n4-12-romance.pdf

Why You should Never Ask for a New Ending

The extended Mass Effect 3 ending is now out, and we can consider whether it was a good idea to complain about the original ending. Here is some of what the download gives us:

“Against all odds, and in the face of the greatest threat this galaxy has ever known, we survived.

We suffered many losses. The relays are severely damaged, but we won.

This victory belongs to each of us…every man, woman, and child. Every civilization…on every world.

Now, as we take our first steps towards restoring what we lost, we must remember what it took to win.

This wasn’t a victory by a single fleet, a single army, or even a single species.

If this war has taught us anything, it is that we are at our strongest when we work together.

And if we can put down our grievances long enough to stop something as powerful as the Reapers, imagine what we can achieve now that they are defeated.

It will take time, but we can rebuild everything that was destroyed. Our homes, our worlds, our fleets and defenses. All of this and more.

Together, we can build a future greater than any one of us can imagine.

A future paid for by the sacrifices of those who fought and died alongside us. A future that many will never see.

And while we still have many challenges ahead of us. We can face them together. And we will honor those who died to give us that future.”

Someone never bought into the whole “War Against Cliché” thing. And no further comment is necessary. 

The extended ending makes me realize how much I disliked the long morale speeches in the game … can I say openly that the writing above is sort of terrible? Here, the extended ending has simply amplified the worst things about the game. And I have very  little interest in having the fate of every single character spelled out for me. Did Grunt finally open the auto repair shop that he had always dreamt of? That belittles what I found interesting in the game. But again, this the Lost  ending problem: how do you wrap up a work with broad appeal, given that the audience may have very different investments?

Is Tetris copyrightable? [In the US]

[Update: EA is suing Zynga for copying The Sims Social in The Ville.]

Here’s a recent court case on a question that keeps popping up: can a video game be copyrighted? (In the US that is.)

THE TETRIS COMPANY vs. XIO INTERACTIVE, INC.

The Tetris Company sued Xio for copyright infringement for the game Mino. The judge has  ruled against Xio, and hence for the present and future ability of the Tetris Company to sue apparent Tetris clones.

Not being a legal scholar, here are some things I find interesting: Overall, the case doesn’t differ too much in general layout from previous court cases, and it cites generously from previous cases regarding the copyrightability of video games.

The main question concerns the “idea-expression” dichotomy, where by convention an idea is not copyrightable, but the expression of an idea is:

“protection is given only to the expression of the idea—not the idea itself.”

Hence the question really is what parts of Tetris is an idea, and what parts are an expression of that idea. The Tetris company specifically claims that these 14 points are expression:

1. Seven Tetrimino playing pieces made up of four equally-sized square joined at their sides;

2. The visual delineation of individual blocks that comprise each Tetrimino piece and the display of their borders;

3. The bright, distinct colors used for each of the Tetrimino pieces;

4. A tall, rectangular playfield (or matrix), 10 blocks wide and 20 blocks tall;

5. The appearance of Tetriminos moving from the top of the playfield to its bottom;

6. The way the Tetrimino pieces appear to move and rotate in the playfield;

7. The small display near the playfield that shows the next playing piece to appear in the playfield;

8. The particular starting orientation of the Tetriminos, both at the top of the screen and as shown in the “next piece” display;

9. The display of a “shadow” piece beneath the Tetriminos as they fall;

10. The color change when the Tetriminos enter lock-down mode;

11. When a horizontal line fills across the playfield with blocks, the line disappears, and the remaining pieces appear to consolidate downward;

12. The appearance of individual blocks automatically filling in the playfield from the bottom to the top when the game is over;

13. The display of “garbage lines” with at least one missing block in random order; and

14. The screen layout in multiplayer versions with the player’s matrix appearing most prominently on the screen and the opponents’ matrixes appearing smaller than the player’s matrix and to the side of the player’s matrix.

The judge does not make a decision for every single claim, but much of the argument concerns whether Mino could have made other decisions than have same size playfield, ghost pieces, and so on. The judge says:

In addition to the design and movement of the playing pieces … I find the following elements are also protected expression and further support a finding of infringement: the dimensions of the playing field, the display of “garbage” lines, the appearance of “ghost” or shadow pieces, the display of the next piece to fall, the change in color of the pieces when they lock with the accumulated pieces, and the appearance of squares automatically filling in the game board when the game is over. None of these elements are part of the idea (or the rules or the functionality) of Tetris, but rather are means of expressing those ideas.

And there you have it. As I read it, this decision seems to pull more game elements into the domain of expression (and hence copyright) than previous decisions did, but I will leave that analysis to others.

(Ars Technica also has a writeup here.)