If Steam allowed you to gift owned games - maybe it would include the partially earned achievements - after all, it is 2nd hand right? Achievement collectors would not like that.
I'd imagine the most likely scenario, would be for Steam to shut down in France forcing players to buy from other countries. At least for a while until or if other countries pass the same ruling.
Easy to see why people may initially like this idea, but perhaps it would be quite destructive to the industry if it ever became wide spread. Unfortunately the effect would be far worse for Indie devs. And as stated a few times here, we would clearly see more of a shift towards sub based games, which I'd not want to see.
Still - a bonus would be to clear out my lib of all the garbage collected over the years ;)
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I think many thinks can be said about the French. (don't misunderstand me I don't feel gifted just lucky)
But they are stubborn or they don't like rules expecially unfair. Do you think player will take on consideration steam if they do what you said just shutting down store for France. Well I think they will other games pursached in other platform. steam is a massive player but they can't do what ever they want. The industry need also to keep an ear to the complains because everything has a limit. And when the limit is pushed you get a reaction. one rule should never been forgotten : the consumer rules!!🙂
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Haha - did not know you are French khayolin, even though we've been wl friends for a long while. As an Englishman, we have, shall I say - a history ;p
Actually, yes I agree with what you say, but I just can't see how Steam could enable this in one country without a LOT of preparation and technical challenges. So, although they may get it right eventually (if it's fully passed - which I'm not sure it is yet - and they may appeal etc), I don't think they could be forced to operate in a country if they don't like the playing field. Much like Netflix, they can choose where to have a store. I live in South Africa now, and Steam only recently (3 years maybe?) opened here along with Netflix. Despite no Steam here until recently, we could still buy from the US store, which I guess would follow US laws. A potential problem I see would be for 1000s of Steam users using VPNs to buy / trade in a French Steam market if only enabled there. So whilst the consumer rules - it seems like a technical nightmare for Steam to get right, and I'd imagine they'd have to shut down the store at least temporarily despite French Resistance ;)
PS - Sorry about Brexit - what a mess!
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Well Brexit is a mess for sure😔. But soon it will be the UK only problem.
I think the main problem is unfair and brutal politicians and in this case it is the problem of a lot of countries.
I cross fingers for my country and the others countries aswell🤞
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Brexit was gutless politicians. A politician's job is to do what's best for the country. And while different politicians can have different opinions about what's best, it's still their job to make decisions. A referendum is a bad idea, because the average person doesn't have the time or the inclination to learn everything they need to know to consider all the possibilities and make an informed decision. We elect "experts" to make those decisions for us
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Doesnt their system of "renting" you licences as a service kind of put them in a safe place so court cant touch them ? In this case can a court say anything if the users technically doesnt own the game?
Just guessing here couse I dont really fully understand system they have, but if anyone can make it clearer Id be happy to hear you out
I mean, it would be cool to be able to sell undesired games or something I might not play, but it seems it would just be a new system scammers could use to scam people.
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Valve calls it a license subscription but the court found that it is a sale, not a subscription. Valve is not renting you anything because there are no ongoing rental/subscription fees: you pay a single fee of a value determined in advance for access to the game for an unlimited period of time. This sale means that ownership of the game license is transferred from Valve to the user when they pay for it.
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Other interesting things in the ruling (from https://www.quechoisir.org/action-ufc-que-choisir-condamnation-de-steam-l-ufc-que-choisir-fait-reconnaitre-le-droit-de-revente-de-jeux-video-n70803/):
(translation from me and deepl)
"Valve cannot exploit content and mods written by its users "
(Could they do this previously ?)
"Valve will be responsible if its users suffer damage as a result of the use of the platform or its content, even if a Beta version is downloaded."
If "content" refers to games, this is also huge.
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You can bet your ass if this goes through then sooner or later every digital store will have to follow suit. Digital stores as we know it won't exist anymore and all of them will use some kind of subscription system like origin access or xbox gamepass. Sounds fun?
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It does not seem like Valve has to facilitate the sales of individual games, but they can't ban you from selling your steam account. This was shown to be the case in 2012, when Oracle got into trouble for banning the re-selling of its products, but Valve has just conveniently ignored it.
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Lots of people commenting without understanding the decisions. First of all, even though it was a french court, everything related to the sale of dematerialized games is based on the European directive that you can read here: https://eur-lex.europa.eu/legal-content/EN/ALL/?uri=CELEX%3A32009L0024 Look for Article 4, §2.
It is also based on this judgment by the CJEU, UsedSoft v. Oracle http://curia.europa.eu/juris/document/document.jsf?docid=124564&doclang=EN
Once you buy something from someone, he cannot prevent you from reselling it. The directive doesn't specify that it applies only to tangible so it's safe to assume that it applies to digital goods as well. However, it doesn't apply to subscription based models. But the french court ruled that, even though VALVE says it's a subscription, it isn't one, the consumer is actually buying the game. Ence the french court logically applies the law the same way the CJEU did and VAVLE is not allowed to prevent buyers from reselling the games they bought.
Full judgment: https://cdn2.nextinpact.com/medias/16-01008-ufc-que-choisir-c--valve.pdf
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I remember reading about UsedSoft v Oracle back when it was first decided; I said all the way back then that it would result in requiring Valve to allow users to resell their games. It may have taken 7 years but I've been proven right.
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Real solution if this stands (most likely doesn't *): Make licenses expire by time. Publishers have always wanted to do, but now court tells them to :P
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Or just don't allow used games to access Steams extra services (achievements, cards, cloud saves, controller support, Proton, etc.). Steam provides tons of extra services on top of the games which a lot of people take for granted, and I'm sure that many people would be willing to pay the full price just to get access to them.
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Everything meaning DLC / microtransactions and anything the game can do by itself without the steam service. The Steam services are not part of the games themselves, they are just something extra valve allows the games to access. Saying otherwise is like saying that everyone who bought a game with a multiplayer component also bought the rights to the server software.
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This case isn't the same as Valve's. It's about ebooks, not computer programs.
"n the present case, Tom Kabinet maintains that an e-book constitutes a computer program and that the judgment in UsedSoft should therefore be applied directly to it. That argument cannot succeed, however. An e-book is not a computer program, that is to say, a set of instructions for the computer to perform certain operations, but a digital file containing data which the computer must process. There is thus no reason to apply to an e-book the specific rules designed for computer programs, as interpreted by the Court."
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Yeah it's not same case obviously. If you read reasoning part, most of those would apply to games too.
We already know games are also not considered computer programs in legal sense (eg. Nintendo vs PC Box).
Arguments against:
In the first place, as I have already mentioned, dematerialised digital copies do not deteriorate with use, and used copies are therefore perfect substitutes for new copies. To that must be added the ease of exchanging such copies, which requires neither additional effort nor additional cost. The parallel second-hand market is thus likely to affect the interests of the copyright holders much more than the market for second-hand tangible objects.
This applies to exactly games.
The case in the main proceedings is an excellent illustration of that situation. As its representative acknowledged at the hearing, Tom Kabinet may resell e-books at a lower price than the price for which it purchased them. The profitability of such a procedure relates to the fact that the users of its website are encouraged to resell to Tom Kabinet, after reading them, the e-books which they have purchased from it, and it may then offer them to other customers. A string of several resale and purchase operations thus enables Tom Kabinet to make a profit from its activity, the only cost of which is incurred in the first acquisition of the e-book
I'm sure someone would replicate this model with games if it's legality were proven.
That results in two risks for the copyright holders. The first is the risk of competition from copies of the same quality offered at a fraction of the original market price and the second is the risk of an uncontrolled multiplication of the copies in circulation. Multiple exchanges, over a brief period, of a digital copy of the work are equivalent in practice to a multiplication of copies. That is especially true when, as is often the case for books, the user’s needs are satisfied after a single reading. (61)
Applies to games if you equal single reading = single playthrough. which would apply to single player games.
In the second place, there is a risk of multiplication, this time genuine multiplication, owing to the fact that downloading consists in a reproduction of the copy on the receiving computer. Although, in principle, after the content has been downloaded by the purchaser, the seller is under an obligation to delete his own copy, compliance with that obligation is difficult to verify, especially among individuals.
Applies to games.
Admittedly, that problem is more closely linked to digitisation than to downloading online. A digital copy on a tangible medium may be reproduced by its owner (a perfectly lawful act under the ‘private copy’ exception), that user subsequently selling the material copy under the exhaustion rule. Although such behaviour is not very honest, it would nonetheless be difficult to declare it unlawful. In addition, its prohibition would be difficult to implement without intruding into the private sphere of the user. However, that does not apply to all categories of works, especially not to books, (63) and in order to resell a material copy it is necessary to bear a cost (for example postage) that does not exist in the case of dematerialised exchanges.
Applies to games for parts at least
In the third place, it is not certain that, once exchanges of second-hand digital copies are authorised, it will always be easy or possible to distinguish legal copies, that is to say, those legally acquired and resold in accordance with the rules, from counterfeit copies. Admittedly, commercial platforms may use technical means to ensure that those rules are complied with, as, according to the information in the request for a preliminary ruling, Tom Kabinet does. It is nevertheless doubtful that individuals will make the same efforts. Thus, recognition of the rule of exhaustion of the right to distribute dematerialised copies might contribute to the development of piracy and make it more difficult to implement the measures intended to combat it.
Applies to games unless we ban DRM-free games.
Last, it must be borne in mind that downloading with a permanent right of use as a mode of supplying online content is in the process of being relegated to the past. New modes of access like ‘streaming’ or subscription access have emerged and are widely approved, not only by copyright holders and distributors but also by users. These new modes of access ensure higher revenues for the former and provide the latter with more flexible access to a much greater ranger of content. It is true that these new modes of access do not initially concern e-books: it is difficult to imagine streaming a book. Nonetheless, solutions already exist whereby, for the price of a monthly or annual subscription, the user obtains access to an entire library of e-books. Although that access still requires the downloading of the book, there is no payment for each object downloaded and it would therefore be difficult to speak in that case of a ‘sale’. However, the sale of a copy of the work is the condition of the exhaustion of the distribution right.
Stadia, gamepass exist. So applies to games.
And arguments for:
First, the existence of second-hand markets strengthens competition, brings prices down and helps to make assets more accessible, with clear benefits for consumers. As dematerialised digital copies, unlike material copies, are perfect substitutes for new copies, that competition is even stronger.
Applies to games.
Second, the accessibility, at modest prices, of second-hand copies of works promotes innovation, both on the side of copyright holders (in order to compete with the second-hand supply: see preceding point) and on that of users and third parties, such as online market platforms.
Applies to games.
Third, the absence of control on the part of copyright holders over the use and the destination of the copy of the work owing to the exhaustion of the right of distribution enhances the protection of the private life of users. The supply of works by downloading allows distributors not only to know the identity of each purchaser, but also to gather information about the way in which he uses the work. The distributors of e-books can know, in particular, whether the reader has read the book to the end or if he has made annotations. The control which distributors have over the downloaded copies also allows them to cancel the contract, making the copy allegedly ‘bought’ by the user unusable.
Doesn't apply to this case, since it's specifically selling games tied to Steam already and arguably things like achievements are part of game. Could apply if they were forcing to games not to be tied to services, which would be whole another case (if their plan is to allow resale of Steam games - using case to kill Steam at same time probably not wise lol)
Fourth, and last, the exhaustion of the right of distribution makes it possible to prevent anti-competitive practices consisting in tying users to distributors by increasing the cost of changing distributor. Those practices are once again being seen, in particular, on the market for e-books when the purchase and use of such a book are dependent, for example, on opening an account with the distributor and having a reader distributed by that undertaking.
Same as above.
However, some of those arguments relate to aspects of general economic policy (price levels, competition, innovation) which may, admittedly, be taken into consideration by the legislature but which in my view should not guide decisions of a judicial nature.
Yeah, so let's not take those into account.
Conversely, other arguments relate not to the conduct of the beneficiaries of the copyright but to that of the distributors of the works. To recognise the exhaustion of the right of distribution in order to counteract that conduct would then mean limiting authors’ rights for reasons extraneous to the balance between those rights and users’ rights. In other words, copyright would serve as a corrective factor of the alleged dysfunctions of the market for the supply of works.
(Steam would be distributor)
I also doubt that the rule of the exhaustion of the right of distribution is in itself capable of providing a remedy for the problems mentioned above. If, under that rule, the purchaser of a dematerialised copy of a work were in a position to resell that copy, that would not automatically have the consequence of cancelling all the contractual terms governing the use of that copy. (60) Nor is it by any means certain that users would always wish to be released from those terms. In fact, the distributors accompany those limitations and intrusions into private life with advantages for users, who may choose to put up with the limitations and intrusions in order to benefit from the advantages.
Yeah. Steam wouldn't suddenly die if resale was allowed. And I'm sure many here actually prefer Steam games and not DRM-free (or Epic) for example.
Nintendo vs PC Box: http://curia.europa.eu/juris/document/document.jsf?text=&docid=146686&pageIndex=0&doclang=en&mode=lst&dir=&occ=first&part=1&cid=167153
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"Applies to games unless we ban DRM-free games."
We wouldn't have to ban DRM-free games. Not being able to prevent illegal copies would be irrelevant, they would not be authorized to prevent us from selling games. Whether or not they can stop people from copying the game files is their problem, not ours. By the way, games on Steam already have DRMs that prevent us to copy the gamefiles from one computer to another. It wouldn't be very complicated for Valve to create a market where we could resell licence keys. Once bought, the licence would be deactivated from the sellers' library. Their Family Share system was probably more complicated than what a new market would be.
"We already know games are also not considered computer programs in legal sense (eg. Nintendo vs PC Box)."
Valve tried to make that point in its case against the TGI de Paris but the judge ruled against it based on this part of the Directive:
"(7) For the purpose of this Directive, the term ‘computer program’ shall include programs in any form, including those which are incorporated into hardware. This term also includes preparatory design work leading to the development of a computer program provided that the nature of the preparatory work is such that a computer program can result from it at a later stage."
It may or may not get overturned in appeal.
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So they need to go after Amazon? if you buy a digital move there, you can't sell it either...... right? it's the same thing....
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It's a lot.. Stupid aswell. I'm french, and god, i'm so sad europe do these kind of dumb decision. But i'm not surprised.
It will reduce the dev income, while not diminishing that much valve benefits (I put a bid on the facts they'll rise their fee on games), and mostly the price of the game will rise up a lot to get money day one, as longer exploitation will no longer be an option.
(Because once there is a fair number of key available, the only way to sell more is to have a continuously growing community. Non stop. Fair incitation to give it up once the money is made and launch a new one.)
About this "steam account" things, bet aswell people would link a game to an account so games are sellables 1 by 1 anyway. Proper individual marketplace or not. And if steam prevent ability to have multi account, bet they'll get sued once more.
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While I am glad that EU (in this case France, but as others have mentioned, the case itself stems from EU's directives) is looking out for its citizens (and enjoys cashing in all those huge fines they issue on the big US tech companies in the process), I am having a hard time supporting this.
Digital items, unlike their physical counter-parts, do not deteriorate, no matter how much they are used. As such, they can be resold infinitely. I think that this could potentially lead to the disappearance of indie singleplayer games from the market which is something we can already see happening in the AAA industry. Devs and publishers would fully dedicate themselves to games as a service, trying to tie players to a single game for a long time and milking them as much as possible.
Secondary, there will be even bigger focus on getting games via subscription service, removing purchasing of games from the equation completely. Good thing is, that games via subscription could lead to survival of singleplayer games which would have a real hard time being profitable with global reselling available.
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The court states that players should be able to sell Steam games which they’ve bought, rescinding ownership in the process just like with a physical media video game. (...) In fact, the process would be supported as it is with physical products due to the fact that “the author no longer has control over subsequent resales” once they’ve exhausted their right to the material by authorizing the initial sale.
I really thought this was an obvious thing.
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Thought about this a bit, and assuming used digital games really did become a thing I can think of 5 possible results:
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I'm surprised this took so long. The EU directive has been around for a decade.
We've already had to put up with linking physical media to online accounts to burn the license for DRM - I'd say that was clearly breaching the laws for a long time but has been allowed to continue.
Is a re-sale option that unreasonable? I'd say it should always have been a consumers right, and we should never have allowed the situation to persist for this long. Now consumers and the industry have grown so accustomed to not having this option that we feel like the gaming world will come tumbling down around us if it's enforced. No doubt things have moved on from the 80s and 90s but gaming coped just fine back then and it would again.
Let's face the cold hard fact here; The reason for the anti-second hand market sentiment generated by these companies is because of one thing - Profit. Companies deem re-sales as 'lost' profit, on the same level as piracy in their eyes.
They've spent a decade preventing this, and these companies (that are far from poor) would finally have to do the right thing. Will it have negative consequences? After being this way for so long, most likely. Indie devs that don't have the most money may lose out - but equally they may find their games reach a larger market which could bring future sales. They may be losing out already as there is so much junk out there and people wait for cheap indie bundles etc.
Will companies move to a subscription service or use more DLC or microtransactions? Well, if they believe they can make more money from it then it would be a damn certainty, but they're so driven by profit that this is already happening. Prices might go up, but that may just encourage second hand sales so maybe not. Maybe the grey market will suffer as legitimate 2nd hand games become available and devs will actually make more money. Maybe devs will put more effort into games so people want to buy them new instead of waiting for the 'summer sale'. It's pretty much all speculation and opinion.
One thing that would be highly unlikely is any distribution platform shutting up shop completely. Games will be sold with or without these platforms and while they can take a percentage they'd be stupid to close down. The most likely outcome is they'll just add a way to detach games from accounts and gift them. Simple, effective, compliant. They'll let third party sites handle the re-sales. Should have been done a long time ago.
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Since Valve is an American company, does a French court even have any jurisdiction?
Software is typically not sold to users; it is only licensed to be used, and the terms of transferability of that license are spelled out in the EULA (as is the location of any arbiter). Therefor, the software cannot be re-sold, since it was never sold in the first place.
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Assuming they are actually selling the games, and not just selling the license to use the game software. Perhaps to get around shady laws passed by a country that wants to entrap them, Steam could redefine their licensing more in the style of a 99-year lease. That should meet the current EU interpretation of 'subscription' and let Steam off the hook for this reselling stuff, no?
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There is nothing shady in the law actually, it's just that you are not used to good consumer laws in the US :) (disclaimer: I know nothing about consumer laws in the US).
But I agree with you that the best thing for Steam to do would be to make a minor change allowing them to see the service as a lease. What I would do if I were them is to transform their service (worldwide) into a service with a monthly subscription, said subscription costing 1 steam point (a new currency) per month, with the idea that 1€ spent on the store will give you 100 steam points (this would be retroactive of course). So essentially by buying a 1€ game, you'll be ok for 8 years.
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Senecaa made reference to games not being considered computer programs in a legal sense. Imo, any legislature that defines software in such a way as to exclude video games is shady, and they are merely trying to exercise control over IP's to which they have no rights. I am not a fan of over-reaching government. All they need to do is take out the trash, clean the streets, and guard the gates (oversimplification acknowledged).
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Actually, the reference to games not being treated as computer programs is outdated, it's from when games came on cartridges, and were thus considered hardware
As for overreaching government, it comes down to two things:
1) cultural attitude. Some cultures very much want and expect the state to operate for the welfare and benefit of its citizens, whereas other cultures prefer the state only provide the minimal service for which a state is required.
Society with a long history of a ruling class tend to be the former (think of it as a trade-off - the existence of a ruling class creates an obligation for the ruling class to look after its citizens). Societies with a long history of independence tend to be the latter (think of the American pioneer, setting out on their own, making a life and a society in the wilderness without any support).
2) Any and every law/rule/regulation exists for a reason. Generally, I think "what's the stupidest thing a person could possibly have done that would have caused this law/rule to come into existence", and I'm usually able to find the logic behind it. But the law is a blunt object. There are no simple rules, and there are always unintended consequences. The more hastily the rule is enacted, and the sloppier it is written, the more likely for it to be "overreaching". But in the end, it is part of the government's job to resolve (or prevent) disputes between its people.
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Probably not. The courts will probably say that the consumer is allowed to sub-lease it to the next consumer.
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That defence didn't work for Valve in Australia. The court found that goods includes computer sofware, and that an agreement to hire constitutes supply, so Valve did in fact supply goods: https://www.judgments.fedcourt.gov.au/judgments/Judgments/fca/single/2016/2016fca0196
The court also ruled that Valve was conducting business in Australia for a number of reasons beyond the content servers located in Australia, such as earning significant revenue from Australian customers on an ongoing basis, having a couple of million subscriber accounts from customers that had downloaded the Steam client in Australia, provided Valve with his or her location as Australia at the time of purchase, been offered Australia-specific pricing (regardless of the fact that it was in US dollars) and might be told by Valve that “This item is currently unavailable in your region” based on their location in Australia.
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EULA's are not worth the paper, or screen they're written on. (Maybe depending on the country.) I don't think they hold much weight in the EU anyway. Companies like to push those on people, but they aren't as concrete as people think. An EULA isn't legally binding since it's not a contract, it's an agreement.
And if you're selling your products in a country to that country's citizens, they definitely have jurisdiction to go after you if you want to continue trading.
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A EULA is a contract and is legally binding.
A contract is an agreement for consideration consideration includes trading goods, providing services, and exchanging money
They let you play the game in exchange for you paying money and agreeing to abide by their terms. That's a contract.
Because it's a contract of adhesion one side writes it and the other side has no power to amend, take it or leave it, any ambiguity in the contract will be interpreted in favor of the consumer. Absent any other laws, that's the deal. However, because of how one-sided it is, governments may pass laws that overrule parts of the EULA, or courts may interpret parts of the EULA to be inconsistent with some law.
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It depends on the EULA. A college law professor once said that many of them won't stand up in an EU court, and that they are a very grey area. A company can put anything into an EULA that they want, but it doesn't mean that all of their terms are legally binding. Under copyright laws, the companies are definitely protected, but not necessarily under their EULA.
Some EULAs have been known to make ridiculous demands like "you will not publicly criticize this product" to stop reviewers from having a go. Things like that can really mess with the consumer's right to know what they are buying. Most people don't even read them, myself included (all that mind-numbing legalese) they just click through and hope for the best. Sometimes I think it's smarter not to read them :P. If some company like that comes after someone for writing a well-deserved and objective negative review, there is no way it would stand up in any sane court of law. Even EU countries have free speech laws (that don't involve inciting hatred), even if some Americans think we don't. An EULA like that would be infringing on a person's basic right to free speech.
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That's not inconsistent with what I said. An EULA is a binding contract, but if they have some ridiculous clauses in them, those clauses won't stand up in court. And unless written by a complete moron, the EULA will have a severability clause that means that if parts won't stand up, those parts are stricken and the rest will still be valid.
Generally speaking, the U.S. is more likely to uphold questionable clauses and the EU is more likely to invalidate them, but if a clause is reasonable it'll be upheld in both the EU and the US, and if it's ridiculous, it'll be stricken by both.
Non-disparagement clauses are an example that have been stricken in courts on both sides of the atlantic.
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Boundaries are amorphous on the Internet. If Steam does not have a physical presence in a given country, then would it not be more accurate to say that a country's citizens are buying the service from Steam's home base and bringing it back to their own country?
If French citizens went to USA, bought some canned soup, and brought it back to France, could the French courts really have any jurisdiction over the canned soup company?
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It's actually EU rules, not french rules, France is just the first (AFAIK) to issue a ruling vs Steam.
The rules apply for any company doing business in Europe. And we are actually paying on the steam store in euros, so Steam is definitely doing business in Europe. If I were to buy the games with dollars on a site based in the US, then things might be different (IANAL)
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to answer your second question, the answer is no.
The jurisdictional issue is complicated. I don't know the EU rule, but in the US, it requires "minimum contacts", which generally requires one of the following:
note: in the U.S., most laws are at the state level, and most trials are at the state level. Kinda like the E.U. - New York courts deal with New York laws and controversies, and cannot deal with California controversies. The below is how a state gets jurisdiction over matters and/or people/companies that are not in that state. Federal courts deal with issues of federal law, OR controversies between states. The rules below also apply for a U.S. court (state or federal) getting jurisdiction over matters pertaining to foreign countries
1) have direct contact with the state;
2) have a contract with a resident of the state;
3) have placed their product into the stream of commerce such that it reaches the forum state;
4) seek to serve residents of the forum state
5) "Calder Test". This is a bit more complicated, but, if you go out of your way to do wrong in the forum state, you're subjecting yourself to that state's jurisdiction.
6) have a non-passive website viewed within the forum state;
Courts distinguish websites into three categories:
A) Passive: these merely provide information. With some exception, these are not subject to another state's jurisdiction
B) Interactive: permitting exchange of information between visitors (such as this forum). These may be subject to another state's jurisdiction, depending on the level of interactivity, number of interactions, and commerciality of the website.
C) Commercial: these clearly do substantial business over the internet and where customers from any jurisdiction can do business with them. These are subject to jurisdiction in any state.
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It's enough to give a body a headache. These sound a lot like what I mean by over-reaching. States making up excuses to assume power where they have no right to it. Oh, well. It is what it is. I see the standard as being the IP remains the property of the developer, and the only thing that is sold is the license to use it, which comes with conditions as a contract. Corrupt governments will seek to assume power over the property of others, because power is what they seek. :(
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that's what lawyers are for. I don't see it as assuming power at all - if you want to do business in a state/country, you should be subject to that country's laws.
And as for overreach, it's more a matter of having to reconcile two conflicting rules.
Nothing is ever simple. IP is the property of the creator, except if it's a work for hire, in which case it's the property of the employer. Until the IP is sold. and don't get me started on the issue of multiple creators, that's a real mess. But let's ignore that complication for now.
The manifestation of the IP is a separate thing. A painting is not licensed from the artist, a statue is not licensed from the sculptor, those are the property of the buyer. And the buyer may then gift or resell the statue or painting at will. And that's been that way since long before the concept of IP existed.
Now, those are quite simple, but then it gets more complicated when it gets to easily replicated. IP came about some time after the printing press precisely for that reason. Convention states that a book is the property of the buyer, but the content of the book is the property of the creator. A book is treated as a painting or a sculpture - the buyer owns their copy and may gift or resell as they please, but (new rule) the book may not replicate, only the writer may create new copies.
Initially, electronics were treated like books: the old nintendo game&watch, or old cartridge based games, were treated like books - the owner may sell or gift, but may not replicate. No new rule required, just applying old rules to new products.
But translating that to digital, that's the problem - gifting and copying are effectively one and the same. Take the ebook. It's a simple file. If the buyer transfers it to someone else, they're simultaneously making a copy. That doesn't mesh with the old rules. (1) an owner may gift their copy, but (2) only the creator may make a new copy.
Now, there's two ways to deal with this problem. Either the legislature creates new rules for digital goods, or the courts need to figure out which of the old rules is a better analogy, or which of the old rules should override the other. Technically, the court isn't making new law, they're merely trying to figure out how the old law should apply to something that doesn't quite match.
I'll give you a very simple comparable problem. Your spouse buys new cutlery, and you're going to separate them. There's an area for forks, an area for spoons, and an area for knives. Where do you put the spork?
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So why not retail stores or ANY other seller of good? EA? Actiblizzard? Why focusing on Steam? Seems FISHY
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There was an earlier ruling in the EU against Oracle trying to prevent the re-selling of their software. EU courts are ruling that if it looks like a duck, walks like a duck, and talks like a duck, the fine print can't transform it into a subscription license. So then like any other sale the buyer has certain rights by law.
I blame the US courts for ruling in favour of clickwrap licenses being legit back in the 90s for why it's taken so long to develop this area of the law.
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that's.... more complicated.
Courts generally don't "make new laws apply retroactively". BUT, prosecutors do try to make existing laws apply to new issues, and courts may interpret laws narrowly or broadly.
As an example, an out-dated law may say that (a) copying a floppy disc is illegal, but (b) reselling an original is legal. Transposing that into the digital age can be quite difficult - if I buy the original software, I should be allowed to resell under (B), but I cannot copy the software to another computer under (A). Ideally, legislators will write a new law to resolve the issue. But if they don't, the court needs to figure out what the right answer is.
When it comes to interpreting a law and how it should apply to a new situation, some judges will only look at the letter of the law, whereas other judges will look to the spirit of the law, and there may be judges who will look at the legislative intent. None of those methods of interpreting a law is flawless, and the result can be awkward, but they're not trying to make new laws, because that's not a judge's job.
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France is a shithole known for destroying companies (small or big).
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I don't think Valve would suffer to be honest. If something like that came to pass, they'd just take a commission out of it for themselves from every sale. Much like the items on the community market.
I have a feeling that Valve might win this case in the end though.
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that's actually not a bad solution - treat every game as an inventory item, the same way gifts used to be stored in inventory and CSGO items and trading cards are stored now. As long as you have the game in your inventory, you can play it.
If someone wants to buy or sell a game, treat it exactly the same as buying/selling cards and items.
(and, they could also make gifts subject to a "reasonable" transaction fee)
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Pretty much, but they'd have to handle gifts and library items separately imo. They couldn't charge extra for games gifted across from multibuys (2-4 packs). Those still become items in your inventory even now. Some games give you an extra free copy when you activate a key. That would be a little shitty since the purpose of an honest person buying multipacks is to gift to their friends. A few small grey areas in there, but wouldn't be a big deal if they handled it properly. Having a separate and marketable library items inventory might probably solve that issue and leave the gifts the way they are.
I wonder what the potential for abuse is for that one. XD. I mean, would Valve then limit the number of times that you can activate the same game on your account?
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the potential for abuse is the same as when you could buy gift purchases - people buying multiple copies during a sale so they can sell it at a higher price later. That kinda resulted in sales not being as deep.
BUT, it wouldn't really apply, as the market price for the game would slowly drop. Considering there'd be zero difference between a used copy and a new copy, once the system is in place, the price of games should match the market - if a game is released at $100, and someone buys a copy and sells it same day, he or she should be able to sell it for a full $100. As time goes by and there are more used copies in the market (whose sellers are willing to accept less money), slowly the price will drop, as "new" copies will need to be the same price as used ones. Every time there's a sale, it would mean a huge shift downward in price, and eventually the value of the game will be virtually non-existent, as there will be more people looking to sell their used copies than new people wanting to buy them.
the big downside is that I can't see developers supporting old games for as long. As an example, Fallout 3 came out in 2008, but got it's most recent patch less than two weeks ago. On sale, the historic low is $2.11, and people were still buying it. So it makes sense to keep patching the game. Note that they haven't bothered making Fallout 3 compatible with Windows 10, even though the community solution is incredibly simple
But if all the people who no longer play Fallout 3 were able to sell their copies, I'm sure it would be enough to satiate the market. Bethesda wouldn't be able to compete, or the game would have to be so cheap, they'd not be making any money whatsoever. Nobody is going to commit resources to maintain a dead product that isn't generating revenue labor of love aside; but I can't see many bethesda workers staying after crunch hours to work on a patch
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They sure did a great job at destroying Google, Facebook and Amazon...
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PC games will get riddled with even more micro-transactions. Most games will eventually go the way of the mobile industry with pay-to-win F2P games.
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I disagree - most games make most of their money off the initial sales. Sure, a few games have a long tail, but they're the exception rather than the rule. Publishers complained when dedicated gaming stores started selling second-hand console games, but it didn't make a big impact to new games
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Or steam can follow the "yep i can do that, but you know, moving licences from one account to another is so so soooo hard, so we will be taking a 99.9% cut of the resale for, you know, operating costs"
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I've been thinking about it, and creating a market for used games shouldn't have a big impact on the industry. They already make most of their revenue in the first few months, and most games don't have a particularly big tail. Sure, they get a bump every time there's a sale, but it's relatively small.
I expect the retail price of games will go up. For publishers, that extra upfront revenue will make up for the loss of discounted sales several years down the line. And for a lot of consumers, that'll be ok, as the game they buy at launch for $100 they'll be able to resell six months later for $50.
I know my spending habit won't really change much, and I can't imagine it would for most people.
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No chance of that happening. When you buy a physical copy, it is yours. There is no doubt about ownership since you are literally holding it in your hands. With a digital game, they couldn't allow people to just sell as a download, that would be piracy and the potential of abuse is absurd. On the Steam platform it wouldn't be difficult to just transfer the license from your account to the buyer's account. No copyright laws are broken and everyone is happy.
Like I mentioned above, the most likely scenario is that they'll allow your game to become marketable after a certain period of time in your library. Then, Valve take a percentage from the sale. In that case, Valve isn't really losing anything, they're still getting something for the resale of the game. I would have absolutely no problem with that. IF it does come to pass. =)
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In that scenario the publishers will riot because steam still will be receiving a cut and they not.
Also in regards to what shaun said, Steam is a two part deal, the services and the store. I think steam will be "ok, ok, you can resell the game, but we will not provide our services to that effect"
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Great, another thing to use as a excuse to impose shitty DRM on games.
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Not necessarily =) Say you buy games from GOG. You are still buying from a store that has a library. You couldn't go putting a download of that game up on the internet for sale. That's probably what you're thinking this would allow, but it wouldn't. That's piracy of the worst kind, and still illegal under copyright laws. But... you could sell your rights to the license... as in transferring the actual game from your library. Therefore, once you transfer ownership, you would no longer hold the legal rights to the download that is still sitting on your computer. (aka pirated.)
So, I think DRM or no DRM, the rules would be the same. I wouldn't worry too much about that. =)
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Nowadays with steam or gog, you cant resell so if you buy a game it is tied to your library forever, therefore that permit that you, for example can play offline.
When you resell something physic there are two participants (seller/owner and buyer), If this law passes it involves three participants (seller, buyer and a intermediary that keep the ownership record), like all digital transactions it will need to be online and there has to be a register that will change from time to time.
What do you think will be the easist way to keep record of this, obviously developers will use the easy way, a database AKA online user login, AKA always internet conection AKA shitty DRM like.
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I don't think it's necessary though. Think about it. If you're a pirate, you get your games illegally anyway. Games are hacked to work without DRM and all that malarkey, so that part will never change.
If you own a legal copy of a game, it is currently tied to your library forever. Whether that game has a DRM or not doesn't really matter. It still works the same way, being tied to those libraries means that you own a license. Now, if you're allowed to sell that license, ownership changes. You no longer own the game and it is removed from your library and is now in the buyer's library. Why would anyone need to keep a record of who logs in? Your game has basically been revoked.
I don't think it will change how DRM-free games work. Afterall, if people want to be a dick and share those around, they can do it even today, it's illegal now and would be illegal then, so it makes no difference. You are either the license holder (have it in your library), or you're not. If France tries to lift rules on how downloadable games are currently tied to a store/library, they'll lose that battle because it's the only protection that digital content has regardless of whether it has a DRM or not. =)
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Here is the link in French sorry 🙏
https://www.numerama.com/business/549290-steam-valve-est-condamne-en-france-pour-avoir-interdit-la-revente-de-jeux-dematerialises.html
In English thank to leoturambar
https://www.gamerevolution.com/news/598261-resell-steam-games-valve-france
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