Amylee HuFouye Claire Robertson Karson Fritzler amp Marshall Mackoff Table of Contents Introduction to mods Case study DotA Mods for the purpose of creating art Mods in esports Mods for the inclusion of peoples with disabilities ID: 796190
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Slide1
Modifications in Video Games
Amylee Hu-Fouye, Claire Robertson, Karson Fritzler & Marshall Mackoff
Slide2Table of Contents
Introduction to mods
Case study: DotA
Mods for the purpose of creating art
Mods in e-sports
Mods for the inclusion of peoples with disabilities
Slide3Introduction
Slide4What are “mods”?
A “mod”, short for modification, is an alteration made to a video game by users or members of the video game community
Huge variety in terms of size, complexity, and effects
Some types of mods: add-ons, unofficial patches, art mods, mod packs, controller mods, and total conversions
Slide5What’s the problem with mods?
Infringement of 3rd party copyright and/or trademarks
MARVEL ENTERPRISES, INC. v. NCSoFT CORP. 74 U.S.P.Q.2d 1303 (C.D. Cal. 2005)
Damage to brand via public revelation of game code or offensive mods
GTA: San Andreas Hot Coffee mod
Damage to user experience
Blizzard Entertainment SAS & Anr v Bossland GmbH &
Ors [2019] EWHC 1665 (Ch)
,
MDY Industries, LLC v. Blizzard Entertainment, Inc and Vivendi Games, Inc
.
, 629 F.3d 928 (9th Cir. 2010)
Slide6What’s the problem with mods?
Infringement of moral rights/integrity rights
Nintendo of America Inc. v. Camerica Corp
. [1991], 34 C.P.R. (3d) 193 (Fed. T.D.), affirmed [1991] 31 C.P.R. (3d) 352 (Fed. C.A.)
Loss of profit
Davidson & Associates, Inc. v. Internet Gateway, 334 F. Supp. 2d 1164 (E.D. Mo. 2004)
aka
Blizzard Entertainment v. BnetD
,
Blizzard Entertainment, Inc. v. Alyson Reeves et al
United States District Court, Central District of CaliforniaCase No. 2:2009cv07621
Reduction of market share with creation of stand-alone games
Slide7Where mods run into trouble
Infringing Copyright Law
In the US: Violation of the DMCA by circumventing copy protection technology on the source game
In Canada: Violation of the Copyright Modernization Act; contains similar provisions regarding circumvention
Often through reverse engineering
Violation of EULAs
Often through reverse engineering
Slide8Case Study: DotA + DotA 2
Slide9DotA Allstars
History:
Originally a custom map made on a built-in modding tool on Warcraft III: “World Editor”
Warcraft III’s EULA
did not contain any provisions assigning the IP rights of content created in the tool from the players back to Blizzard
Commercial purposes were still prohibited under the EULA
Modding community led by “Euls”, later by “Guinsoo” and “Icefrog”
Slide10DotA 2
History (cont’d):
With Blizzard not owning the IP rights to DotA Allstars, Valve began development of its own standalone game, DotA 2
Valve hired Eul and Icefrog to develop the game, who agreed to assign any rights they had in DotA Allstars to Valve
Valve attempted to trademark “DotA”; Blizzard filed a notice of opposition
Ultimately, an agreement was reached: Valve would retain the right to use the DotA name for commercial purposes, while Blizzard would be able to use the name for the WC3 fan-made map
Slide11DotA Allstars vs DotA 2
Slide12… and Blizzard learned their lesson.
Slide13Blizzard Entertainment Inc. and Valve Corporation v.
Lilith Games (Shanghai) Co. Ltd., and uCool, Inc.,
Facts
In 2015, Blizzard and Valve jointly filed a copyright infringement lawsuit against uCool and Lilith Games
The lawsuit asserted that two games infringed on the copyrights of DotA and DotA 2
The games directly used characters from DotA
The defendants’ arguments centered around the fact that many DotA characters were designed by fans, not Eul, Guinsoo, and Icefrog
Additionally, the plaintiffs argued that DotA should be viewed as “collective work” because the designers chose a compilation of characters (similar to a popular hits CD)
Slide14Blizzard and Valve v. Lilith Games and uCOOl
Facts
As such, Eul, Guinsoo, and Icefrog would have been unable to assign the rights to all of the individual characters
Verdict (rejecting a partial summary judgement)
The court rejected these arguments, stating that the DotA games should be viewed as unitary wholes with the characters being inseparable from the rest of the game.
Additionally, as is the case in the movie-making context, only the individuals who exercised creative control are considered the work’s authors and thus possess ownership (and are capable of assigning)
Slide15One last interesting quote...
Slide16Mods for the purposes of creating art
Slide17Machinima and Art Mods
Mods that use games as creative media
Machinima refocuses the game for the purpose of storytelling or movie making
A form of modding that uses a recorded version of gameplay for a purpose beyond game play
“Art mods modify the game play experience through manipulation, interventions, appropriation, or other creative transformation of a game’s original visual content as it is consumed by users during a play session”
Walt Scacchi, “Computer game mods, modders, modding, and the mod scene” (2010), 15 First Monday 5
Slide18Example: Grand Theft Auto V
Slide19Slide20Slide219:47 to 10:37
Slide22The Role of Rockstar North
Rockstar Editor “provides a robust suite of recording and editing tools allowing users to build a library of captured footage”
Allowed users to record gameplay footage
Players can edit their footage and upload it online
Director’s mode feature
Jose Antunes, “Matt MacDonald: How I created a film using a video game”,
ProVideo Coalition
(12 July 2017), online: https://www.provideocoalition.com/matt-macdonald-created-film-using-video-game/ .
Slide23Rockstar Editor
Creation of multiple mods that allowed users to fine tune aspects of movie creation in the video game
Scene Director is a mod in Grand Theft Auto V created specifically for the recording of Machinima
Allows for users to use stage lights to light a scene is a similar fashion to a high production movie
Jose Antunes, “Matt MacDonald: How I created a film using a video game”,
ProVideo Coalition
(12 July 2017), online: https://www.provideocoalition.com/matt-macdonald-created-film-using-video-game/ .
Slide24Legal Issues
Rockstar Games believes in reasonable fan creativity, and, in particular, wants creators to showcase their passion for our games. After discussions with Take-Two, Take-Two has agreed that it generally will not take legal action against third-party projects involving Rockstar’s PC games that are single-player, non-commercial, and respect the intellectual property (IP) rights of third parties. This does not apply to (i) multiplayer or online services; (ii) tools, files, libraries, or functions that could be used to impact multiplayer or online services, or (iii) use or importation of other IP (including other Rockstar IP) in the project. This is not a license, and it does not constitute endorsement, approval, or authorization of any third-party project. Take-Two reserves the right to object to any third-party project, or to revise, revoke and/or withdraw this statement at any time in their own discretion. This statement does not constitute a waiver of any rights that Take-Two may have with respect to third-party projects.
Slide25Legal Status of Mods
Currently, mods are viewed as derivative works
Legally, the copyright holder needs to grant permission for the mod to exist
This also means that the copyright holder can also control whether the mod ceases to exist
Ryan Wallace, “Modding: Amateur Authorship and How the Video Game Industry is Actually Getting It Right” (2014) 1 BYU L Rev 219, p. 218
Slide26Slide27Software License Agreements
Slide28The Concept of Fair Use
Fair use is any copying of copyrighted material done for a limited and transformative purpose
Can be done without the permission of the copyright holder
Richard Stim,
Getting Permission: How to License and Clear Copyrighted Materials Online and Off,
4th ed (USA: NOLO, 2010).
Slide29Complications with Fair Use and Machinima
Parody falls under the fair use doctrine
Most machinima projects are created as parodies of the video games used to create them
Never tested in court
Sarah Reiger, “Complications with Machinima: Using Video Game Footage to Generate Cinematic Productions and Potential Conflicts with Copyright Law”,
Michigan Technology Law Review,
online: https://mttlr.org/2015/10/complications-in-machinima-using-video-game-footage-to-generate-cinematic-productions-and-potential-conflicts-with-copyright-law/.
Slide30Company Responses
Currently, companies are largely dictating what can and cannot be done by releasing “Game Content Usage Rules” or similar documents
Example: Microsoft's Game Content Usage Rules from 2012 and 2015
Tom Phillips, “Microsoft slaps down user creation rules for machinima, videos, and fanfiction”
EuroGamer
(10 October 2012), online: https://www.eurogamer.net/articles/2012-10-10-microsoft-slaps-down-user-creation-rules-for-machinima-videos-fanfiction.
Tom Phillips, “Microsoft clarifies rules for game content usage on YouTube, Twitch”,
EuroGamer
(16 January 2015), online: https://www.eurogamer.net/articles/2015-01-16-microsoft-clarifies-rules-for-game-content-usage-on-youtube-twitch.
Slide31Options for the Machinimators
Individualized Agreements
End User License Agreements
Defence of Fair Use
Sarah Reiger, “Complications with Machinima: Using Video Game Footage to Generate Cinematic Productions and Potential Conflicts with Copyright Law”,
Michigan Technology Law Review,
online: https://mttlr.org/2015/10/complications-in-machinima-using-video-game-footage-to-generate-cinematic-productions-and-potential-conflicts-with-copyright-law/.
Slide32Slide33Slide34“If someone was to be found using a controller that gave a competitive edge in game we unfortunately can’t do anything until someone is suspected of cheating and then we would investigate.”
“Custom mods are harder to regulate [than purchased mods].”
@ Carter “SilkyMittens” Astleford
@ Bailey “Ponnox” Dietrich
Slide35Slide36Slide37Questions? Experiences?
Slide38Mods for the inclusion of peoples with disabilities
Slide39How are products designed?
Assumptions:
Two hands
Ability to hold
Two thumbs for sticks
Reach needed for bumpers/triggers
Endurance to hold controller weight for long periods
Xbox, “Xbox Adaptive Controller: A Brief History | Inside Xbox”,
YouTube,
video: https://www.youtube.com/watch?v=7y7cAQb21DQ
Slide40Game Interaction Model
Receive Stimuli
Determine Response
Provide Input
Discrete Input
Analog Input
Yuan, B., Folmer, E. & Harris, F.C. Univ Access Inf Soc (2011) 10: 81.
https://doi-org.ezproxy.library.ubc.ca/10.1007/s10209-010-0189-5
.
Slide41Why is inclusivity important?
51.2 million people in the USA had some level of disability (Census 2002)
32.5 million of them had a severe disability
65% of the US population plays video games (NPD Group)
Yuan, B., Folmer, E. & Harris, F.C. Univ Access Inf Soc (2011) 10: 81. https://doi-org.ezproxy.library.ubc.ca/10.1007/s10209-010-0189-5
Slide42What has been done?
Expressly designed adaptations
Adaptations of commercial devices
F. Iacopetti, L. Fanucci, R. Roncella, D. Giusti and A. Scebba, "Game Console Controller Interface for People with Disability,"
2008 International Conference on Complex, Intelligent and Software Intensive Systems
, Barcelona, 2008, pp. 757-762. URL:
http://ieeexplore.ieee.org.ezproxy.library.ubc.ca/stamp/stamp.jsp?tp=&arnumber=4606764&isnumber=4606618
Slide43Express Adaptations
Slide441989 Nintendo Hands Free Controller
Operated by user’s chin and sucking into a tube
Mouth controllers are usually used by players with quadriplegia
aka “sip and puff’
Yuan, B., Folmer, E. & Harris, F.C. Univ Access Inf Soc (2011) 10: 81. https://doi-org.ezproxy.library.ubc.ca/10.1007/s10209-010-0189-5
Slide45Xbox Adaptive Controller
In 2018, Xbox came out with a controller for gamers with disabilities
two large programmable buttons
Nineteen 3.5mm jacks for external buttons, thumbsticks, and triggers
Slide46Microsoft Super Bowl Commercial 2019
Slide47B) Adaptations of Commercial Devices
F. Iacopetti, L. Fanucci, R. Roncella, D. Giusti and A. Scebba, "Game Console Controller Interface for People with Disability,"
2008 International Conference on Complex, Intelligent and Software Intensive Systems
, Barcelona, 2008, pp. 757-762. URL:
http://ieeexplore.ieee.org.ezproxy.library.ubc.ca/stamp/stamp.jsp?tp=&arnumber=4606764&isnumber=4606618
Slide48Benjamin J Heckendorn, “Single Handed Xbox One Controllers”. online: https://www.benheck.com/xb1s_controllers/
Single-handed Xbox Controller
Slide49Guitar Hero Foot Pedals
Nathan Gibson, “Ingenious Video Game Controllers Made For People With Disabilities”
Ranker,
online:
https://www.ranker.com/list/video-game-controllers-for-people-with-disabilities/nathan-gibson
Slide50Single Hand Joy-Con Adapter
Nathan Gibson, “Ingenious Video Game Controllers Made For People With Disabilities”
Ranker,
online:
https://www.ranker.com/list/video-game-controllers-for-people-with-disabilities/nathan-gibson
Slide51Mike Begum aka “BrolyLegs”
Luke Winkie, “For Disabled Gamers Like BrolyLegs, Esports Is an Equalizer”
Vice,
July 14, 2017.
,
online: https://www.vice.com/en_us/article/ywgqxv/for-disabled-gamers-like-brolylegs-esports-is-an-equalizer
Slide52VR Tech for peoples aging into disability
Balance impairments
Dexterous manipulation with fingertips
B.S. Lange, P. Requejo, S.M. Flynn, A.A. Rizzo, F.J. Valero-Cuevas, L. Baker, C. Winstein, "The Potential of Virtual Reality and Gaming to Assist Successful Aging with Disability,"
Physical Medicine and Rehabilitation Clinics of North America,
Volume 21 Issue 2, 2010, pp. 339-356. URL:https://doi.org/10.1016/j.pmr.2009.12.007.
(http://www.sciencedirect.com/science/article/pii/S1047965109001156
)
Slide53Thank you!