I Want Out

Sorry to say but 1 individual me or you just arent that important to a big company :sad:

They should put it on the terms and conditions in upper case bold and make you check it before buying.

YOU ARE NOT THAT IMPORTANT TO US

With such a blatant disrespect for the people who provide them their livings, are they really surprised that so many people prefer the "Yo Ho Ho" direct download route?
 
Well, I'm gong to stray into an area of political incorrectness, and maybe break forum rules.


Companies really only care about big offenders, not little offenders.

As long as the cost of going after you outweighs the benefit, the rational decision for a company is to not pursue you.

Therefore, do whatever you want, and stick to this formula.

If you ever do something illegal publicly, then the cost of not going after you is rather high, because it is an implicit endorsement of piracy. As long as you do an illegal act privately in such a way that the cost of proving you guilty is high, then nobody will go after you, unless it is really bad and the benefit of catching you is higher.

Make sure law enforcement/companies have

benefit = low
cost = high

and you will stay a little fish and escape the clutches of law enforcement. So if you are doing something illegal, do it in a sneaky way and you won't be punished. Be smart.
 
If Steam makes profit over my access to its 'free services', then it's a service nevertheless, and shall be ruled by consumer laws. They are not a charity foundation.

The assumption over which many countries legislate is that the consumer is the least powerful part on a contract. Steam dictates how you play a game, and even how you buy a game, and this is not subject to negotiation. Therefore, our power to dictate the contract is unequal, so countries give the consumers "more power" to balance this fact, by providing them with unalienable rights, such as those claimed by most here.


Also, if they're not selling games, but licenses to play a game as long as they want you to, then they should state that explicity and in bold, capital letters, because common sense dictates that, if you buy something, you own the rights to use it for your lifetime.

Steam is like Wal Mart. I don't have to pay any money to use Steam. I have to pay money to download the games I purchase though (not FROM) Steam.

Wal Mart is a Warehouse. Wal Mart doesn't actually own anything in the store- if something is lost, stolen or expires... the company who actually owns it pays for it. It's how they keep their low-low prices. The profit is made by tacking a little bit of money onto the wholesale price.

In Steam's case, you aren't paying them for the right to use their system. The company that created the game (In this case, 2K and Firaxis) pay Valve for the right to integrate their system. In other words, in this case... Firaxis/2K are the consumers. Steam doesn't owe you anything, when it comes to their accounts. They allow you into a store, they sell you a copy, and they monitor to ensure you don't do, or attempt to do, anything illegal. They even give you fair warning.

Also, Steam doesn't limit how long you can use a game... they limit how many people can have access to a game. As Smote says, and as I said earlier, they really don't really care about the guy that costs them a little bit of money. As I said earlier, sharing accounts is like sharing CD Keys. Strictly speaking, this is not allowed... however, common sense dictates that you can share as long as you are being reasonable.

Code:
n = L(P-1)
L = Total Games on Account
P = People with Access

"n" is the total number of "technically illegal" copies you have distributed. So long as "n" remains reasonable, you probably aren't in that much danger. It's still technically illegal, and you would still be wrong for doing it; If it's conspicuous enough to draw Steam's attention, they would probably just lock your account out.

However, as I said earlier, if you distribute your account publicly... you are, as both Smote and I have said, demonstrating intent to pirate. It can be proven, with reasonable certainty, that you were trying to illegally distribute software... and you will likely get prosecuted or have your account locked.

As a general rule... just be smart about it. If you feel that you are being sneaky, you're probably wrong. If you feel like you're "sticking it to the man", you're probably very wrong. If you feel like you're "outsmarting the system"... you're probably going to have your account locked.

They should put it on the terms and conditions in upper case bold and make you check it before buying.

YOU ARE NOT THAT IMPORTANT TO US

With such a blatant disrespect for the people who provide them their livings, are they really surprised that so many people prefer the "Yo Ho Ho" direct download route?

No company in a capitalism should have to explain that they are out to make money. It should be expected that the Company will do what it takes to balance a happy crowd with a profit. After all, as Quantum said... they aren't a charity. They're a business.

First sale doctrine does seem to apply to software sales but it is a hotly contested issue in the courts and is no where near settled. Steam adds another wrinkle to the argument because you are not even buying a license you are buying a service according to the steam EULA.

http://arstechnica.com/tech-policy/...uling-a-messy-win-for-first-sale-doctrine.ars
This is incorrect.

Technically, you aren't really buying a service. It's more along the lines of Steam is loaning you a service. Which is why I have been saying that Steam can turn your account off... it's not your account, any more than this is MY forum account. It has my information, and I am responsible for it... but if I do something wrong, and they ban me forever... I can't do anything. The account was never actually mine.

EDIT: To put it simply... they aren't getting you for sharing the game, they're getting you for sharing a pseudo-serial for every game on the account. They need to make game-transfers easier, in order to maintain a clear understanding of what you are actually getting from them... as well as putting them in a better position to accommodate the First-Sale laws and eliminate semi-legitimate account-transfers.
 
Firaxis is still fine, even though this game needs work.

I'll never buy another DICE product again though :goodjob:

I know! God almighty I hate DICE. They've screwed up so many times, yet many people continue to go right ahead and buy their crap.

They ruined my experience with BF2 personally.

AddOn: So what exactly is wrong with Civ 5? Other than my strategic view CTD all the time. I think it's a relatively good game, however the complexity of the 4th installment and it's expansions are gone for sure.
 
Technically, you aren't really buying a service. It's more along the lines of Steam is loaning you a service. Which is why I have been saying that Steam can turn your account off... it's not your account, any more than this is MY forum account. It has my information, and I am responsible for it... but if I do something wrong, and they ban me forever... I can't do anything. The account was never actually mine.

That's just what they say, that doesn't mean it is legal. If McDonalds said it wasn't selling you a sandwich, but a license to eat a sandwich of theirs, any complaint of theirs of you giving or selling your sandwich to someone else would still be entirely legally invalid.

More to the point: EULAs are not legally binding. They are just pseudo-legal tools that are used to justify certain actions (like disabling an account), so that people don't actually go against those actions in court, in which case it is quite possible that Steam would lose.
 
No company in a capitalism should have to explain that they are out to make money. It should be expected that the Company will do what it takes to balance a happy crowd with a profit. After all, as Quantum said... they aren't a charity. They're a business.

Individuals are also out to make a profit and obtain pleasure for themselves. Tell me why they should explain their actions against companies, while companies don't have to explain their actions against them.

Anyhow, you are ignoring the fact that companies don't exist in a void, they exist within nations. And they have to follow the law of the land.
 
That's just what they say, that doesn't mean it is legal. If McDonalds said it wasn't selling you a sandwich, but a license to eat a sandwich of theirs, any complaint of theirs of you giving or selling your sandwich to someone else would still be entirely legally invalid.

More to the point: EULAs are not legally binding. They are just pseudo-legal tools that are used to justify certain actions (like disabling an account), so that people don't actually go against those actions in court, in which case it is quite possible that Steam would lose.
That's a really poor analogy; but it's admittedly difficult to find a physical-world equivalent to digital copyrights that everyone can understand. I'm going to provide a series of comparisons.

  1. Business Construction Wal-Mart doesn't own anything in it's store. Wal-Mart acts like a warehouse, and company's "store" their goods in this warehouse. Potential customers are allowed to come in and see the goods that are being "stored" there. When a customer purchases an item, Wal-Mart buys it from the Warehouse with the money you are using to purchase it.

    Just like Wal Mart, Steam doesn't actually own the games they are selling to you. They don't have a stack of X number of licenses that they can sell you before having to buy more. Their job is to make the game available to you (the potential customer) as well as ensuring that you don't steal the product. Given the lack of CD-Required protection in the Steam Library, the response is to tie that CD key to your account.
  2. Accounts Steam's accounts are like a commercial Social Security Number. You don't pay for the account... it's just something that Valve uses to keep track of who is who. By sharing that ID, Steam can no longer keep an accurate count of who is who- and by extension, can no longer perform the job for which the program exists. If Steam can't tell who is who, then they cannot tell who has ownership of what games. If they can't tell who has rights to what, they cannot enforce it. At this point, they are just another D2D Service.
  3. Sales Steam doesn't sell you a physical object; but the consumer laws regarding the product try to emulate how it would work if it were an actual object. This is why you can make copies of digital media for personal use only.

    You don't buy a CD for the plastic disk... you buy it for the content on that disk. In this case, the content is not expected to degrade- the incentive to purchase new software comes with the deprecation of the current software; not with the damage of the disk. If the data on the disk is damaged, many companies will replace the CD with proof of a damaged CD. However, in the case of physical goods... if you purchase a TV, and it comes broken- you can replace it. If you purchase a TV and then break it, the cost for a new TV is out of your pocket.

Steam skips the hassle of the plastic disk, and provides the data directly to you. This method immediately provides a problem: There is no longer a physical object to tell who has the actual rights to the software. Let's say that you, and 5 of your friends, are all sharing 1 "legal" copy of Windows7, and 5 "illegal" copies. If police have a warrant, and are searching your homes, the "easy" answer is "Who has the CD?" Whoever has the CD is the one who has the license.

With Steam, you can't do this. The CD is replaced by a digital watermark on your account. "User 5311182 owns Civ5." It eliminates the need for a registration key for digital content. By sharing the username and password, you are allowing other people access to that copy of the software. Not a separate copy, but your copy. If two people can install the same copy of a particular software, on different machines, and use this software in multiple locations at the same time... this is no different than making multiple copies of the CD. (I actually don't know why they haven't made it so that an account can only sign in at one location at a time.)

The purpose of sharing account information for permanent transfer sounds reasonable enough... but where do you draw that line? "I wasn't pirating software. I was sharing the game with 5 billion of my closest internet friends." In order to stop loopholes, the system has to be harsh.

However, in regards to "taking Steam to court"... if Steam locked your account because they believed you were pirating software- it's because you weren't pirating hard enough to warrant them taking you to court. If you take Steam to court, because you cannot access your games- Steam would likely be ordered to allow access to those games. However, I would fully expect Valve to counter-sue for the cost of all the software licenses that it can prove, with reasonable certainty, were pirated.

In other words, if you shared your account with 7 people and your account is locked; if you took Valve to court over it, you should expect to get sued for 7x the total cost of everything on your account to make up for the profit lost by sharing that account with 7 people... since Steam will be able to prove that sharing the account is the same as sharing the activation code.
Individuals are also out to make a profit and obtain pleasure for themselves. Tell me why they should explain their actions against companies, while companies don't have to explain their actions against them.
That's not what profit means. When I talk about profit, I'm specifically talking about a financial profit.

To assume that a corporation is making a product for the enjoyment of the individual is naive. The corporation is making a product to make money. The only way to make money, is to sell that product. In order to sell that product, the consumer must want that product. If the consumer doesn't want the product, the company can't sell it, and therefor cannot make a profit. Your happiness is just a tool that the corporation utilizes in order to access your check book.

Any individual who thinks that their decision not to purchase a $60 game is going to cause enough damage to a multi-billion dollar industry to make them care, is also naive.

$15,000,000,000 - $60 = $14,999,999,940.

Nobody said that a consumer has to explain what they are doing. It should be equally obvious as what the gaming industry is doing. The majority of people don't go to work because they love their job. They go because they need the money. They need the money so they can spend it on things they like.

The vendor and the customer should have a mutual, if implicit, understanding of why the other is there. The company explains their policy, and what they expect from the customer- and in return, they explain what they will do.

Anyhow, you are ignoring the fact that companies don't exist in a void, they exist within nations. And they have to follow the law of the land.
I have not ignored the fact that companies exist within nations; there are very few countries where piracy is legal. If you are pirating games, even if you don't understand that (or how) you are pirating, you are still breaking the law in most countries. If you don't understand how Steam works, or it's purpose, I would not advise suing them if they lock your account.

You should be prepared to purchase all of the "pirated" copies of the game. In other words, be prepared to pay for: every game on the account, multiplied by the number of users who have ever had access to the account (other than yourself). After all, just because you didn't understand the system, doesn't mean you get away with all of those free copies of the software you were distributing against the law.

The Steam EULA does a really good job of explaining how to use their system without violating the law... and while it may not be strictly legal for them to close your account for piracy- it's probably cheaper to let them do that, than to risk being ordered to pay for all of the pirated copies of the game AS WELL AS court fees. This suit, Valve is just as certain to win as your suit of not being able to access the games you bought.
 
I have not ignored the fact that companies exist within nations; there are very few countries where piracy is legal. If you are pirating games, even if you don't understand that (or how) you are pirating, you are still breaking the law in most countries. If you don't understand how Steam works, or it's purpose, I would not advise suing them if they lock your account.

The original poster never EVER said he wanted to pirate several copies of the game. He was complaining about his inability to engage in his legal right of resale.

Until you respond to that, you haven't responded except to troll people with incredibly verbose misunderstandings.

Moderator Action: As a new member, I'm giving you a little leeway, but please note that calling others a troll is not allowed here, please use the report post button
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if you feel someone is trolling and let the moderators handle it. Thanks.

Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
 
Steam skips the hassle of the plastic disk, and provides the data directly to you. This method immediately provides a problem: There is no longer a physical object to tell who has the actual rights to the software. Let's say that you, and 5 of your friends, are all sharing 1 "legal" copy of Windows7, and 5 "illegal" copies. If police have a warrant, and are searching your homes, the "easy" answer is "Who has the CD?" Whoever has the CD is the one who has the license.

With Steam, you can't do this. The CD is replaced by a digital watermark on your account. "User 5311182 owns Civ5." It eliminates the need for a registration key for digital content. By sharing the username and password, you are allowing other people access to that copy of the software. Not a separate copy, but your copy. If two people can install the same copy of a particular software, on different machines, and use this software in multiple locations at the same time... this is no different than making multiple copies of the CD. (I actually don't know why they haven't made it so that an account can only sign in at one location at a time.)

I own a CD with CiV. I went to the store, I bought the disc, and I can hold it in my hand.

Steam says I CANNOT transfer the game. According to Steam, you are wrong, and the holder/owner is not the one with the license. The first buyer is always the license owner, and it can never be transfered.

I can uninstall the game, but because, even with a physical DVD, even with a registration key on the instruction manual, Steam says I have no right to transfer that license.

In truth, they do get one thing right; it does not matter if you have the physical material on which the game is put or not. In all cases, you bought the license that you talk about, which is what matters. What you physically have is of no importance to owning the license.

Truth be told, I really hate things like this, and I would not have bought CiV had I done a bit of homework first and known about it. I refuse to buy games that try to restrict my rights as a consumer.

In the end, this kind of thing will not go over well unless we see microtransactions leading to games being bought in such little bit-sized parts that people don't mind if they can't resell for that price...but microtransactions are another thing that cause me to fear for the future of gaming.

As an example, from what I can see, the Nook is more popular among college professors in Brazil than the Kindle. Why? Because Nook allows you to transfer books to others. They want to be able to share what they have, as they would a normal book, and anything that restricts this doesn't go over too well.

Games are much the same. You spend a decent amount of money on a game, so you want to be able to do certain things with it. Steam and other such companies try to restrict this, not because it is piracy, but because the companies that make the games are happier if they can force more sales.

I only question when it will bite them in the backside.

The more people that don't know their rights and cite agreements that are not legally binding (as has been stated, no more legal than signing a contract that makes you a slave) as reasons people cannot resell, the better for the companies.
 
The original poster never EVER said he wanted to pirate several copies of the game. He was complaining about his inability to engage in his legal right of resale.

Until you respond to that, you haven't responded except to troll people with incredibly verbose misunderstandings.

Spoiler :
If you want to let your friend use the game- the best course of action is to purchase in CD form. As it stands, Steam would be able to prove that you had the game active on multiple computers- you would then have to be able to prove that you weren't using the accounts simultaneously. I don't think Steam would care about this particular case of account sharing- you're costing them, what? US$30-50?

[...]

how can you write a contract to punish the $450 guys without punishing the $30 guy... while not simultaneously creating a loophole?

[...]

Steam does need to make transfers between accounts easier; it's an obvious attempt to make digital-rights transfer as difficult as possible. It's very shady... but it makes sense from a capitalist standpoint. I think they hope that the inconvenience of transfer makes purchasing a new game a better option.

[...]

In order to stand a respectable chance [in court], however, you would have had to try transferring ownership through contractually approved channels. Otherwise, Steam can claim that they were tallying the number of pirated copies to charge to your account.

[...]

At the very least, Steam needs to include an automated method for license-transfer between Steam accounts. [...]

In the OP's specific case, he is talking about a transfer of account- an account that, for all intensive purposes, belongs to Valve. Valve says that you, and you alone, can use it. If you try to circumvent their contract, they can deny use of the account. The fact that games verify themselves through Steam is unfortunate- but if you tried to hack the EA Copy Protection service, and they blacklist your IP... how would you be able to justify suing them if the blacklist prevented you from playing a game that uses EA to enforce copy protection?

[...]

No consumer is "special." To complain that the gaming industry using copy-protection is an offense, that they are assuming that all consumers are lying, thieving, would-be criminals is absurd. In fact, the assumption that all consumers are lying, thieving, would-be criminals is not something new to the gaming industry... or any industry. Every industry has some kind of investment-protection; but the gaming industry is the target of the most, hands down, dishonest customers.


By giving away your account information, you have "duplicated" all of the information on the account. And what, Valve is just supposed to take you at your word, that you "really, really promise" not to use the account anymore? Or lock your account until you transfer the games off of the account instead of trying to pirate them.

In the case of a Steam account, you don't have any rights because you didn't purchase it. In this case, Steam owns the account- and have assigned it to you. You are told that you cannot share the account.

The account and the license are two very different things. Transferring the game, while inconvenient, is not illegal; and Steam makes no pretense of the contrary. Transferring the account is different, because of the action it implies.

On the server-end, account transfer and account sharing look identical; it is because of this transparency that Account Transfers are treated as Shared Accounts.

[...]
While it makes sense that you would be able to share this account, there is no way to prevent you from giving your username and password away to everyone. One... two... three people? Steam likely doesn't care about the little fish any more than the music industry cares about the guy who downloads 4 or 5 songs per week.

Once you reach into the truly ridiculous, blatant infringement (100 games, 100 users... each game being $30 is almost a $300K loss) then Steam probably cares a bit more. However, there is no way to write a contract prohibiting major-league pirates, while excluding casual or accidental violation, without creating a loophole. Unfortunately, they have to crack down on people or risk implying that a certain degree of piracy is ok.


[...]

While terminating your account is within their rights, and justifiable if they can prove you were trying to infringe on their rights... they need to find a way to make legal transfers convenient. If legal transfer is easy and convenient... there is no reason to transfer or share an account, and doing so would immediately demonstrate intent to pirate.

So, what it boils down to is:

1. Steam needs to implement an automated system for license transfer.
2. Steam needs to spell out, clearly, that account sharing is CD Key duplication and demonstrates intent to pirate.

If these two steps were already implemented, this thread wouldn't even exist.



I own a CD with CiV. I went to the store, I bought the disc, and I can hold it in my hand.

Steam says I CANNOT transfer the game. According to Steam, you are wrong, and the holder/owner is not the one with the license. The first buyer is always the license owner, and it can never be transfered.

[...]

The more people that don't know their rights and cite agreements that are not legally binding (as has been stated, no more legal than signing a contract that makes you a slave) as reasons people cannot resell, the better for the companies.

In the case of a physical CD, Steam is redundant protection. They likely treat the CD installation as they would any other installation- and I'm not certain why, other than laziness, they wouldn't allow transfer-of-title by use of the install CD. This brings me back to the point I was making earlier, though... Valve needs to implement a system that makes legal transfer easy, simple, and convenient. Preferably, it should be automated. Even if the transfer had a "service charge" of $5 to discourage continuous change-of-ownership; there would be no need or justification for account sharing.

As it stands now, one-person-to-account is the only proof that the consumer has that they aren't pirating copies of the game. If you share an account, Valve accusing you of piracy is actually really easy in the current system. If they added the system mentioned above, you would have no way to defend yourself from that piracy charge- but most people wouldn't be in that situation in the first place. Which, when you think about it, would satisfy almost everyone. The only reasons not to do this are to make it inconvenient enough that consumers would rather just buy new copies... and that creating a system that supports that would be expensive, and could possibly introduce new security gaps.

Those aren't excuses, btw. Just statement of facts, that could be acting as deterrents.
 
I'm pretty sure I lost more rights when I bought Civ V than when I sold my soul to the Devil. :lol:
 
Wow.

Talk about apples to 1974 Plymouth Furies.


Look, the bottom line is that the enforceability of an end-user license agreement is a lot higher than a contract where you sign over your firstborn male child. I'd be curious as to how many folks here are lawyers, and how much they know about the enforceability of EULAs. There's a body of caselaw out there, but it's not huge, and it differs subtly as the facts in the cases change. So, for example, a "shrinkwrap" license may not be enforceable, whereas a "clickwrap" license will be.

I invite those making sweeping statements about the enforceability of specific EULA clauses restricting the first sale doctrine sections of the Copyright Act to make their case based on legal precedent, rather than gut instinct and a general sense of "fair play."

I'd also like to point out that the Copyright Act is not the U.S. Constitution. The "rights" you as an end user have under the Copyright Act are not rights at all. Rather they are restrictions on the holder of the copyright as far as what will or will not be deemed infringement.

In other words, the Copyright Act doesn't say "We hold these truths to be self-evident that every consumer has the right to sell a copy of their CD to some other guy." Rather, it says more that copyright infringement does NOT include the sale of a book to another individual after you purchase and read it.

That, however, is NOT the same thing as saying that the terms of the EULA to which a user validly agrees* are unenforceable.



*You might get some traction from arguing about the enforceability of "clickwrap" license agreements, but these days, I think you'd be more likely to lose unless the clause is found to be a clear violation of the public policy of the state whose law governs the dispute, or is found to be unconscionable. The public policy angle might work, but that'd depend on state law. Unconscionability, however, is a real longshot.



THE ABOVE IS NOT LEGAL ADVICE. I AM NOT YOUR LAWYER, AND YOU ARE NOT MY CLIENT. NO ATTORNEY-CLIENT RELATIONSHIP IS CREATED BY YOU READING OR ME WRITING THIS POST.
 
Gameplay. I understand the EULA, I glance over them before I sign. It's an unfortunate fact of today's lawyer-reign-supreme civilization.
 
I'd also like to point out that the Copyright Act is not the U.S. Constitution. The "rights" you as an end user have under the Copyright Act are not rights at all. Rather they are restrictions on the holder of the copyright as far as what will or will not be deemed infringement.

This is baloney, I'm afraid to say, anything granted to you under law is a right, whether it appears in the constitution or not, unless it flat-out contradicts the constitution. If you honestly believe what you've just written here, I'd have to advise you never to represent yourself if you ever find yourself before a beak.
 
This is baloney, I'm afraid to say, anything granted to you under law is a right, whether it appears in the constitution or not, unless it flat-out contradicts the constitution. If you honestly believe what you've just written here, I'd have to advise you never to represent yourself if you ever find yourself before a beak.

I believe that what the post you quoted is saying, is that the Constitution is the only set of rights that cannot be signed away through contract- hence "inalienable" rights.

Your Miranda Rights state "You have the right to remain silent, anything you say can (and will) be used against you in a court of law. You have the right to an attorney. If you cannot afford an attorney, one will be appointed to you by the state. Do you understand these rights?"

At this point, you acknowledge the understanding your rights- you are verbally signing a contract. If you decide to waive those rights, they no longer apply- and you cannot use them.

If you sign a EULA, any rights that were previously awarded- yet are NOT considered inalienable by the US Constitution, or it's equivalent in your country- can be waived by your agreement.

In other words, signing a EULA that restricts your rights... you are voluntarily waiving those rights. The rights are not inalienable, so it's completely legal.
 
Your Miranda Rights state "You have the right to remain silent, anything you say can (and will) be used against you in a court of law. You have the right to an attorney. If you cannot afford an attorney, one will be appointed to you by the state. Do you understand these rights?"

At this point, you acknowledge the understanding your rights- you are verbally signing a contract. If you decide to waive those rights, they no longer apply- and you cannot use them.

That's just untrue. If you waive your right to legal representation and/or self incrimination, you can of course "use them" at any subsequent point. You have the right to representation and silence - always, even if you choose not to exercise same.

I'm starting to wonder what your agenda is here. It seems to me that the OP has a valid gripe and isn't pirating, assuming he's being straight. Even if he isn't, he's representative of some slice of consumers.

I'm also starting to wonder whether using Steam is a moral decision. I'm a senior developer (google me) and we're for the first time using Steam to distribute and protect our PC sku in an upcoming release. We worry about piracy. I'm wondering now if we should also be worrying about a customer's ability to give the game he's purchased to his brother.

I think I'm going to try it with one of mine and see if, as Rooftrellen posts, they'll disallow it even if I've a CD, key, etcetera. I'm frankly skeptical, but if so...

By the way, guys - piracy's a [word that is evidently a no-no, female doggie]. It's killing our ability to develop PC titles outside the MMO business model. We need something to make big-budget PC games fiscally attractive. But not at the price of alienating our customer base.
 
That's just untrue. If you waive your right to legal representation and/or self incrimination, you can of course "use them" at any subsequent point. You have the right to representation and silence - always, even if you choose not to exercise same.

I'm starting to wonder what your agenda is here. It seems to me that the OP has a valid gripe and isn't pirating, assuming he's being straight. Even if he isn't, he's representative of some slice of consumers.

I'm also starting to wonder whether using Steam is a moral decision. I'm a senior developer (google me) and we're for the first time using Steam to distribute and protect our PC sku in an upcoming release. We worry about piracy. I'm wondering now if we should also be worrying about a customer's ability to give the game he's purchased to his brother.

I think I'm going to try it with one of mine and see if, as Rooftrellen posts, they'll disallow it even if I've a CD, key, etcetera. I'm frankly skeptical, but if so...

By the way, guys - piracy's a [word that is evidently a no-no, female doggie]. It's killing our ability to develop PC titles outside the MMO business model. We need something to make big-budget PC games fiscally attractive. But not at the price of alienating our customer base.

Personally, I prefer the business model that Stargate uses for copyright protection. Engines like Steam will drive people away from titles that aren't easily recognized (Sins of a Solar Empire, for example)- the CEO is quoted as stating that, "People who download the game illegally were unlikely to purchase it anyways."

They don't control game distribution... they control the multi-player environment, and the release of patches.

This is the other end of the spectrum, however. Steam is one aggressive mo-fo of a copyright protection system; and it works for most people. It's not the most aggressive anti-piracy software out there, by any means. There's one, that I can't remember right now, that won't let you install or run games at all if you have any sort of burning software on your computer.

It's also not too lenient. Some companies don't even use copyright protection. I think Stardock is the only successful company that still doesn't use DRM Software.

Steam almost guarantees that the designing company gets paid for almost every copy of the game... at the cost of restricted user freedom. Let's face it, though... the average user isn't going to cause a lot of damage to the corporation. It's the guys that go out, costing the company hundreds of dollars that makes companies like Steam popular with developers.

My example of the Miranda Rights are an admittedly poor analogy- but the concept remains the same. There are two "sets" of legal rights. You have rights that cannot be violated, and then there are rights that you can forfeit... then there are rights that you never were actually able to claim.

In Steam's case... you own a license to all of the games registered on your account. I have not, and will not, argue this point. I think that everyone here 100% agrees that any license you purchase, is yours. Steam isn't purchased, though. Steam is free, for the End-User. Their obligation isn't to the End User... it's to the company that owns the copyright. The account you use with Steam isn't yours any more than this CFC account is mine. I'm essentially borrowing it from CFC.

If Steam turned your account off... you could likely sue them for it- but they will use the argument that I've been using: Sharing accounts is licence forgery and theft. When they turn off your account, they are denying you the ability to pirate- without having to waste money on court fees. They can already prove that you were sharing accounts- and now you have to prove you weren't... and you can't... because you were. They would then, also, have a case for a counter-suit for the damages incurred from every license that was "stolen." That equals: The product of the number of games on the account, and the number of people you have shared that account with.

I'm not endorsing Steam... but I'm saying that you have to be trying to circumvent the system to get in trouble with them. If you want to transfer an account in order to transfer a game... you should try to transfer it in accordance with the EULA first- so if things DO go wrong, you can cite that Valve was interfering with your right of First Sale... and can prove it.

To talk more about "rights"...

(In the U.S.) You cannot sell yourself into slavery, you cannot sign someone else into an obligation without their consent/signature, you cannot sign away your right to freedom of speech/religion/etc. Slavery is against the Constitution, signing for someone else is forgery at best, and the third is from the bill of rights.

There are cases for and against the enforceability of a EULA. However, the majority of the failures have been due to EULA's that cannot be read without simultaneously "using" the software. In the specific case of Steam- you read the EULA prior to download, and the software is not purchased. The chances of losing the case are significantly higher than winning, in most jurisdictions.

Given the nature of Steam, and the business model they employ, you would likely lose a court battle against their EULA; especially if you didn't have a legitimate reason for taking a company to court after violating a contract.
 
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