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Derivative Works and Video Game Mods Under Copyright Law -By Divyanshu Mishra

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Divyanshu Mishra
Journal IJLRA
ISSN 2582-6433
Published 2022/12/10
Access Open Access
Volume 2
Issue 7

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Derivative Works and Video Game Mods Under Copyright Law
 
 
BY: Divyanshu Mishra (L19BLB003)
 
 
Introduction
 
Video games are a relatively new form of art, emerging in just the last few decades with the first video game being Pong. The industry in the beginning was just limited to arcades and was not even considered and artform until recently. Now it is an industry which has even surpassed the movie industry in terms of the market size[1]. Video game industry market was in 2021 a USD 195.65 billion[2]., while movies have only a market valued at around USD 28.9 billion in 2021[3]. While the movie industry is expected to grow at a rate of around 7% in the US the video game industry on the other hand is expected to grow at a rate of 14%. India has also seen a huge rise in the gaming industry because of its smartphone and internet boom. Mobile gaming in India is expected to grow at the CAGR of 19.75% from 2022-2027[4]. As intellectual property rights are mainly for encouraging creativity and economic growth. Indian copyright laws currently, have had no cases regarding video games. The Indian video games industry is still in its infancy, but as the industry rapidly grows in India. This might present a challenge for Indian courts. Application of Indian copyright laws, to the complex issue of modding and marketability of mods is still an open issue.
 
The paper will discuss the current cases of US origin and will try finding out how might these issues be seen in the Indian legal context.
 
 
 
Nature of Ownership of Software
 
The problem with modding software and specifically video games arises from the nature of ownership of such games. Customers who might have brought software in the past must have noticed that most of the companies these days have been shifting to a subscription based model to sell their software. This trend, of subscription has been adopted by Adobe for its video, audio and image editing software and also by Microsoft for their office suit. This subscription based model was influenced because of a landmark judgement, which made companies nervous about their copyright. The courts also recognised the ambiguous nature of an End User Licencing Agreement, and what it could mean for consumer[5].
 
Rights of customers regarding use of software sold as licences have been given in 3 cases known as the “MAI trio”. These principles are; essential step and first sale doctrine.
The MAI trio propounded two principles essential for the rights and use of copyrighted software and application of the principle of essential step.
 
First Sale Doctrine
 
The first sale doctrine, despite its name does not require sale of a product. It derives its name from the logic that, exclusive rights of distribution, can only be enjoyed till the first sale of the copy of the work[6]. As long as there is an EULA and it states that the copy of the work will stay with the end user till perpetuity and does not restrict further transfer of the software or work, it is considered, “sale of a copy”[7]. Aside from the intent of regaining possession, there must also be a clear licencing agreement which cannot be confused with sale of a copy of the product.
US state laws, chapter 17 of U.S. code section 109 gives “the owner of a particular copy or phonorecord lawfully made under this title, or any person authorized by such owner, is entitled, without the authority of the copyright owner, to sell or otherwise dispose of the possession of that copy or phonorecord[8].
 
The right of ownership of the physical copy also restricts exclusive rights of the copyright holder, to be the only distributer of the product. Landmark case of UMG v Augusto gave us a look into how this doctrine could be applied to digital software. UMG had sued Augusto while he was trying to sell promo CD’s he had legally acquired, on Ebay. Then Augusto brought a case against UMG for misuse of DMCA laws and claimed his sale was protected under first sale doctrine. To invoke this defence Augusto showed:
 
“(1) the CDs were lawfully manufactured with UMG's authorization;
(2) UMG transferred title to the CDs;
(3) Augusto was the lawful owner of the CDs; and
(4) Augusto disposed of, but did not reproduce, the CDs.[9]
 
UMG appealed the decision to the Ninth Circuit, to no avail: the court flatly rejected the argument that merely slapping a notice on a copyrighted work prevents the work from ever being re-sold. The ruling helped cement the principle of first sale in copyright law -- once ownership has passed, copyright law no longer interferes with resale of lawfully made books, CDs, DVDs, or other copyrighted works.
 
Essential Step Doctrine
 
Essential step doctrine propounds that the owner of the software and product has the right to create copies of a software, if such copy is essential for the use or enjoyment of the product. The essential step doctrine is now codified in U.S. law section 117 of Chapter 17 of U.S. Code and was first propounded in the case of MAI Sys. Corp. v. Peak Computer Inc. [10] There are two reasons given in state for making such copies:
 
“1. that such a new copy or adaptation is created as an essential step in the utilization of the computer program in conjunction with a machine and that it is used in no other manner, or
(2) that such new copy or adaptation is for archival purposes only and that all archival copies are destroyed in the event that continued possession of the computer program should cease to be rightful.[11]
 
While copies for the use of customer are allowed they cannot be in violation of the test of essentiality. Also the right to copy cannot be absolute causing financial damage to the owner of copyright. In the case of Wall Data v. Los Angeles County Sheriff's Dep't, 3,663 licences were issued to the defendant but the defendant had installed the software on 6,007 computers via HDD imagining.[12] The defendant had tried arguing, without adequate evidence, that at one time, only 3,663 users could access the software simultaneously. While the defence of essential step was claimed it could not be applied as convenience of the user was not considered enough for the application of section 117.
 
Change on Business Model and Limitations of UMG v Augusto
 
A copy of AutoCAD, a software, for computer aided design was licenced to Cardwell/Thomas Associates, an Architecture firm. The physical disk copy of the software was sold to Vernor when office equipment was sold. Subsequently, Vernor put up an ad on Ebay for the sale of the second hand acquired copy of the software. The sale ad was taken down when Autodesk alleged copyright violation. Vernor’s Ebay account was temporarily suspended. Then Vernor filed a suit in the Western District of Washington alleging Autodesk’s takedown as unfair trade practice and that he had the first to sell his copy as per the doctrine of first sale. The first sale doctrine whether applicable on software lisences or not can be assessed through the following steps:
 
“(a) whether the agreement was labelled a license,
(b) provided that the copyright owner retained title to the prints,
(c) required the return or destruction of the prints,
(d) forbade duplication of prints, or
(e) required the transferee to maintain possession of the prints for the agreement's duration[13].”
 
Judges in this case accepted Autodesks arguments but criticised the EULA and called it a “hodgepodge of terms that, standing alone, support both a transfer of ownership and a mere license.”. First being the fact that the physical copy of the product was supposed to be in perpetual possession of Cardwell/Thomas Associates. Secondly, there was no mechanism created by Autodesk to regain possession of the said software which they claimed was not sold to the company.
 
Because of this precedent, software companies realised that they needed to change their EULA’s and their business model. The fact that they might not be able to stop the existence of a second hand market under a licence sale model made them consider and switch to a subscription based model. There are also benefits to a subscription and licencing model for the end customer. Subscriptions or licences can be provided as different rates to companies and students, only when there doesn’t exist a second hand market for the software to drive the rates of the software down. But the same can also mean lack of ownership for the customer for something they previously one brought and had rights over. To use dispose and sell off as they pleased.
 
Mods and their Legal Standing
 
Video game mods as the name suggests are modifications made to aspects of gameplay, visuals or mechanics of the game. Modifications in recent times have not been discussed in Indian legal courts but the question of their legality still remains. A video game is built upon a copyrighted piece of software called a game engine. A game engine is a piece of code or algorithm which forms the backbone of the game. A game engine is also copyrighted and is, in most cases, a proprietary piece of technology developed by the publishing company. It is also essential to note that a video game carries with it multiple copyrights. It has copyrighted music, it has trademarks, it also has storylines plots and scripts all of which enjoy copyright protection.
 
US law regarding copyright seems to have a higher benchmark for originality. Recent judgements also point to U.S. courts propounding that, rights of fair use can be forfeited by a licensee through an EULA dictating the terms of use [14]. In one of the cases Blizzard (a video game company) sued a mod maker which had created an alternative to its online services. The same company in MDY v Blizzard had also sued another mod maker for modifying their game.
 
Nexus Test of an EULA
 
Starting with MDY v Blizzard, the most important point this case had propounded was that a violation of an EULA doesn’t automatically cause violation of copyright laws. It segregated the contract law and copyright law part of an EULA. The test to check whether there was a copyright violation was called The Nexus Test. This test in essence said that, if a term of EULA is connected or effects the exclusive rights of a copyright holder, only then will it amount to a copyright violation. Otherwise it would only be termed as a copyright law violation. Facts of the case were that, MDY Industries LLC made a program called Glider for the game, World of Warcraft. This modification helped the players play the game through bots and also play when they were not at their computers, to get ahead in the game. Blizzard had included an anti-cheat clause in their EULA which banned bots and the software violated this term. The U.S. courts realized that Blizzard had sued them for copyright violation and this could mean that clauses unrelated to copyright laws could be included in an EULA to unlawfully expand rights of a licence holder.
 
The modders were held violative of the EULA, the agreement they had signed, but they were not found guilty of copyright violation. This was the first instance when EULA violation didn’t automatically mean the remedy lied in copyright law and it became a matter of contract law.
 
Violation of Copyright through Mods
 
Now, it is also essential to acknowledge that the game Blizzard was suing modders over was an online game. In Davidson v Jung,[15]  modders had created an alternative to Blizzards online service. Tim Jung had claimed he had done so because he found Blizzards online services lacklustre and created an alternative, “bnetd.org” for players to use and play online. This mod was hit with a permanent injunction by Blizzard. This case of modding also involved an aspect of piracy. As the game was online, battle.net service by Blizzard also acted as a DRM check. This DRM check was absent while using bnetd.org, therefore allowed pirated users of the game to also enjoy the online service. There was also the issue that battle.net was a subscription offered by Blizzard. And bnetd.org also competed financially with Blizzards battle.net. The court also noted that it was impossible to create the mod without reverse engineering the code of the game and was violative of the EULA. Here in this case the court propounded that:
 
(1) Blizzard's software end-user license and terms of usage agreements were enforceable contracts;
(2) Appellants waived any "fair use" defense;
(3) the agreements did not constitute misuse of copyright; and
(4) Appellants violated the anti-circumvention and anti-trafficking provisions of the Digital Millennium Copyright Act ("DMCA")[16]
 
The defendant was held guilty of copyright violation and as this mod compromised Blizzard’s financial interest and also reverse engineered their game allowing piracy was deemed violative of copyright laws.
 
Indian Laws vs U.S. laws on Derivative works and Mods
 
The test of copyrightable works and recognition of derivative works differs from India to U.S. While the US uses the test of  Modicum of Creativity and does not recognise derivative works as copyrightable. Indian standards of copyright, through the precedent of Eastern Book Company v. D.B. Modak have accepted the test of Skill and Judgement for copyright. Still that does not mean that Indian courts would allow mods without any legal hiccups.
 
·         Firstly, the derivative work that was considered copyrightable in EBC v. D.B Modak was already in public domain and was not already copyrighted. Court cases are not computer software.
 
·         Secondly, Indian copyright law has separate rights and sections for computer programs and the above precedent deals with different facts.
 
·         Thirdly, video games don’t have just one form of copyright associated with them. Characters of a game, scripts, music and even use of the proprietary game engine of the publisher can give rise to copyright issues.
 
 
The complicated nature of video games and the copyright associated with them has been summed up perfectly in the below cited paragraphs.
 
“interpretation is in accord with the expressive/functional dichotomy proffered in the case law on reverse engineering. The Ninth Circuit in particular has repeatedly noted that copyright is not to be used as a vehicle to monopolize functional elements. In Sega Enterprises Ltd. v. Accolade, Inc.,98 the court's reasoning suggested that computer programs may contain both expressive (the story) and functional (the physics system) code.99 This "hybrid nature of computer programs"100 counseled caution in extending copyright protection for potentially functional elements.101 Sony Computer Entertainment, Inc. v. Connectix Corp.10 2 cemented this distinction between functional and expressive software elements.103[17]
 
Indian laws do still provide fair dealing protections to computer programs which is different from fair use. Section 52 (ad) of Indian copyright law provides protections for making copies and adaptations of a computer program but only for non-commercial and public use.
 
Indian courts might have provided protection to Derivative works in D.B. Modak, but U.S. courts have not given any such protection to mods. U.S courts have propounded that even a partial mods of a game is considered to be derivative work and therefore the copyright holder can only sell and manufacture such copies. The partial mod in this case was an accelerated version of the game and even Indian test of, skill and judgement adopted from a Canadian judgement might not consider it a derivative work.  Modern mods of games are not that simple though. Most of the time modders add code which is unique to the game. To change its visuals and gameplay which is still protected under U.S. law through the precedent of; Lewis Galoob Toys, Inc. v. Nintendo of America, Inc. The case involved sale of an external device which modified the game code and was termed as non-derivative product, as did not contain code made by Nintendo, the game publisher.
 
This does not mean as long as there is addition of extra code there can be no copyright violation through a mod. As courts in another case of Micro Star v. FormGen Inc[18] found that a mod was being sold for the game Duke Nukem and it used character models of the original game. Courts said it amounted to a derivative work. The mod referenced underlying data in the game and courts were of the opinion that the storyline of the main game could be infringed through the use of characters in it. Here we can see conflicts between Indian benchmark of Skill and Judgment and the U.S. benchmark of Modicum of Creativity. Mods such as these which used the same characters can have variations is storyline, can be considered derivative and still enjoy copyright protection with respect to the Indian test. As per D.B Modak case para 57:
 
“The derivative work produced by the author must have some distinguishable features and flavour to raw text of the judgments delivered by the court. The trivial variation or inputs put in the judgment would not satisfy the test of copyright of an author.”
 
And as per above test such mods might get protection which might not be available in the US test of Modicum of Creativity.
 
Apart from the nature of the work, Indian law does recognize the doctrine of first sale as part of ownership of software. Through an amendment of section 14(b)(ii) in 1999 parliament removed the term “regardless of whether such copy has been sold or given on hire on earlier occasions” and recognised the right to resale of such products. The case differentiated between an EULA and a licence granted by copyright holder under section 30 of the copyright act. But the judgement is unclear regarding the question of sale of software by an end user if the EULA does not permit such sale. It does not address the question of applicability of first sale doctrine if the EULA does not permit any such transfer. The case was regarding TDS on payment on royalties. The ratio simply propounded the difference between an end user and whether payment for an EULA licence payment will be considered a royalty payment in case a distributer bought such copies. The ratio had nothing to say about how a sale restrictive EULA’s effects rights of an end user and only talk about distributors. It only made clear that resident distributors paying non-residents for distribution will not be covered under section 14(b)(ii) and their payments will not be considered royalties for tax purposes[19]. While the court recognizes the doctrine of first sale, it in not clear what the Indian stance is with respect to the end user.
 
As per the interpretation of section 14(b)(ii) of the court the Indian system might want to protect consumer rights. But looking at international judgements and the influence of the TRIPS agreement on India. This lacuna in interpretation can in the future cause problems not just in the realm of video games but also other forms of software licences. India would need to decide how it would differentiate the contract side of an EULA from the sale part. Considering the contemporary business model of software companies, it seems unlikely that a subscription based service can avail the remedies of doctrine of first sale.
 
Conclusion
 
As the rise of mobile gaming market in India and digitization of our economy, litigation on modified video games might soon knock on the doors of our courtrooms. There are already modified version of mobile games(PUBG and Call of Duty) which circumvent anti- cheat measures and also modify the games in other ways. Websites which provide such software can also soon be hit with litigations. With the rise of mobile market Indian might soon have videogame publishers who might want to restrict such modifications. India is also famous for using pirated software without licences and might need better and more clear laws regarding copyright infringement. Clear laws will not just invite foreign investment but also  make sure domestic industries can be profitable. Quick Heal is one of the few software companies based in India which sell their anti-virus services. Recent judgements have also come up concerning Quick Heal but they have not about payment of taxes. Considering the high number of computer graduates in India, it might just be a matter of time when game companies might soon be a substatial part of the Indian economy. Already we see companies like Nooding Heads games based in Pune which made a critically acclaimed game called, Raji an Ancient Epic. It just seems like a matter of time the courts might have some very import decisions to make.
 


[1] Patrick Shanley, Why Aren't Video Games as Respected as Movies, HOLLYWOOD REP. (Dec. 14, 2017, 9:00 AM), https://www.hollywoodreporter.com/heat-vision/why-arent-videogames-as-respected-as-movies-1067314 ("[T]he video game industry earned $30.4 billion in 2016 in the United States. Films, meanwhile, generated $11.6 billion in total box office revenue in 2016. This does not include home entertainment sales for films, but Blu-ray and download sales of films do not make up the nearly $20 billion gap between the two industries.")
[2] https://www.grandviewresearch.com/industry-analysis/video-game-market
[3] https://www.grandviewresearch.com/industry-analysis/movies-entertainment-market
[4] https://www.imarcgroup.com/mobile-gaming-market-india
[5] Vernor v. Autodesk, Inc., 621 F.3d 1102 (9th Cir. 2010).
[6] Bobbs-Merrill Co. v. Straus, 210 U.S. 339, 350-51, 28 S.Ct. 722, 52 L.Ed. 1086 (1908)
[7] UMG Recordings, Inc. v. Augusto, 628 F.3d 1175 (9th Cir. 2010).
[8] 17 U.S.C. § 109
[9] https://casetext.com/case/umg-recordings-41
[10] MAI Sys. Corp. v. Peak Computer, Inc., 991 F.2d 511 (9th Cir.1993)
[11] 17 U.S.C. § 117
[12] Wall Data, Inc. v. Los Angeles County Sheriff's Dep't, 447 F.3d 769 (9th Cir.2006)
[13] United States v. Wise, 550 F.2d 1180 (9th Cir.1977)
 
[14] Davidson v Jung 422 F.3d 630 See also. Bowers v. Baystate Techs, Inc., 320 F.3d 1317, 1325-26 (Dyk, J., dissenting)
[15] 422 F.3d 630
[16] https://h2o.law.harvard.edu/collages/45578
[17] Spare the Mod: In Support of Total-Conversion Modified Video Games, 125 HARV. L. REV. 789 (2012)
[18] Micro Star v. FormGen Inc 154 F.3d 1107 (9th Cir. 1998).
[19] Engineering Analysis Centre of Excellence Private Limited Vs. CIT & Anr.


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International Journal for Legal Research and Analysis

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