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Game cloning and non-literal copying:
recent developments
Jas Purewal
Interactive Entertainment Legal Forum
27 March 2012
osborneclarke.com




Overview


• Game cloning: an old problem, back with a vengeance
• A quick guide to non-literal copying in the UK/EU
• Recent UK/EU developments in non-literal copying
• Is it correct that there is no legal recourse if your
  game is cloned or copied?




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Game cloning: an old problem…




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Game cloning: still a problem in the '80s




                             4
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Game cloning: still a problem in the '90s,
too…




                             5
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Game cloning: nothing new now, then?


• True- same fundamental cloning issues now as before:
 • Look and feel
 • Game mechanics
 • Graphics and audio
 • Characters
 • Names
• But arguably much more widespread and large scale than
  before…


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Modern game cloning (Part 1)
Fruit Ninja v Fruit Slayer




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Modern game cloning (Part 2)
Radical Fishing v Ninja Fishing




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Modern game cloning (Part 3A)
Tiny Tower v Dream Heights




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Modern game cloning (Part 3B)
Sim Tower vs Tiny Tower?




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Modern game cloning (Part 4)
Triple Town v Yeti Town




Now known as Spry Fox LLC v Lolapps Inc (http://www.edery.org/uploaded_images/
TripleTown_YetiTown_FullComplaint.pdf)




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Modern game cloning (Part 5)
Why such a problem now?

• New and hottest platforms (mobile and
  social) still fairly new
• Still relatively quick to make a game
• But rapidly increasing cost and difficulty
  of generating a successful game
• One perceived solution: borrow from (or
  clone) someone else
• Not sustainable in long-term, but
  maybe doomed to be repeated in future
  (after all, it's already happened before)

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Modern game cloning (Part 6)
Should we do something about it?


"The ability to … draw inspiration from other peoples' ideas is at
the heart of almost every single area of the media….


Game cloning is not the bogeyman the market seems to think. It
forces developers to innovate, polish, reinvent existing styles and
above all, to be creative and think about the consumer."

                            Opinion: Why Casual Game Cloning Makes Sense:
 http://www.gamasutra.com/php-bin/news_index.php?story=14990 by Colin Anderson of Denki Games (August
                                                 2007)



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Copying 1.01: what constitutes copying of
a computer program?

•   Literal copying
•   "Literal" copying of abstract features
•   'Non-literal copying' (aka 'indirect copying' or 'non-
    textual copying')


Game cloning is built largely on non-literal cloning –
  which is also the hardest type of copying to prove or sue
  on.


                                             14
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What is non-literal copying?


Copying the structure, appearance or manner of
operation of program (aka its 'look and feel') or even its
direct contents
•John Richardson Computers v Flanders [1993]
•Navitaire v Easyjet Airline [2004]
•Nova Productions v Mazooma Games and Nova Productions
v Bell Fruit [2006-2007]
•SAS Institute v World Programming [2010-2011]



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Non-literal copying
John Richardson Computers v Flanders [1993]

• Programmer creates a program for one business, then
  creates the same program for another – but using a
  different programming language.
• Held: infringement can occur where the general scheme
  or features of a program have been copied, even though
  the code was completely different.
• Or put it another way: whether there has been copyright
  infringement isn't limited to the text of the computer code.



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Non-literal copying
Navitaire v Easyjet Airline [2004] (Part 1)

• Defendant's software copied the "look and feel" by
  accepting the same or similar inputs and gave similar
  results.
• Claimant used the analogy of taking the plot of a novel
  and rewriting it.




                                         17
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Non-literal copying
Navitaire v Easyjet Airline [2004] (Part 2)

Claim failed and Pumfrey J said that the analogy with
the plot of a novel did not apply:
• the defendant did not have access to the text
• A program was more like an instruction book
'Non-textual copying' therefore meant "copying without
  access to the thing copied, directly or indirectly."




                                         18
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Non-literal copying
Nova Productions v Mazooma Games [2006] (Part 1)


• Claim that two arcade games infringed copyright in Nova's
  Pocket Money game.
• No direct copying of source code: claim was for copying
  the program by copying the outputs that appeared on the
  screen.
• Nova also argued defendants had copied the look and feel
  and mechanics of its game.




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Non-literal copying
Nova Productions v Mazooma Games [2006] (Part 2)




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Non-literal copying
Nova Productions v Mazooma Games [2006] (Part 3)


• First instance: claim failed
 • No copying of artistic skill and effort, program code or
   program architecture.
 • Similarities in output didn't mean similarities in software.
 • Copying of general ideas not enough.
 • Different visual appearance and rules.




                                          21
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Non-literal copying
Nova Productions v Mazooma Games [2006] (Part 4)


• Court of Appeal: upheld
 • Features involved were too general to amount to a
   substantial part of Nova's game.
 • Merely making a program that emulated another but
   which in no way involved copying the program code of
   any of the program's graphics was legitimate (Navitaire).
 • Also failed thanks to the Software Directive.
 • But in principle (static) in-game visuals can be protected
   as copyright works (cf R v Gilham too).

                                         22
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Non-literal copying
SAS Institute v World Programming [2010] (Part 1)


• WPL used the SAS manuals to create software that
  emulated the functionality of the SAS software, with
  accompanying manuals.
• WPL software also recognised user scripts written in the
  same language, commands and syntax as the SAS
  software.
• = indirect copyright infringement?




                                         23
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Non-literal copying
SAS Institute v World Programming [2010] (Part 2)


• First instance: claim failed
• Applied Navitaire: emulating program not © infringement.
• Software and InfoSoc Directives state ideas underlying a
  computer program aren't protected, but its expression is.
• Unclear how that applies to programming languages and
  interfaces. Resolution depended on the correct
  interpretation of Articles 1(2) and 5(3) of Software
  Directive and Article 2(a) of the InfoSoc Directive.
• Referred this to the ECJ.

                                         24
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Non-literal copying
SAS Institute v World Programming [2010] (Part 3)


• ECJ Advocate-General's opinion (November 2011):
• A programming language and/or program functionality in
  abstract aren't protected by copyright law.
• But their "concrete expression" in a computer program can
  be protected by copyright law.
• Does this really take us much further?
• Formal judgment by ECJ still awaited.



                                           25
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Non-literal copying
Where do we stand right now?


• UK/ECJ case law seems opposed to non-literal copying.
• BUT:
 • Cases nearly all focused on enterprise software, not
   interactive entertainment
 • Nova v Mazooma was a pretty basic game – could a more
   engaging game get further? Arguably yes.
 • Does SAS v WPL really help us? Arguably not.
• IN OTHER WORDS, UNDER UK/EU LAW THERE IS AN
  ARGUMENT THAT THE APPROPRIATE KIND OF GAME
  CLONGING COULD CONSTITUTE COPYRIGHT INFRINGEMENT.

                                           26
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What to do about cloning? (Part 1)


So, is it correct that there is no legal recourse if your
game is cloned or copied?
(1) Look for literal copying first:
  • Gameplay, mechanics (probably) aren't protected
  • User interfaces (probably) aren't protected
  • Screen displays (somehow) are protected
  • Graphics, audio, text, code are protected



                                         27
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What to do about cloning? (part 2)


(2) Look for non-literal copying second:
  • Has the "concrete expression" of the computer program been
    infringed?
  • Can you refer to more than just indirect copying of the code
    (e.g. graphics)?
  • Get ready for a tough (but not impossible) legal argument
(3) Other factors: trade mark infringement/passing off?
Patent infringement?
(4) Non-legal factors (get your fans and the press onside –
and make an even better game)
                                            28
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Questions?




             29

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Game cloning: recent legal developments

  • 1. Game cloning and non-literal copying: recent developments Jas Purewal Interactive Entertainment Legal Forum 27 March 2012
  • 2. osborneclarke.com Overview • Game cloning: an old problem, back with a vengeance • A quick guide to non-literal copying in the UK/EU • Recent UK/EU developments in non-literal copying • Is it correct that there is no legal recourse if your game is cloned or copied? 2
  • 4. osborneclarke.com Game cloning: still a problem in the '80s 4
  • 5. osborneclarke.com Game cloning: still a problem in the '90s, too… 5
  • 6. osborneclarke.com Game cloning: nothing new now, then? • True- same fundamental cloning issues now as before: • Look and feel • Game mechanics • Graphics and audio • Characters • Names • But arguably much more widespread and large scale than before… 6
  • 7. osborneclarke.com Modern game cloning (Part 1) Fruit Ninja v Fruit Slayer 7
  • 8. osborneclarke.com Modern game cloning (Part 2) Radical Fishing v Ninja Fishing 8
  • 9. osborneclarke.com Modern game cloning (Part 3A) Tiny Tower v Dream Heights 9
  • 10. osborneclarke.com Modern game cloning (Part 3B) Sim Tower vs Tiny Tower? 10
  • 11. osborneclarke.com Modern game cloning (Part 4) Triple Town v Yeti Town Now known as Spry Fox LLC v Lolapps Inc (http://www.edery.org/uploaded_images/ TripleTown_YetiTown_FullComplaint.pdf) 11
  • 12. osborneclarke.com Modern game cloning (Part 5) Why such a problem now? • New and hottest platforms (mobile and social) still fairly new • Still relatively quick to make a game • But rapidly increasing cost and difficulty of generating a successful game • One perceived solution: borrow from (or clone) someone else • Not sustainable in long-term, but maybe doomed to be repeated in future (after all, it's already happened before) 12
  • 13. osborneclarke.com Modern game cloning (Part 6) Should we do something about it? "The ability to … draw inspiration from other peoples' ideas is at the heart of almost every single area of the media…. Game cloning is not the bogeyman the market seems to think. It forces developers to innovate, polish, reinvent existing styles and above all, to be creative and think about the consumer." Opinion: Why Casual Game Cloning Makes Sense: http://www.gamasutra.com/php-bin/news_index.php?story=14990 by Colin Anderson of Denki Games (August 2007) 13
  • 14. osborneclarke.com Copying 1.01: what constitutes copying of a computer program? • Literal copying • "Literal" copying of abstract features • 'Non-literal copying' (aka 'indirect copying' or 'non- textual copying') Game cloning is built largely on non-literal cloning – which is also the hardest type of copying to prove or sue on. 14
  • 15. osborneclarke.com What is non-literal copying? Copying the structure, appearance or manner of operation of program (aka its 'look and feel') or even its direct contents •John Richardson Computers v Flanders [1993] •Navitaire v Easyjet Airline [2004] •Nova Productions v Mazooma Games and Nova Productions v Bell Fruit [2006-2007] •SAS Institute v World Programming [2010-2011] 15
  • 16. osborneclarke.com Non-literal copying John Richardson Computers v Flanders [1993] • Programmer creates a program for one business, then creates the same program for another – but using a different programming language. • Held: infringement can occur where the general scheme or features of a program have been copied, even though the code was completely different. • Or put it another way: whether there has been copyright infringement isn't limited to the text of the computer code. 16
  • 17. osborneclarke.com Non-literal copying Navitaire v Easyjet Airline [2004] (Part 1) • Defendant's software copied the "look and feel" by accepting the same or similar inputs and gave similar results. • Claimant used the analogy of taking the plot of a novel and rewriting it. 17
  • 18. osborneclarke.com Non-literal copying Navitaire v Easyjet Airline [2004] (Part 2) Claim failed and Pumfrey J said that the analogy with the plot of a novel did not apply: • the defendant did not have access to the text • A program was more like an instruction book 'Non-textual copying' therefore meant "copying without access to the thing copied, directly or indirectly." 18
  • 19. osborneclarke.com Non-literal copying Nova Productions v Mazooma Games [2006] (Part 1) • Claim that two arcade games infringed copyright in Nova's Pocket Money game. • No direct copying of source code: claim was for copying the program by copying the outputs that appeared on the screen. • Nova also argued defendants had copied the look and feel and mechanics of its game. 19
  • 20. osborneclarke.com Non-literal copying Nova Productions v Mazooma Games [2006] (Part 2) 20
  • 21. osborneclarke.com Non-literal copying Nova Productions v Mazooma Games [2006] (Part 3) • First instance: claim failed • No copying of artistic skill and effort, program code or program architecture. • Similarities in output didn't mean similarities in software. • Copying of general ideas not enough. • Different visual appearance and rules. 21
  • 22. osborneclarke.com Non-literal copying Nova Productions v Mazooma Games [2006] (Part 4) • Court of Appeal: upheld • Features involved were too general to amount to a substantial part of Nova's game. • Merely making a program that emulated another but which in no way involved copying the program code of any of the program's graphics was legitimate (Navitaire). • Also failed thanks to the Software Directive. • But in principle (static) in-game visuals can be protected as copyright works (cf R v Gilham too). 22
  • 23. osborneclarke.com Non-literal copying SAS Institute v World Programming [2010] (Part 1) • WPL used the SAS manuals to create software that emulated the functionality of the SAS software, with accompanying manuals. • WPL software also recognised user scripts written in the same language, commands and syntax as the SAS software. • = indirect copyright infringement? 23
  • 24. osborneclarke.com Non-literal copying SAS Institute v World Programming [2010] (Part 2) • First instance: claim failed • Applied Navitaire: emulating program not © infringement. • Software and InfoSoc Directives state ideas underlying a computer program aren't protected, but its expression is. • Unclear how that applies to programming languages and interfaces. Resolution depended on the correct interpretation of Articles 1(2) and 5(3) of Software Directive and Article 2(a) of the InfoSoc Directive. • Referred this to the ECJ. 24
  • 25. osborneclarke.com Non-literal copying SAS Institute v World Programming [2010] (Part 3) • ECJ Advocate-General's opinion (November 2011): • A programming language and/or program functionality in abstract aren't protected by copyright law. • But their "concrete expression" in a computer program can be protected by copyright law. • Does this really take us much further? • Formal judgment by ECJ still awaited. 25
  • 26. osborneclarke.com Non-literal copying Where do we stand right now? • UK/ECJ case law seems opposed to non-literal copying. • BUT: • Cases nearly all focused on enterprise software, not interactive entertainment • Nova v Mazooma was a pretty basic game – could a more engaging game get further? Arguably yes. • Does SAS v WPL really help us? Arguably not. • IN OTHER WORDS, UNDER UK/EU LAW THERE IS AN ARGUMENT THAT THE APPROPRIATE KIND OF GAME CLONGING COULD CONSTITUTE COPYRIGHT INFRINGEMENT. 26
  • 27. osborneclarke.com What to do about cloning? (Part 1) So, is it correct that there is no legal recourse if your game is cloned or copied? (1) Look for literal copying first: • Gameplay, mechanics (probably) aren't protected • User interfaces (probably) aren't protected • Screen displays (somehow) are protected • Graphics, audio, text, code are protected 27
  • 28. osborneclarke.com What to do about cloning? (part 2) (2) Look for non-literal copying second: • Has the "concrete expression" of the computer program been infringed? • Can you refer to more than just indirect copying of the code (e.g. graphics)? • Get ready for a tough (but not impossible) legal argument (3) Other factors: trade mark infringement/passing off? Patent infringement? (4) Non-legal factors (get your fans and the press onside – and make an even better game) 28