Yes, I Saw This, No, I Probably Can't Say Anything

Massively: “NCsoft sued for making Lineage II too darned addicting

  • http://Website Otis

    Why not, are you a defendant? :-)

  • http://Website Gx1080

    The sad part, he will get at least 10k.

  • http://stabbedup.blogspot.com/ Stabs

    Just speaking as a pedant I don’t see how making the game too darned addictive can be considered “negligence”. This should, strictly speaking, be a diligence case.

  • http://Website D506

    In the future, all product labels will read:

    “DO NOT USE THIS PRODUCT UNDER ANY CIRCUMSTANCES. WE ARE NOT RESPONSIBLE FOR ANYTHING IF YOU USE THIS PRODUCT DESPITE BEING EXPRESSLY WARNED NOT TO.”

    I’m only half kidding. What I don’t really understand is why video games keep catching these suits as opposed to, say, McDonald’s for “making people fat”.

  • http://Website A Man In Black

    @Otis

    He works for NCSoft.

  • http://geldonsgaming.blogspot.com/ geldonyetich

    If he wins the suit, we can move on to suing WoW for being several times more addictive, siting higher subscriber numbers, and perhaps force a lot of game developers to create something different than a EQ clone in the process.

  • http://www.antipwn.com/blog IainC

    I wish people would stop using ‘addicting’ as the adjectival form when there’s already a perfectly good word in place already.

  • http://www.antipwn.com/blog IainC

    Aargh ironic redundancy in a grammar rant.

  • http://Website pflorian
  • http://tremayneslaw.wordpress.com/ Tremayne

    I want this guy to win.

    Then I want to bring the lawsuit Geldon suggested against WoW. We’ll make that a class action suit. If NCSoft have to pay one guy $3 million, then we should make Blizzard cough up at LEAST that much per player.

    My fee will be a very modest 1% for organising this.

    I will spend some of the $300 billion I receive to buy Tasmaynia from the Aussies, and rename it as Tremaynia, where I will be a benevolent overlord … mostly.

    The rest I will spend on taking out a contract on Bobby Kotick.

  • http://Website Tox

    @Tremayne: Contracts for illegal acts are unenforceable. They can take your money and run, and you can’t do a damn thing… also because they have guns.

  • http://Website Boanerges

    I think this was already tried in similar fashion with EQ. In reality, this is judicial roulette under the guise of personal waste being called victimization.

  • http://Website MCM

    This guy appears to be something of a regular in the Hawaiian courts, having sued both Honolulu and the Army Corps of Engineers before, assuming there aren’t multiple litigious “Craig Smallwood” in Hawaii.

    Smallwood is also alleging that he played 20,000 hours over 4.x years. So something like 12 hours a day.

  • http://Website isildur

    This is funny because L2 is such a terrible, terrible game. If the guy’s claims are true, he should thank NCSoft for keeping him off the streets, where he might have seriously injured himself with a sharp stick or a heavy rock or something. Because someone that retarded is probably a danger to himself and others.

  • http://Website Elovia

    When confronted with “ur gamez suk”, game publishers will be able to claim to be in full compliance with the law to not make fun addictive.

    So what are the fallout scenarios?

    Enforced time playing limits for children and adults? “Sorry, you can’t go on that uber raid because you’ll exceed your four hours of allotted play.”

    Mainstream publishers have been doing a pretty good job of killing off their business (see APB, et al, issues in this very same blog), do we really need it to be court mandated?

    /silly off

  • http://Website John Smith

    The mmorpg industry has been walking a thin line for 10 years now and it was only a matter of time before this kind of lawsuit popped up.

    You can’t, as an industry, spend millions of dollars on psychological side-research to figure out how to make your games more addictIMEAN how to keep people playing and not expect there to be consequences.

    Some people are weaker than others, mentally speaking, and are easily sucked into these games. When these kinds of unfortunate situations happen in real life, we empathize with the victims and call the perpetrators con men and scam artists. When it happens online, we point and ridicule the victim because it’s not “real”. The casino analogy gets thrown around a lot, mainly by people who have never been to a casino. Casinos have very specific rules and regulations depending on the area. For example, you aren’t allowed to consume alcohol around the slots at my local casino for obvious reasons. It impairs your judgment further in an already mentally sticky situation. But those safety precautions do not exist within the mmorpg universe. If you have a credit card then you are good to go for being hooked up to the virtual crack.

    The only real innovations we have been seeing in mmorpgs in the past few years have been those involving RNG. Players are manipulated into investing time and money on what are essentially virtual dice roles for everything under the sun. More and more RNG aspects being added and they are quietly being branded with life price tags. Whether they are officially sponsored cash shop items or grey area rmt is irrelevant. With this in mind, it is becoming very hard to defend mmorpg developers and publishers as being completely ignorant of the addictive nature of their product.

  • http://Website Freakazoid

    Oh wow, he kind of has a case!

    A part of me feels bad that personal responsability has been subverted due to technicalities in the law. On the other hand, if he is successful, that could open the door for others who suffer from video game addiction (such as myself, I suspect) to maybe get a couple million to “get help” (by investing it all and living on the interest, thereby getting paid doing nothing and keeping my video game addiction alive).

  • http://Website Arkazon

    There’s no basis for this case here, and with respect to John Smith’s arguments above, I can’t say that the developers are liable for a person going overboard with using their product. I mean, we can break it down into simple terms: A company creates a product. They market and sell the product. A consumer buys the product and likes it so much that they make the choice to overuse the product. The consumer is harmed as a result. Where does the “duty of care” belong? Should the company producing the product forcibly moderate our enjoyment of their product “for our own good”? I don’t like where that road leads. It’s silly and unfeasible. I also don’t like the suggestion that a person’s addiction to a product is the fault of the company, as if they’re jamming these games down our throats and forcing us to play them. If I become fat from gorging on chocolate, I don’t expect Hershey’s to water down their candy bars so I won’t enjoy them quite so much. We’re not cattle.

  • http://Website John Smith

    I can’t help but reiterate exactly what you said and replace only one word to completely change the way anyone would view your statement.

    A certain Druglord creates a product. They market and sell the product. A consumer buys the product and likes it so much that they make the choice to overuse the product. The consumer is harmed as a result.

    Where does the “duty of care” belong indeed.

    Mmorpgs are not just games. Are they even products? According to some people they are actually services, or is that art? All harmless titles which hide what they really are: intentional time wasters that force people into a herd mentality which encourages them to spend more time and money.

    You may think it’s silly and unfeasible for a company to moderate our enjoyment, but the Koreans and Chinese have already proven that it can be done. And quite frankly, some people do need to be protected from themselves.

  • http://stabbedup.blogspot.com/ Stabs

    Is it possible that the judge authorised the proceedings because he was under pressure to decide one way or another and he hadn’t a clue what all this computer babble actually meant? Allowing the proceedings to go ahead is a way of getting someone else to take the decision.

    When this goes before a competent court this will get chucked out.

    The court of first instance may not be competent in which case the proceedings will be appealed.

  • http://tremayneslaw.wordpress.com/ Tremayne

    Not instantly dismissing the case means that there is a point to be determined. If NCSoft have deliberately designed Lineage 2 to be addictive, and deliberately designed it to be so time consuming as to destroy a player’s normal life, then there is a case for damages. That, after all, is the basis for the lawsuits against Big Tobacco.

    The fact that cases of MMOs (and L2 in particular) utterly taking people’s lives over are so few and far between, however, make a prima facie case that even if the plaintiff is indeed suffering as alleged, that he is an exception and not the rule.

  • http://Website sinij

    I think this all around positive turn for us gamers, as of late, and especially with push toward micro-transactions, games are more and more *designed* to be addictive. We are talking casino slot machine type of addictive, minus regulation and age restrictions you get associated with gambling.

    Regardless if this lawsuit succeeds or fails, this will stop the worst of conditional reinforcement being intentionally designed into future games…

  • http://Website sinij

    I see mmorpgs took seriously wrong turn; we subscribed for virtual world, falling that virtual sandboxes, and instead got micro-transaction driven slot machines designed to be as addictive as possible.

  • http://geldonsgaming.blogspot.com/ geldonyetich

    The addictive nature of MMORPGs is closely tied to their being games with monthly subscriptions. Give a man a financially reason to keep you about, and he’ll do his best to prevent you from walking out that door.

    The micro-transaction driven model is actually a step in the right direction. It is no longer time that they’re trying to get out of you, so much as whatever it would take to get you adequately involved in a game so much as to spend optional extra money on it.

    Although, as for what would motivate a MMORPG company to give up the idea of a reliable $15/mo in exchange for less-reliable microtransactions, that has more to do with just how badly bloated the MMORPG genre is these days. There’s enough competition out there letting people visit for free that it no longer makes much sense to charge to let people in the door.

  • http://www.mmomisanthrope.wordpress.com Dblade

    Tremayne, I’m not sure how few and far between those instances are. http://www.wowdetox.com/ has about 50k posts on it, and while not all of them are dealing with life-devouring abuse I’m sure quite a few are.

    I’ve known a fair number of people who have played 12 hours per day, although not sure for four years straight.

    Arkazon:

    I think the reason why it’s not been thrown out is because they aren’t sure whether or not MMOs are designed to be psychologically addictive, and not just compelling to play.

    That’s what worried me when I responded to Massively’s article on the site. I started out as a devil’s advocate, but a lot of MMO design is eerily similar to operant conditioning and reinforcement.

    If anything the article and suit are good because we’ve given MMO designers too much of a pass with how they design their games to hook us.

  • http://Website Otis

    @A Man In Black: Doh, I think I remember that now.

  • http://Website Boanerges

    The comparisons of MMOs to drugs are silly. There’s an attempt to make MMO makers look like Big Tobacco by drawing that correlation but it doesn’t work. Your body is one giant chemical reaction after another (or, if you’re a pubescent teen, at least four or five simultaneously). If I introduce certain chemicals into your body I can make all sorts of things happen, from falling asleep, to having muscle spasms, to impairing your judgment to the point where you think that sex with total strangers in public is a good idea. This is why we heavily regulate substances that can do things like that (except for alcohol; knock yourself out on that one).

    MMOs, however, are not introducing anything into your body. MMO companies are out to sell you a product. Like any business that cannot force you to buy its product, it must find out what you like and offer you that in the hopes that you will buy their product. John Smith would have you believe that there’s this sinister aspect to this but, in layman’s terms, this is called Marketing.

    I’m not sure what John is actually advocating here. If Marketing is evil, we’re all screwed because most of us work for a company that does this in some form or another. To read John, it sounds like the only acceptable thing for an MMO company to do, to avoid the liability he sees in this case, is to make MMOs that nobody wants to play. Now, there is no shortage of companies like this. Take, for instance, Vigil, who is making a Warhammer 40k game where you can’t play as a Space Marine (a fact that has apparently made some people angry).

    In John’s eyes, Vigil hasn’t made a stupid decision that will doom their game to failure, they’ve made a responsible corporate decision not to learn what would make people buy their game to avoid legal liability from crazed fanboys who live their lives in their mother’s basement and wake up to the fact that they’ve been wasting their lives on your game. Attempting to sue Vigil over W40K using the same line of logic in the Lineage II case would be thrown out because there’s no way to build a case that it’s addictive if the game is a failure, right? That’ll show NCSoft!

    Or maybe I’m just too sober to see John’s brilliant line of logic.

  • http://Website Naladini

    Realistically, what this will eventually lead to is a capping of subscription time in MMO’s.

    15/mo, buys you 30 hours a week? 40? 20? Its subjective to suggest how much is too much, but probably the quickest and easiest way for the publishers to protect themselves.

  • http://Website Elovia

    @Boanerges
    One word response to your argument that comparing MMOs to drugs is silly: “Pavlov”. Two further words: “classical conditioning”.
    MMOs seek to retain subscriptions, and thus prolong their revenue stream, by conditioning the players through psychological manipulation which induces physical addiction (in some). The manipulations are not unlike those programmed into slot machines.

    And yes, marketing is pure evil. /tinfoil hat

  • http://Website Viz


    Elovia:

    @BoanergesOne word response to your argument that comparing MMOs to drugs is silly: “Pavlov”. Two further words: “classical conditioning”.MMOs seek to retain subscriptions, and thus prolong their revenue stream, by conditioning the players through psychological manipulation which induces physical addiction (in some). The manipulations are not unlike those programmed into slot machines.
    And yes, marketing is pure evil. /tinfoil hat

    The problem with this argument is that under Pavlovian conditioning the sound of the bell triggers salivation, but it is not the reason for salivation. The reason for salivation is that the dog believes there will be food. You might as well argue that people are addicted to having fun (or, depending on how cynical you are about people and MMOs, addicted to collecting useless knick-knacks).

  • http://Website sinij

    Operant Conditioning
    http://en.wikipedia.org/wiki/Operant_conditioning

    Schedules of Reinforcement
    http://en.wikipedia.org/wiki/Reinforcement#Schedules_of_reinforcement

    Addictiveness doesn’t have to be physiological.

  • http://Website Aufero

    I await the long-predicted (by me) day when bacon and coffee suppliers are sued using the same logic.

  • http://Website Disdena

    If his actual complaint is that he developed an “addiction” to playing the game, I don’t think he’s going to get far. The people calling video game addiction and internet addiction legitimate mental disorders are, for the most part, journalists trying to sell magazines and quacks trying to sell treatment. Video game addition isn’t in the DSM-IV and will likely not appear in the DSM-5 either.

  • http://Website sinij

    Nobody can argue that Gambling is addictive. Different people are more or less prone to getting addicted to it, but given enough exposure significant % of population will get gambling addiction. This is why we have regulation, minimal age restrictions and zoning bylaws limiting how, with who and when Gambling can be done. We don’t expose kids to gambling, and we don’t set up gambling dens next to middle schools simply because too many, when compared to overall population, will develop gambling addiction.

    Now, when you intentionally design your game with knowledge of Operant Conditioning as addictive as possible it is not unlike gambling. It is addictive because it takes advantage of how we as a humans wired. It doesn’t have to be basic drive like food or sex to trigger “reward” behavior, as long as you have ‘Event’ that can act as reinforcement you can be put on a schedule designed to eventually addict you. This is not likely to just happen by accident, someone with detailed knowledge of behavioral psychology has to design it to work that way.

  • http://unsubject.wordpress.com UnSub

    @Otis: He can’t say because HE KNOWS THE TRUTH. He’s seen the rooms full of L2 addicts strapped down to chairs, all screaming for their fix, while the doctors clinically check their clip boards, scratch a few things down, then up the dosages.

    … slightly more seriously: video games are psychologically addictive, but that guy is going to have a hard time proving his case. I think I’ve seen NCsoft include warnings in its game manuals about healthy playing.

  • http://Website Dren

    The case would have to suggest and prove that NCSoft received a complaint from the user about a possible addiction. It would then have to prove that NCSoft both ignored the complaint and then acted to further addict the person. If this person, out of the blue, sued NCSoft after years of playing, that person is both complaining or admitting to the addiction (only they can tell when that happens,) and asking for compensation at the same time.

    My guess is that if NCSoft received an email from somebody complaining about addictive behaviours around their game, they would, at a minimum, suggest they stop playing. The maximum they could do is put their account on suspension and provide guidance towards the nearest professional for help.

    If the case is to just complain that a company developed and sold a game that is addictive, it will get thrown out.

    As for this being a monthly-for-pay issue, I disagree. I had a very unhealthy relationship with Masters of Magic and the original Civ back in the day. I got better even without millions to help me sleep at night.

  • http://Website mcl
  • http://Website crito

    This is completely unrelated:

    Lum, I miss your links section any way to get it back?

  • http://Website Freakazoid


    Aufero:

    I await the long-predicted (by me) day when bacon and coffee suppliers are sued using the same logic.

    Sounds funny to you, but my father is literally addicted to espressos. He has admitted it and think it’s a fine addiction to have. He easily spends over $100 a week on it.

    He also threatens my mom, calling her names and wanting a divorce every time she even hints at trying to reign in his spending.

  • http://Website Gx1080

    The issue with F2P games, microtransactions or whaever you want to call them is that either:

    a)They suck (I know, not exclusive. But far more abundant).
    b)They put the text on the wall: “You shall do an endless grind unless you buy our XP potions” (Hello Korean Grindfests). Fuck that.
    c)They try to put a dickish mechanic to try to shake money from the player base (See: Fear of Death, aka why Allods Online tanked).

    Between all those, I rather chill out of any MMO until Cataclysm.

  • http://Website JodiMae

    I quit Lineage2 2 months ago (I feel fine, thanks) but I’m pretty sure I know who this guy is…

    If it is who I think it is, all I have to say is LOL!

    PLEASE PLEASE PLEASE let it be him!

  • http://Website Ashendarei

    All I have to says is Personal Accountability should be reinforced here, and the plaintiff should be tarred and feathered for wasting the court’s time and the defendants’.

  • http://Website Stormwatch

    I think the often tried operant conditioning comparison doesn’t really work with video games. Games in general take place in “Magic Circles” that have little connection to the world outside. This is arguably the reason why they are games (you can try out stuff and learn as it has no repercussions). They are more externalized mental models. The rewards for gaming are much higher on Maslovs pyramid, unless you live in china. They seem to be much more elusive (how do you quantify e.g. Gearscore from an outside the game viewpoint?)

    The Magic Circle quality of games may result in behavior that appears like an addiction. Because they are almost entirely disconnected from real life, they give people an alternative to escape: they give people power who have none, friends and acknowledgement they don’t have in real life. All these things are wired into game play mechanics, were “meaning” is created. You are good at this game, which is one of the few things that are relevant inside the Circle and other people can see it, so you have “Status” for example.

    Ultimately, we want to spread our Memes around, write our Name on some wall (aka High Scores and Leaderboards). Closing with a good quote:

    “This gaming problem is a result of the society we live in today,” Mr Bakker told BBC News. “Eighty per cent of the young people we see have been bullied at school and feel isolated. Many of the symptoms they have can be solved by going back to good old fashioned communication. [...] “It’s a choice,” he says. “These kids know exactly what they are doing and they just don’t want to change. If no one is there to help them, then nothing will ever happen.” — <a href="http://news.bbc.co.uk/2/hi/technology/7746471.stm"BBC News"