yes, but the game for it self is working perfectly. Its just the server that isnt. How would you return your game ?
EULA's that cannot be read before the product has been purchased are legally sketchy anyway (in the US) and depends on the judge and court more than anything. Further readingTheWesDude said:which means that by refusing to accept the software back at both locations, you can fully ignore any EULA.
now what you would/can do with a product without those EULAs, i do not know, but i do know customers are still constrained by the DMCA in the US. and other patent/copyright law.
but any EULA or other agreements are invalid.
The way I understand it, pretty much anything you want aside from breaching copyright/patent laws (ie no unauthorized [re]distribution). I believe that click-wrap EULAs have been upheld more due to the agreement happening before money exchanges hands more often (at least in the court cases) than shrink-wrap EULAs, but I could be wrong.TheWesDude said:again, i am not sure what you can do with the software without being bound by the EULA but still within constraints of copyright/patent laws.
Arr0nax said:Actually, I think an unpiratable game is easy and industry is clearly heading toward it.
Recipe is simple :
-Just make the game need crucial information from a server in order to function
-Without connection to the server, game client is useless
That's basically the way MMORPG are unhackable but exported to other games, the quantity of information exchanged between server and client being trivial.
Game is unhackable because game information is provided by the server and unless someone gets a hand on said server it's impossinble to give the information to the game.
Side note : You could object me that MMORPG are in fact hackable, but it supposes a server executable leak from the company, so I guess you can prevent such things.
Ratty said:Whoops.
coyote_sprit said:Arr0nax said:Actually, I think an unpiratable game is easy and industry is clearly heading toward it.
Recipe is simple :
-Just make the game need crucial information from a server in order to function
-Without connection to the server, game client is useless
That's basically the way MMORPG are unhackable but exported to other games, the quantity of information exchanged between server and client being trivial.
Game is unhackable because game information is provided by the server and unless someone gets a hand on said server it's impossinble to give the information to the game.
Side note : You could object me that MMORPG are in fact hackable, but it supposes a server executable leak from the company, so I guess you can prevent such things.
That'd be useless, although such a system would take much longer to pirate it's still possible to pirate. What you'd need to do is write a new server program that interacts with the game in the same way the developers server does. How do you think MMO private servers came to be?
Kotaku said:n other words, despite the utter fiasco its PC copy-protection scheme has been so far, that sucker is here to stay, so get used to playing their games with an always-on Internet connection