Counterfeit Game Sold on Apple's App Store
blog.wolfire.com
blog.wolfire.com
From the article: "According to Kotaku, they are talking about the GPL release of the source code for a number of the Humble Indie Bundle games, namely this post. However, the license made it very clear that the authors retained all rights to the assets, characters, and everything else aside from the code itself."
Disclaimer: I'm not a lawyer, I might be wrong here about some things, so please step in and correct me if anyone knows better.
So, here's the thing. Looking at the source .zip linked at http://blog.wolfire.com/2010/05/Lugaru-goes-open-source (the .zip file itself is at http://akamai.wolfire.com/humble/src/lugaru-srcs-final.zip, so that's an official release), I see COPYING.txt, the generic GPLv2 statement, sitting at the root of the project .zip. By custom, I would naturally assume that unless that license is overridden somewhere, it's the license in effect for all copyrightable materials included in nested directories.
I'm not positive about this legally speaking, but I'm pretty sure that if the code is distributed in such a fashion, and most people familiar with code would interpret the license to apply in such a manner (to everything in the subdirectories, unless overridden somewhere within the released code), I can safely assume I've been granted that license.
Now, I fully believe that Wolfire never intended to release the art/sound/character assets under the GPL. But - and I encourage people to check for themselves to make sure I'm not missing something, I could definitely be wrong - there appears to be no license statement anywhere inside that particular source distribution (http://akamai.wolfire.com/humble/src/lugaru-srcs-final.zip) that puts any of those assets under another license.
I suspect the file at http://hg.icculus.org/icculus/lugaru/file/97b303e79826/CONTE..., the one that sets the license terms on that data, is what the author of the post was referring to when mentioning the clear license terms.
But someone forgot to copy it from the hg repo into the .zip file before they released it.
Unfortunately, they didn't forget to put COPYING.txt in at the root, which means GPL2 for the whole shebang (the default license would have been none at all, but for the presence of that file). If I'm right, and no other license is hiding somewhere, then as far as I can tell (not a lawyer) those assets are under GPL. It doesn't matter if comments elsewhere clearly prove that the GPL was only supposed to cover the code, a release was made and linked by the original copyright holder with a license statement whose clearest reading grants the user a license to everything under the GPL. Prevailing wisdom seems to be that you can't take back a GPL license, so yes, that means that all the assets in this game have been accidentally open sourced.
There's still a trademark claim, of course, this joker can't legally call his game Lugaru, but if he renames it, he's within his rights to try to sell it as long as he branched from the .zip release (though the GPL issue might keep it off the App Store).
Additionally, it seems that iCoder (intentionally or unintentionally) doesn't have his code out there anywhere and has yet to respond to #2 requests for the code.
But, they have been conducting trade using the Lugaru mark so they have an implicit trademark on the term Lugaru as it applies to video games. It's the difference between the TM symbol and the R with a circle around it.
Wolfire can still hit them up with some trademark violation lawsuits and should probably do so soon to avoid problems down the line.
That leaves Apple legally covered, although I would bet they terminate the pirates under the It's Our System And You're Causing Us Negative PR So Eff Off provision.
I am familiar with this process.
After the filing of the DMCA counter notification, the original developer has 10 days to file suit.
Then apple will take the offending material off the store.
Do you work for iCoder or something?
Under OCILLA/DMCA, counter-notification cannot be accepted by your provider and is not legally usable unless access to the alleged offending material has been completely prevented. 17 USC 512(d)(3). The material must stay removed completely for at minimum 10 (ten) business days and at most 14 (fourteen) business days to allow the complainant to file suit or otherwise obtain an injunction if they so desire. 17 USC 512(g)(2)(B) and (C). That's with a counter notice; without one, the material can never be restored.
So, your scenario then becomes:
- Wolfire > Apple: DMCA
- Apple > Pirate: We have received a DMCA and removed it
- Pirate > Apple: Counter notice
- Apple > Wolfire: Here's a counter, we will restore in 10 days unless you sue
- (10 business days)
- Apple > Pirate: OK, it's back
After the waiting period, you or the provider can restore access with the DMCA's blessing. DMCA only requires providers to "act expeditiously" to remove access to material, so what "expeditiously" means is left to interpretation. I doubt Apple would leave anything up for long, though.When you get a serious DMCA complaint -- meaning, not one of the automatic-fire BitTorrent ones from MediaSentry or whatever -- try a counter-notice without removing the content and see what your provider does. If they abide by the law, they'll immediately reject it and ask you politely to remove the content, or they will for you.
But wait, you say, doesn't that encourage frivolous DMCA complaints to remove content from the Internet that I do not agree with? All I have to do is file a well-prepared DMCA complaint that asserts copyright and the content is federally required to disappear?
Answer: Yes.
(IANAL, but I have researched it extensively to draft policy.)
I initially thought this would be a problem for Wolfire too, but since it's their IP they can relicense it (well, dual-license) for distribution through the AppStore however they wish, dodging the sorts of conflicts that VLC had (over which it was rejected from the iOS app store: http://news.ycombinator.com/item?id=2082505 ).
Did I miss something? ID Software released Castle Wolfenstein to the IPhone with it being GPL licensed, and I thought Carmack was actually encouraging people to use the engine to create other games for the iPhone. Obviously folks other than Id Software can't relicense the engine under something other than the GPL, so if GPL licenses won't work on the App Store, how could he expect them to use the engine for iPhone apps?
How is it that the GPL is incompatible with the App Store's licensing requirements? This is the first I've heard of that.
More recently, this line of argumentation was used by a VLC contributor to pull a VLC port off the App Store by citing copyright infringement: http://www.readwriteweb.com/archives/as_vlc_for_iphone_ipad_...
The GPL 'issue' is that, if I fork a popular project under the GPL, I don't own the copyright so I can only ever continue to release it under the GPL, I can't change the license because I don't have the legal right to. If I wanted to publish said GPL'd project to the AppStore, my only option would be to release it under the GPL, which is incompatible with App Store licensing requirements.
My question was, how is the GPL incompatible with App Store licensing requirements? I haven't seen that spelled out before. The reason I brought up Wolfenstein was because an article I read back when it was released for the iPhone led me to believe that Carmack was almost expecting (perhaps even looking forward to) people forking it and making their own games for the iPhone with it. That is why I was surprised to hear that the App Store wouldn't allow a GPL licensed application -- since that would make such an outcome impossible.
The trouble comes when you accept patches written by other people, because while you are still free to release 'non-free' versions of your code, you are bound by the GPL with your use of theirs. A good example is Linux - they can't really move to GPL 3, even if Linus wanted to. They would have to get 10s of thousands of people to agree to the change.
One such restriction is that any binary downloaded from the App Store is only licensed for usage by the user downloading it. You are legally forbidden to take that binary and copy it on another iPhone of another user (we aren't talking about technical details and how users could do that, but about what the iTunes App Store EULA says).
Bottom line is that the GPL doesn't allow the extra restrictions that the App Store is adding.
As copyright holders they can later resubmit the game under a different license.
Which is probably why they don't have a flag application button.
edit: instead of downvotes, i'd love a response to understand why someone should be allowed to put a GPL application on the app store and not distribute their code (and that you can't copy the application and send it to others, etc). Seems to be a pretty clear GPL violation.
the apps get removed (you can't download them anymore), but anyone who has downloaded it can still use their copy.
Supposedly there is some sort of kill switch functionality in the iOS app store, and I haven't heard about copyright infringement to the level of taking someone else's game and redistributing it before. In my mind, the best case scenario is to refund everyone's money and take the game off the market, uninstalling from computers. The only backlash you receive is the press about the kill switch functionality and the whole "dude, where's my game" moments that people will have.
http://appshopper.com/games/alien-abuse (pulled from app store)
http://appshopper.com/games/abuse-classic (official version)
reason: http://forums.toucharcade.com/showpost.php?p=426791&post...
Long story short, Eurocenter did not have the right to use the sound effects, registered levels (levels 5 and up), or the Abuse trademark in their game "Alien Abuse".
So very similar circumstances. And the original app was never killswitched.
Or, at least, I couldn't find a way.