I will leave the discourse on the necessary role an end user license agreement (“EULA”) plays in the game environment for another day.[1] Instead this entry takes a quick dip into the challenges to enforcing a EULA for a game with global player base and offers a few quick suggestions for catering your EULA to address some of these pitfalls.
Online play is a critical component to many blockbuster games (MMOs being a particularly obvious example). While the servers may be residing in the United States, players are often logging on across the globe. This creates an interesting issue: how does a company enforce a EULA when the player or third-party (such as a company creating improper mods) resides abroad?
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