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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Snowfall

When is an EULA necessary?

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When releasing a game, under what circumstances is it a good idea to include an end user license agreement and why?  In my case, I have made a simple Android game that I want to sell on Google Play.  Do I need an EULA for my own protection?
 
Google gives the suggestion that you "may want to prepare an End User License Agreement (EULA) to protect your person, organization, and intellectual property."  The Google / Google Play terms of service seem to have a warranty disclaimer and limitation of liability clause that protects Google itself but, as far as I can tell, does not protect the app developers.  Thus, I would think all app developers would want to include an EULA to obtain this basic protection.  However, I think most Android games, even professional ones, do not require you to read an EULA before using them.  Why is this?
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I think most Android games, even professional ones, do not require you to read an EULA before using them. Why is this?

Many games will include lines buried in their app's store description, or through links at the bottom. They don't require an explicit agreement because of changes in what is expected. These days it is a reasonable expectation that every piece of software has a license agreement, and that agreement is mentioned in the details of the product.


I'd add that it's worth noting the difference between "licence" and "licence agreement". Most software has a licence, though that doesn't mean the user has to agree to it; a licence isn't necessarily the same thing as a contract (indeed the GPL makes the point that it isn't a contract, and no one has to agree to it).
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I'd add that it's worth noting the difference between "licence" and "licence agreement". Most software has a licence, though that doesn't mean the user has to agree to it; a licence isn't necessarily the same thing as a contract (indeed the GPL makes the point that it isn't a contract, and no one has to agree to it).

Well, yes and no. As soon as the user tears the shrinkwrap open (on a physical copy) or installs/uses the program, there is an implicit (and sometimes explicit, by clicking the "Yes, I agree" checkbox) agreement.

 

The user may not respect the agreement or all of its terms, and he may not even have read it (most people don't read!) but as far as the lawyer cares, it's certainly an "agreement".

 

It is not possible to legally use the software otherwise either -- usage of a software is only permitted with a valid license, and a license (usually, except for the Do-WTF-You-Want license) contains a paragraph that states the license is only valid if you agree with the terms. The user can of course still use the software illegitimately, but in that case it will be rather hard to press charges against the author.

Though, in the USA, maybe even that is possible. I've heard of a burglar who cut his arm entering a house and sued the house owners for having glass windows that can cut your arm when you break through them. Not sure whether that was a hoax or real...

Edited by samoth
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