Ladore v. Sony Computer Entertainment America, LLC, 2014 WL
7187159, No. C–14–3530 (N.D. Cal. Dec. 16, 2014)
Ladore sued Sony for allegedly false advertising of its
video game Killzone: Shadow Fall. Sony allegedly represented that Killzone’s
“multiplayer” mode renders graphics in full (or “native”) 1080p resolution,
when in fact Killzone’s multiplayer graphics are rendered with significantly less
resolution than advertised.
The court largely refused to dismiss the complaint, except
for the negligent misrepresentation claim.
Sony launched the PS4 in 2013, almost at the same time as
the competing Xbox One. The focus of the
“console battle” allegedly was on performance, including resolution as a key
indicator. Resolution measures image
clarity, and typically depends on the number of pixels. A monitor that displays 1,920 lines of pixels
in the vertical direction and 1,080 lines of pixels in the horizontal direction
is called “1080p,” while 1,280 by 720 is “720p.” 1080p allegedly offers “double
the graphical detail” as one displayed in 720p.
An image originally created or rendered at a lower
resolution can be displayed at 1080p by using interpolation, a “common name for
methods that attempt to fill in blank pixels that are created when an image is
transformed from a lower resolution to a higher resolution.” Algorithms guess what
pixels should look like by analyzing nearby pixels. But some believe that using interpolation is
a “horrible kludge that results in soft, slightly blurry images.”
Guerrilla Games, a Sony subsidiary, developed Killzone, released for sale along with
the debut of the PS4. Marketing allegedly focused heavily on Killzone’s claimed ability to render the
game in multiplayer mode at “native 1080p” resolution. This was material because the PS4 was supposed
to be “more powerful in graphical terms” than the competing Xbox One, and Sony allegedly
wanted Killzone to be a “showcase for
the PS4’s technical capabilities.”
Ladore alleged that he read numerous internet accounts—many
published by Sony or citing statements made by Sony employees—representing that
Killzone’s multiplayer mode would
render graphics in “native 1080p and 60 fps [i.e., frames per second].” For
instance, a “Killzone director” reportedly told an “official” PlayStation news
site that “the first thing that people notice is fidelity ... Killzone is
running in 1080p, whereas the last game was running in 720p.” Describing a
demonstration/teaser version, Sony wrote on its website that “[a]s you can
probably tell from the footage, Killzone
Shadow Fall multiplayer outputs at a native 1080p, rendering uncapped but
always targeting 60 [frames per second].”
Ladore allegedly relied on these reports, and also examined
the packaging, which appeared to confirm the native 1080p misrepresentation:
He bought the game and opened the package, rendering it
unreturnable, then realized that the multiplayer graphics were blurry and not
native 1080p. Others noticed the same
problem, including video game critics.
Eventually, Eurogamer.net reported that Killzone used interpolation for the multiplayer mode, and a Killzone producer allegedly confirmed
this, conceding that “[n]ative is often used to indicate images that are not
scaled,” and “[i]f native means that every part of the pipeline is 1080p, then [interpolation]
is not native.” The producer continued: “[w]e recognize the [video game]
community’s degree of investment on this matter, and that the conventional
terminology used before may be too vague to effectively convey what’s going on
under the hood. As such we will do out best to be more precise with our
language in the future,” though the producer contended that interpolation “gave
substantially similar results” to rendering in full/native 1080p.
Ladore alleged that, had he known the truth, he wouldn’t
have bought Killzone or would have
paid substantially less for it.
Sony argued that there was no misrepresentation, in that Killzone output 1080p in multiplayer
mode. That misunderstood the gravamen of
the complaint and ignored critical factual assertions that were properly
alleged. Ladore didn’t allege
misrepresentations about final output resolution, but rather about the
creation/rendering of the multiplayer graphics, represented to be 1080p when
they weren’t. Sony’s own words indicated
that the method it used appeared “subjectively similar” to 1080p, though Ladore
characterized the resulting images as subpar. The misrepresentation concerned native 1080p, contrasted to
interpolation. Indeed, arguably Killzone didn’t “output” video at
all—the PS4 does. Ladore’s allegations
concerned the resolution of the images first rendered by the game software, not
the ultimate resolution on his TV set.
Even if interpolation produces 1080p images, that doesn’t undercut
claims that Sony affirmatively misled Ladore about the ultimate quality of the
graphics Killzone offered.
In addition, the complaint adequately pled reliance, despite
Sony’s argument that the statement on its box said nothing explicit about how Killzone’s
graphics are rendered. Ladore pled that he examined several pre-release
statements, including a statement attributed to Sony’s Social Media Manager
that “competitive multiplayer mode ... runs at native 1080p.” Ladore alleged
that he read the packaging, which corroborated (or at least did not
affirmatively correct) Sony’s earlier misrepresentations, and bought the
game. That was enough.
Plus, even if Ladore simply alleged reliance on the box,
that likely would have been enough to survive a motion to dismiss. “Because the
PS4 is capable of outputting all games at 1080p, a specific representation on a
particular game that the output is 1080p would likely convey to the average
consumer that the particular game’s graphics are, in fact, natively rendered at
1080p. A completely unqualified legend, like the one at issue here, would have
no real meaning if it could be applied to all PlayStation games, including the
substantial majority of games that do not natively render in 1080p.” The complaint, in fact, alleged that Sony
used a different on-box label for games that didn’t render natively in 1080p.
Sony also argued that it disclosed that Killzone used interpolation in multiplayer mode in at least two
posts in March 2014, two months before Ladore’s purchase. Sony’s act of “coming clean” didn’t make
Ladore’s reliance unreasonable as a matter of law. Ladore alleged that he read the
misrepresenations, but not that he read or became aware of Sony’s corrections
until he sued. Sony’s argument was inappropriate at the motion to dismiss
stage.
The court also found Killzone
to be a “good” under the CLRA because it came on a physical disc. Ladore didn’t simply buy or download
intangible software or play an online game.
He went to a brick and mortar store and received the disc in a box,
accompanied by tangible documentation.
Sony’s argument that the disc was nothing but a physical mechanism for
delivering an intangible right to use software was wrong, because if it were
accepted, many tangible commodities could be so recharacterized. A book is a tangible chattel, even though the
physical object is a “delivery mechanism” for information. Insurance contracts and credit cards are by contrast
not delivery mechanisms; they are physical representations of intangible
agreements. Discs and books don’t
memorialize or prove the existence of an agreement; they are objects that can
be possessed or used, and that’s why people buy them.
However, the economic loss rule barred Ladore’s negligent misrepresentation as presently pleaded.
However, the economic loss rule barred Ladore’s negligent misrepresentation as presently pleaded.
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