iphgix: Well to be open to interpretation, I see these a little different. If you buy a watch you can take it apart and modify the gears, etc. if you buy a car, you can swap the engine. I think most of these EULA are written so as to remind you that the CODE does not belong to you, so that you CAN not use any part of it in your own project.
Indeed. And if I buy a game, I can swap out DLLs, executables and assets (at least in its installed state - obviously a sold used game remains in its original condition), unless I bundle in a DVD with patches, mods etc.
The EULA's purpose should indeed be to make it clear that you do not own rights to the code (or in the case of modding SDKs, limited rights) and that you do not have the rights to make counterfeit copies of this software. Likewise, the law forbids me from making illegal copies of a Rolex watch and giving it away to my friends or selling it on the street.
(I'll confess I've never heard of anyone making counterfeit cars, but the counterfeiting business is rampant in so many other industries, including cosmetics, clothing etc.)
Edit: Well, fuck me sideways, a quick Google search out of curiosity has revealed that
counterfeit cars actually exist.
StingingVelvet: I mean... I agree, for the most part, I'm just saying the language has been true forever. Not a new DRM-related thing.
Ah, OK. You gave the impression that you were agreeing with the use of that terminology.
But no, it's not inherently a new thing, although such detail in EULAs was not commonplace until the early 90s. In fact, user agreements in the 1980s and early 1990s were a lot more balanced on the whole.