Wolfire Games LLC v. Valve Corporation

District Court, W.D. Washington·Decided November 19, 2021·No. 2:21-cv-00563·Unknown

Opinion

THE HONORABLE JOHN C. COUGHENOUR 1 2 3 4 5 6 UNITED STATES DISTRICT COURT 7 WESTERN DISTRICT OF WASHINGTON 8 AT SEATTLE 9 WOLFIRE GAMES, LLC, SEAN COLVIN, CASE NO. C21-0563-JCC SUSANN DAVIS, DANIEL ESCOBAR, 10 WILLIAM HERBERT, RYAN LALLY, ORDER 11 HOPE MARCHIONDA, and EVERETT STEPHENS, individually and on behalf of all 12 others similarly situated, 13 Plaintiffs, v. 14 15 VALVE CORPORATION, 16 Defendant. 17

18 This matter comes before the Court on Defendant’s motion to dismiss (Dkt. No. 37). 19 Having thoroughly considered the parties’ briefing and the relevant record, the Court finds oral 20 argument unnecessary and hereby GRANTS in part and DENIES in part the motion for the 21 reasons described below. 22 I. BACKGROUND 23 Plaintiff Wolfire Games, LLC alleges, in a Consolidated Amended Class Action 24 Complaint (“CAC”), that Defendant utilizes anticompetitive practices and its monopoly power to 25 force Wolfire and similarly situated personal computer (“PC”) desktop game publishers to pay 26 Defendant supracompetitive fees for the sale of their games. (See generally Dkt. No. 34.) The 1 CAC also contains allegations and claims for relief from game consumers. (Id.) However, the 2 Court already granted Defendant’s motion to compel arbitration of those claims pursuant to 3 Defendant’s Steam Subscriber Agreement. (See Dkt. No. 66 at 5.) 4 Defendant operates a PC desktop gaming platform (the “Steam Platform”) and a retail 5 electronic game store (the “Steam Store”). (Dkt. No. 34 at 10, 14–17.) Wolfire asserts, through 6 the CAC, that Defendant forces game publishers to sell their games through the Steam Store, 7 which results in anti-competitive injury to Wolfire and similarly situated game publishers. (See 8 generally id.) According to the CAC, Defendant initially created the Steam Platform to facilitate 9 the delivery of patches and updates for its own games. (Id. at 14.) Defendant later launched the 10 Steam Store. (Id. at 15) At the time, it sold its own games through the Steam Store, which could 11 only be played on the Steam Platform. (Id.) This is because PC desktop games are generally not 12 compatible across platforms due to the “unique functionality” of each platform. (Id. at 24.) 13 At some point, Defendant opened up the Steam Platform to third-party game publishers. 14 (Id. at 15.) However, like Defendant’s own games, those third-party games, if compatible with 15 the Steam Platform, were generally not compatible with other platforms. (Id.) Also, like 16 Defendant’s own games, absent the limited use of Steam Keys,1 those games had to be 17 purchased through the Steam Store. (Id.) Defendant does not charge a direct fee for consumers’ 18 use of the Steam Platform or its hosting of a third-party publishers’ games. (See generally id.) 19 Instead, it generates revenue through a fee that it charges for each third-party game sold in the 20 Steam Store and for in-app purchases. (Id. at 24, 28, 78.) Defendant initially set the fee at 30% 21 but now provides limited discounts to high-volume developers and/or publishers. (Id. at 5.) 22 The initial appeal of the Steam Platform to game consumers was the ability to maintain 23 and update their game libraries in one location, regardless of which device they use to access the 24 game. (Id.) However, over time, Defendant added more functionality to the platform. (Id. at 5, 25 1 These are alpha-numeric codes that provide the holder with access to a digital version of 26 a publisher’s game within the Steam Platform. (Dkt. No. 34 at 30.) 1 16.) This included social networking features and other services, including a game achievement 2 tracking service. (Id. at 5, 16.) Based in part on this increased functionality, demand for the 3 platform steadily rose. (Id.) Today, the “vast majority of all PC [d]esktop [g]ames are played [] 4 on the Steam Gaming Platform.” (Id. at 32.) As a result, Steam compatibility is considered to be 5 a “must-have.” (Id.) 6 According to the CAC, Defendant uses this market dominance to unlawfully tie Steam 7 Store sales to use of its Steam Platform and to impose price controls through contractual 8 provisions and coercion. (See generally id.) The CAC asserts that these practices violate Sections 9 1 and 2 of the Sherman Act as well as the Washington Consumer Protection Act (“CPA”). (Id.) 10 Defendant moves to dismiss, at least with respect to Wolfire, pursuant to Federal Rule of Civil 11 Procedure 12(b)(6). (Dkt. No. 37.) It argues, inter alia, that CAC’s tying claims are not 12 supportable, given the integrated platform and distribution market described in the CAC, and that 13 the CAC fails to allege facts supporting an antitrust injury. (See generally id.) 14 II. DISCUSSION 15 A. Legal Standard 16 A motion to dismiss pursuant to Rule 12(b)(6) “tests the legal sufficiency of a claim.” 17 Navarro v. Block, 250 F.3d 729, 732 (9th Cir. 2011), see Fed. R. Civ. P. 12(b)(6). To survive 18 such a motion, “a complaint must contain sufficient factual matter, accepted as true, to state a 19 claim to relief that is plausible on its face.” Ashcroft v. Iqbal, 556 U.S. 662, 677 (2009) (internal 20 quotation marks and citation omitted); see Shroyer v. New Cingular Wireless Serv., Inc., 622 21 F.3d 1035, 1041 (9th Cir. 2010). In reviewing such a motion, the Court accepts the truth of the 22 facts alleged and draws all reasonable inferences from those facts in a plaintiff’s favor. Al-Kidd 23 v. Ashcroft, 580 F.3d 949, 956 (9th Cir. 2009). However, allegations must cross “the line 24 between possibility and plausibility of entitlement to relief.” Iqbal, 556 U.S. at 677. To do so, the 25 complaint must “plead[] factual content that allows the court to draw the reasonable inference 26 that the defendant is liable for the misconduct alleged.” Id. As a result, a “pleading that offers 1 ‘labels and conclusions’ or ‘a formulaic recitation of the elements of a cause of action will not 2 do.’” Id. at 678 (quoting Bell A. Corp. v. Twombly, 550 U.S. 544, 555 (2007)). 3 B. Relevant Market 4 According to the CAC, by 2020, Defendant reported 45,000 Steam-compatible games 5 and 120 million monthly active Steam Platform users. (Dkt. No. 34 at 16.) The Steam Store, 6 where those games are generally purchased, presently accounts for 75% of the $10 billion2 PC 7 desktop game market. (Id. at 8.) 8 “A threshold step in any antitrust case is to accurately define the relevant market.” Fed. 9 Trade Commn. v. Qualcomm Inc., 969 F.3d 974, 992 (9th Cir. 2020). Here, the CAC presents 10 two different market theories. (Dkt. No. 34 at 32–39.) Under the first, the Steam Platform and 11 Steam Store operate in separate markets: a PC desktop platform market and a PC desktop game 12 transaction market. (Id. at 32–38.) Under the second, they operate as a single product in an 13 integrated game transaction platform market. (Id. at 38–39.) This distinction matters—only a 14 separate market theory would support the CAC’s causes of action based on tying claims. (See id. 15 at 89–92.) 16 In defining the relevant market, Wolfire and Defendant debate the import of Jefferson 17 Parish Hosp. Dist. No. 2 v. Hyde, 466 U.S. 2 (1984). (See Dkt. Nos. 57 at 28–30, 54 at 15–19, 57 18 at 14–15.) In Jefferson Parish, the Court articulated a consumer demand test to assess tying 19 allegations.

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