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Second Life Recognizes IP Of User-Created Objects

Thanks to TerraNova for pointing to a Yahoo press release revealing that "online world" Second Life now recognizes the ownership of in-world content made by subscribers. According to the press release, "The revised TOS allows subscribers to retain full intellectual property protection for the digital content they create, including characters, clothing, scripts, textures, objects and designs." As well as this, "Second Life has committed to exploring technologies to make it easy for creators to license their content under Creative Commons licenses", but, while these CC licenses are still being discussed, questions about the just-implemented IP issues are addressed at an official FAQ page on the Second Life site.

190 comments

  1. Wow... by MoxCamel · · Score: 0, Offtopic

    ...that's a terrible idea. Now you've just sucked your company into disputes between your your customers. Oh, and you get to pay your lawyers to defend your new digital licenses in court, when some bozo decides to challenge it.

    1. Re:Wow... by JayBlalock · · Score: 0, Troll

      Yes, since obviously, allowing anyone besides major corporations to have intellectual property is a horrible thing and must be wiped out, lest the serfs begin to think they have power. Best to make sure they sign their lives over to you in the TOS, just to be safe.

      --
      Bush: He's Liberal in all the wrong ways.
    2. Re:Wow... by MoxCamel · · Score: 2, Funny
      Yes, since obviously, allowing anyone besides major corporations to have intellectual property is a horrible thing and must be wiped out, lest the serfs begin to think they have power. Best to make sure they sign their lives over to you in the TOS, just to be safe.

      I love Slashdot. I never have to use my own voice, I just wait for others to insert words into my mouth for me. I also like it, because you never have to really understand what the poster was trying to say. You just take the worst-possible interpretation, and run with it!

      I mean, since I'm not towing the intellectual-property-is-bad-la-la-la-I'm-not-list ening! line, I must be a corporate goon, trolling Slashdot in between suing children and eating toddlers.

    3. Re:Wow... by Anonymous Coward · · Score: 0

      OK, I'll try hard to not treat your comment as a troll...

      Look pal, we can't all just stop doing things because we're afraid at some point someone might sue us. Sure that'll be the safest option, but then we might as well go back to dwelling in caves. We're humans, we want to create, we want to advance as a society, damned the litigatious players.

    4. Re:Wow... by Fux+the+Penguin · · Score: 1, Interesting

      Hey, don't rush to judge. When I first started playing this game, I thought it was going to bore me to tears like TSO did.

      I was quite surprised though when I found myself actually enjoying the game. Oh sure, it's not your hack-n-slash, beat em up, kill em all, find the dragon, do the quest, type game, but it is the type of game I always wondered about, it's what I call a "Sandbox".

      Basically LindenLab's has created the world, but they've given the players the tools (the exact same tools they use) to build and script, thereby giving players the ability to really change the world. Linden Labs may have created this world, but it's the players to build.

      Not only have I found it extremely enjoyable to build my own home, but I have also enjoyed the challenge of learning the scripting language to make my objects react, act, and do things I want them to do. You can have your front door react to every user that comes to it by sending the user a message that says, "Hi Player X, welcome to my home", or if you get really good at the scripting, you can make your own spaceship and "abduct" people.

      While this may not be the action/rpg game like Star Wars is, I find it refreshing on the level that you, the player, are the one that makes the world go round. If you want to hold an event, to find the Holy Grail, great! Go make the Grail, hide it where you want, and start the event. The best part is, LindenLab's understands that they need to keep their players happy. When you run an "official event" you will get $500 Linden-Dollars to give out as rewards. The only thing that comes out of your pocket, is time.

      Why not head over to SecondLife and give it a try. It comes with a 5 day free trial.

    5. Re:Wow... by Kent+Recal · · Score: 2, Interesting

      Shameless plug, huh?

      Well, I actually dug out my WinXP Laptop and gave it a shot. And know what: Yes, it's dead-boring.
      Certainly some interesting playground for the developers but not for the players...

      It looks like a bad experimental 3d-engine with some very-limited scripting language tacked on top. Not even close to a "game". No concept, no gameplay, NOTHING.
      You basically just mess around with it to run into its constraints every 5 minutes.
      Then when you've realized how limited it is (took me about 40mins) you'll just drop it like a hot potatoe and release a big yawn cuz there's nothing left to do.

      Oh yea and there's not even a linux version.
      (as if that poor 3d engine required any exciting directX stunts...)

    6. Re:Wow... by Anonymous Coward · · Score: 0
      I never have to use my own voice, I just wait for others to insert words into my mouth for me. I also like it, because you never have to really understand what the poster was trying to say. You just take the worst-possible interpretation, and run with it!

      And another Democrat is born .....

    7. Re:Wow... by Anonymous Coward · · Score: 0



      While this may not be the action/rpg game like Star Wars is,

      You must not have played Star Wars Galaxies then. I have turds with more action and rp'ing. SWG is an online economic simulator, nothing more.


  2. More on the press release on conference by The+Importance+of · · Score: 3, Informative
  3. Does it really matter? by Prince_Ali · · Score: 2, Funny

    The only thing that could really exists outside of Second Life is textures, and from what I've seen Second Life needs as many textures as it can get its hands on (it has horrible graphics).

    1. Re:Does it really matter? by LilMikey · · Score: 2, Informative

      There are many other things that can exist outside of secondlife that are worth of IP protections. Many objects are scripted. These scripts should be protected no differently than any other code. There are things such as poetry and short story contests the contents of which should be protected. Art in the form of textures as you stated should be protected. The models themselves (although it seems possible to construe them as derivative works) need protection.

      Acknowledging this encourages people to bring in more and better content making secondlife better for all of its participants.

      As for the poor graphics, I'd suggest you look again. With the latest particle enhancements, bump mapping, improved lighting effects, etc. the graphics are quite good. That doesn't prevent people from creating things poorly however.

      --
      LilMikey.com... I'll stop doing it when you sto
    2. Re:Does it really matter? by Anonymous Coward · · Score: 0


      Graphics nonwithstanding, this game appears to have a fuck of a lot more content than Star Wars Galaxies.

    3. Re:Does it really matter? by Anonymous Coward · · Score: 0

      What are you talking about? The graphics look pretty good to me.

      http://secondlife.com/

    4. Re:Does it really matter? by Anonymous Coward · · Score: 0

      Who uses tilesets for nethack anyway? They're all pretty annoying compared to pure ASCII. Besides, there's nothing like being able to SSH into your home computer and play nethack for a while without looking like you're playing a game :)

    5. Re:Does it really matter? by Anonymous Coward · · Score: 0

      Wow I was trolling but you took that one so bad that I almost feel guilty. dumb ass.

  4. Anyone else notice... by TrippTDF · · Score: 0, Troll

    ...the similarities between the Second Life logo and the Journey Cloths from Uru: Ages Beyond Myst? Anyone have any insight on that one?

    1. Re:Anyone else notice... by Anonymous Coward · · Score: 0

      Personally, I think a bloom county sig is an automatic +5, Insightful. But that's just me, anonmoosely.

    2. Re:Anyone else notice... by Anonymous Coward · · Score: 0

      The symbol of a hand with an eye is ancient. I forget what it symbolizes.

  5. Screw IP, I'll start using this when I can... by DwarfGoanna · · Score: 1, Offtopic
    1) Decapitate people with my samurai swords.


    2) Play frisbee with my rat-thing.


    3) Punch that damn Librarian.

    --

    "You know why you do not see me styling wit my homies? Because I have no homies!!" -Mojo Jojo

    1. Re:Screw IP, I'll start using this when I can... by Lordfly · · Score: 1

      1) There's a ton of working swords in second life... hell, you START with a celtic broadsword :)

      2) Hmm, frisbee, I'll have to script that...

      3) No Librarian yet, but there IS a Library in Kissling... even has a working 3d model of the solar system :)

      Lordfly

      --
      hookers and grits.
    2. Re:Screw IP, I'll start using this when I can... by gladbach · · Score: 1

      you completely missed the references to snow crash i think... go read it if you havent, great book. and to the parent, damn, I thought I was the only one who it reminded of snow crash... heh

      --
      "Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms,
    3. Re:Screw IP, I'll start using this when I can... by Anonymous Coward · · Score: 0

      idiot. I bet your mother and father are also your brother and sister.

    4. Re:Screw IP, I'll start using this when I can... by Anonymous Coward · · Score: 0

      :D
      pwnt!

    5. Re:Screw IP, I'll start using this when I can... by Pxtl · · Score: 1

      Whoever modded this offtopic is retarded. Second life is the closest thing to a real-world implementation of Neil Stephenson's "Snow Crash" Metaverse, from which those references come.

      The emphasis on swordplay strongly suggests that this was not coincidental. I haven't closely followed "Second Life" but were the designers at all directly influenced by Snow Crash?

    6. Re:Screw IP, I'll start using this when I can... by Oliver+Wendell+Jones · · Score: 1

      the designers at all directly influenced by Snow Crash?

      Yeah, and I'm sure they'll come right out and admit it, because in the world we live in you can say things like that and not worry about a legal clerk knocking on your door 20 minutes later with a notice of intent to sue for violation of copyright, trademark, patent, etc.

      Oh wait, that's the world I *want* to live in...

      --
      A computer once beat me at chess, but it was no match for me at kick boxing -- Emo Phillips
  6. Re:so you mean... by AndroidCat · · Score: 1

    Yes, but if you used the GPL someone else could take your sword and use it. If they made changes to it, they would have to make it available to everyone else.

    --
    One line blog. I hear that they're called Twitters now.
  7. This is the first MMORPG I've been tempted to play by Sheetrock · · Score: 4, Interesting
    While it's not a hack-and-slash level-upper like most of 'em, it's got a level of depth to it that can only come from letting users design their own content. Not dungeons, but jetpacks, paintball, rollercoasters, and the like with an advanced scripting engine. The game uses real physics, so it's able to calculate in real time the effect of something you code on a 3D model.

    Really neat stuff. It lets average people get a feel for what programming is like in a MMO environment. So the fact that they recognize your stake in what you create is meaningful, given that you aren't just repositioning in-game objects but actually designing your own stuff to entertain others in the game. I may actually have to give it a try now, although the folks that get a little too into these things have made me leery of doing so to this point.

    --

    Try not. Do or do not, there is no try.
    -- Dr. Spock, stardate 2822-3.




  8. clothing business in cyberspace? by Major_Small · · Score: 4, Interesting
    will you be able to then charge for everything you make? or is it going to be a license where everything you make must be free for everybody?

    i can't wait until people start trading real money if they can... i can see some name brand clothing retailers buying accounts and creating officially licensed clothing for the game...

  9. Sounds like a nightmare for derivative works by Nuclear+Elephant · · Score: 2, Funny

    What? This is a derivative work? But yours has clothes on!

  10. I hate to spoil the party... by Anonymous Coward · · Score: 2, Funny

    ...but NAT routers are really going to mess up this scheme. What if more than one person has the same IP?

    1. Re:I hate to spoil the party... by bindo · · Score: 1

      That's why they use the creative commons license.
      Today the way NAT handles our IPs is boring. But look at how they solve the problem.

      In fact its a good Idea! I'll patch our firewall this weekend so that we apply the creative commons scheme here as well.

      The email of the CEO readable by everybody. The maniac down the corridor pops up a pr0n site and it gets loaded on a random set of screens around the company. And don't even get me started on online banking ...

      delightful :)

      Bind0

  11. Re:License it under the GPL by Anonymous Coward · · Score: 0

    Said property is properly known as GNUproperty.

  12. Isn't this obvious? by Rude+Turnip · · Score: 5, Insightful

    That's like saying that when I create a document within the virtual world of MS Word, that I get to keep the copyright on the document...and then act surprised by it.

    1. Re:Isn't this obvious? by Anonymous Coward · · Score: 0

      That IS an important step when other places simply appropriate anything and everything you create with their system through the EULA ... (e.g. take the copyright to anything you create)

    2. Re:Isn't this obvious? by eggstasy · · Score: 1

      I think you should read the latest MS EULAs more carefully... they already claim ownership of everything you do with your computer.

    3. Re:Isn't this obvious? by Carnildo · · Score: 1

      A great many MMOGs have a clause in their license that states that your character and all possessions belong to the company running the game.

      --
      "They redundantly repeated themselves over and over again incessantly without end ad infinitum" -- ibid.
    4. Re:Isn't this obvious? by Rude+Turnip · · Score: 1

      I'm no lawyer, but I doubt such claims are legitimate. What if Jim Davis wanted to play a Garfield character he created in some MMOG?

  13. Nobody can create an idea. by Thinkit3 · · Score: 2, Interesting

    You discover it. You can create lemonade from lemon juice, sugar, and water. Nobody else could have created that glass of lemonade. But with information, two people can independently "create" it. So it's not creating, it's discovering.

    --
    -Libertarian secular transhumanist
    1. Re:Nobody can create an idea. by Anonymous Coward · · Score: 0

      So it's not creating, it's discovering.

      Yes and no. The Constitution, for example, would never be classified as a "discovery", but rather as a "creation". For this reason, IP can be classified as being created. It's the legally-backed exclusive-right protections that are contestable.

    2. Re:Nobody can create an idea. by jared_hanson · · Score: 0, Troll

      Yeah, on a long enough time line, everything is bound to happen twice. Because of this, we should automatically discredit everything that anyone does. Einstein was an idiot, Beethoven wasn't really that great of a composer, and Plato was a sub-par philosopher.

      Get real. Original ideas are probably much less likely to be independently created than are physical inventions.

      --
      -- Fighting mediocrity one bad post at a time.
  14. What about damages? by UncleBiggims · · Score: 2, Insightful

    I have never played Second Life... but what happesn if this sets a precedent for other online games. Can you sue someone for killing your character or stealing your stuff? If so, will the defense simply be "It wasn't me... my computer was being hacked."

    1. Re:What about damages? by Lordfly · · Score: 1

      I think the main point of changing the TOS to allow more open IP rights is so people don't feel afraid to upload what they've created into the game. It has nothing about suing people for you "dying"... dying has no consequence in SL anyway, seeing as you lose nothing but 15 seconds of your time. It's just to alleviate concerns about Linden Labs stealing your poetry and making millions off of it :) Lordfly

      --
      hookers and grits.
    2. Re:What about damages? by Anonymous Coward · · Score: 0

      in order to sue, you'd need to prove actual damages, which would be difficult in such a case.

    3. Re:What about damages? by Artifakt · · Score: 1

      The "It wasn't me... my computer was being hacked." defense is a completly independent issue. For example, people right now can sue for being barred from a game and use this defense in the process. Whatever precident Second Life has set, they haven't suddenly opended themselves to this risk - they and every company allowing public access is already running it.

      --
      Who is John Cabal?
  15. Creative Commons intro by sirReal.83. · · Score: 2, Informative
    For those of you who aren't familiar with Creative Commons, there's a cute little intro movie in Flash. Think you can do better, or just hate Flash? Good thing they're holding the Moving Images contest.

    From the Rules page:
    (3) Prizes: One (1) First Prize: First Prize Winner may choose either: an Apple(R) Power Mac(R) G5 Computer (Dual 2GHz PowerPC G5) (Approximate retail value ("ARV"): US$3000), or an Alienware(R) 2001DV(TM) System (ARV: US$3000). One (1) Second Prize: Sony(R) Handycam(R) Camcorder (Model DCR-PC120BT) (ARV: US$1200). One (1) Third Prize: Apple(R) iPod(TM) Digital Music Player (ARV: US$400).

    Sound nice? Get working.
    1. Re:Creative Commons intro by temojen · · Score: 1

      ya had to go announce this on slashdot, didn't you? now I've got no chance to win that Dual G5.

  16. Re:License it under the GPL by Anonymous Coward · · Score: 0

    Perhaps you need to read the GPL again. there are very specific conditions. It's not as general as you would make it out to be. If you still have concerns, consider the LGPL.

  17. Re:Follow the path by Bendebecker · · Score: 1

    But the question is: does it lead to Raaka-Tu?

    --
    There's a growing sense that even if The Future comes,
    most of us won't be able to afford it.
    -- Lemmy
  18. MMORPGs too much like real life? by G4from128k · · Score: 2, Insightful

    These online games seemed doomed to recreate the complications that drive people to play games in the first place. I wonder if Second Life will now have a PTO in the game to register and regulate player-created IP. I wonder if the games will become so much like real-life that some people will craft a simplier MMORPG to play inside a more complex one ("Third Life" anyone???).

    What is the world coming to when one must escape from even escapist entertainments?

    --
    Two wrongs don't make a right, but three lefts do.
    1. Re:MMORPGs too much like real life? by nizo · · Score: 1

      And thus the Matrix is born....

    2. Re:MMORPGs too much like real life? by Lordfly · · Score: 1

      Actually... someone is making an EQ clone within Second Life... called "DarkLife".

      Complete with its own economic model, enemies, weapons, and so on :)

      Lordfly

      --
      hookers and grits.
    3. Re:MMORPGs too much like real life? by Anonymous Coward · · Score: 0

      PTO in the game to register

      Don't forget the Library of Congress for Copyrights.

    4. Re:MMORPGs too much like real life? by Anonymous Coward · · Score: 0

      "Third Life" anyone???"

      Half life!
      errr.... wait a minute... nevermind...

    5. Re:MMORPGs too much like real life? by Soul-Burn666 · · Score: 1

      The only difference (and from what I gathered from the posts), is that the "game masters" are actually nice people that listen to what people have to say. If there is a major dispute about features, i'm pretty sure they will be glad to help. Moreover, in real-life you don't have these "gods". In the game, you (probably) can't get sick and need aid or need to eat and starve. Life is good.

      It would be interesting tho, if someone made an item/script X and sells it for Y money, and then someone makes a competing item/script Z and sells it for less. You will see real-life economics!

      Hell, what might happen next is that someone makes a building which he will call a "company" and let people make stuff for money he'll pay, and then sell it for more to other people. (the workers will be those "artists")

      --
      ^_^
  19. I can do anything? by kperrier · · Score: 1

    I have wondered about this. What if I want to rape and pillage? Can I break into people's "homes," steal their stuff, defile their avatars if I wish, kill them if I don't and sell their stuff at a pawn shop?

    1. Re:I can do anything? by LilMikey · · Score: 2, Interesting

      I don't know if you are being sarcastic however...

      People can have homes (oft built by the player), they can lock the doors (using player built locking scripts), and if you're especially motivated you can probably find a way around the scripts.

      However, objects in the world have permissions so that if the owner says noone can take an object, you cannot take it regardless of them leaving their door open.

      As for defiling other avatars, that (along with most anything illegal in the real world) violates their terms of service. There have been instances of harassment leading to expulsion.

      Killing on the other hand is possible in any damage-enabled area. It's not as satisfying as you'd think though. The avatar is simply teleported home. Also, obnoxiously annoying people in any way could probably be considered harassment and the authorities are pretty good at maintaining order. Not to mention the internal system... if you're a dick, you're rated down (and possibly banned from people's land). If you're rated down you don't get as much money. If you don't get as much money, you don't get to do as much stuff. The game becomes less fun for a-holes and idiots.

      --
      LilMikey.com... I'll stop doing it when you sto
    2. Re:I can do anything? by Anonymous Coward · · Score: 0

      Is it realistic ?

      I mean, do you take your amount of legal defense, and calculate the odds of getting off from how much you spend on lawyers, and throw a die to see if you get off ?

  20. A Little Background by jazzyfox · · Score: 5, Informative

    One of the things that, I believe, prompted this change was a user who wanted to write a framework for an MMORPG style game ruleset in SecondLife. They wanted to have the option to use this framework else where, such as porting it from the in-game scripting language to say, perl. The previous TOS, like most, included stipulations that all content created in SecondLife becomes the property of Linden Labs.

    Now, the TOS reads closer to the Yahoo!/GeoCities one for websites. In fact, that particular TOS was brought up as an example of what could be done. So the new TOS basically gives Linden Labs the ability to use your work to advertise, to delete it if the game goes under, or to debug it when it breaks things.

    I've been playing SecondLife for a couple months now, and it has been amazing. The basic concept is similar to a 3D MUSH, more oriented to social and building activities than combat. But the Lindens have been hands down the most responsive online gaming company that I have dealt with. Unlike EQ, DAoC, etc, the in-game representatives socialize with the players, and have a face. They are real people not just a glowing orb that teleports you out of the lava where you got stuck. The change in the TOS after commentary by players is just the latest example of how well they actually listen.

    1. Re:A Little Background by Anonymous Coward · · Score: 0

      They do this becuase basically under copyright law they don't own the derivatives, although you infringe by distributing them, and under contract law this probably wouldn't fly anyhow.

      Sure I can write a TOS for 1 billion dollars breathing air while using the sidewalk past my house but it isn't a valid contract.

    2. Re:A Little Background by hughperkins · · Score: 1

      I'm not a lawyer, but... from previous Slashdot discussions, a contract is valid only if both parties gain something from the contract.

      If I give you a bit of paper which you sign which says just that you will pay me $4000 per month, this is not a valid contract because you don't gain anything from it.

      Similarly, if you buy a game from a shop, and when you get it home and install it, you click on something and agree to it, the thing you just agreed to isn't valid because you don't gain anything from it. You already bought the game so it's too late.

      However, if you agree to a contract which gives you the right to download and use the game, then it is a valid contract, because you each gain something: the company gains your agreement, and you gain the right to play the game.

      Hugh

    3. Re:A Little Background by hughperkins · · Score: 1

      Bump, bumpety, bump, bump, bump...

      Yes, SL is unique in the sense that it is a world created by the players. For a 3D online persistant world, this is either a first, or the first to do it really well.

      Little bit of background: it's a dynamic world, which downloads as you move around. If I build a house next to you, you see me building it! It appears, and it stays there, even after I log out.

      To make the world come alive, you can add scripts to the world, which run server side. Think about that for a second, that's a lot of power! You can make objects do stuff for you and interact. It's really very flexible.

      The IP comes into play, because there are players who are professional developers and who want to contribute to the scripting codebase of the game on an OpenSource, GPL'd basis.

  21. But who would want to... by mod_parent_down · · Score: 1
    claim responsibility for some of the "content"?

    You get what you pay for, so the saying goes.

  22. Re:Follow the path by Anonymous Coward · · Score: 0

    Messed up any more ascensions lately?

  23. Well... by DrEldarion · · Score: 4, Insightful

    At least this will take care of the "You can't sell that on ebay, we OWN it!" restriction that MMORPG companies seem to have.

    "Nope, it's MY IP now!"

    1. Re:Well... by Anonymous+Cow+herd · · Score: 2, Insightful

      Uhh. The main difference being that, with Generic-MMORPG, their designers had the idea for whatever item you're selling, their modellers created the models, and their artists created the textures, etc. They are essentially the "creators". In SecondLife, you're doing the grunt work, the actual creation, they're just providing the toolset to do that.

      --
      Ita erat quando hic adveni.
  24. Re:so you mean... by tomstdenis · · Score: 1

    Or you could just say... I dunno, not care about it? /me dawns lvl 9 cloak of feigning concern.

    Tom

    --
    Someday, I'll have a real sig.
  25. Re:License it under the GPL by Anonymous Coward · · Score: 0

    It was a joke, no need to get all huffy RMS.

  26. A second life... by nizo · · Score: 2, Funny

    heck I don't even have a first life, wouldn't I need that first???

    1. Re:A second life... by Mr+Fodder · · Score: 1

      Going over the system requirements it would appear not. All you need is:

      - Graphics Card: Nvidia Geforce 2 (32MB RAM) or higher, or ATI Radeon 8500 (32MB RAM) or higher (laptop users: click here)
      - Computer: 800MHZ or higher, 256MB RAM or more
      - OS: Windows XP/2000
      - Internet Connection: Broadband (DSL/Cable Modem/LAN)
      - DirectX 8 or 9

      I guess the first life is optional.

  27. Gosh, that sounds familiar! by theMerovingian · · Score: 1

    Have you played D&D with us before?

    --
    "If you think you have things under control, you're not going fast enough." --Mario Andretti
  28. Re:so you mean... by devilsadvoc8 · · Score: 0

    What happens when you assert ownership over something in the game that is in fact based on something else in RL that someone else has a RL copyright on? Then, does the RL copyright holder have any recourse? Who would they send the cease and desist to? This seems like an idea that is doomed to failure.

    --
    B O R I N G
  29. Creative Commons by temojen · · Score: 3, Informative

    You can read about the variety of options available in the creative commons licenses at the Creative Commons website

    Essentially it's a templated license where the owner selects what terms to use.the options are:

    1. Require attribution?
      • yes
      • no
    2. Allow commercial uses of your work?
      • yes
      • no
    3. Allow modifications of your work?
      • yes
      • Yes, as long as others share alike
      • no

    So essentially it boils down to:

    • Public Domain
    • Public Domain with attribution
    • GPL
    • BSD
    • Freeware
    1. Re:Creative Commons by eggstasy · · Score: 1

      In SL everything is always and permanently labeled with the name of its creator. It's not immediately visible, but the info is easy to retrieve by opening the object properties in a little window.
      We also have a "right of first sale" that specifies everything that is not set as fully copyable may be resold even if it is for profit.
      We have a script library where everyone may put their scripts, and also a bazaar for freely distributable objects.
      By the way, one of the clothes every newbie gets for free in the game's default inventory is a Tux tee :)

  30. My game: "Real Life" by NineNine · · Score: 3, Funny

    I play a similar game. It's called "Real Life". I also spend a lot of time creating social relationshipsand building things. Right now, I've got a ton of friends, several hot girlfriends, and I'm building a business. It's really fucking exciting. The best part of it? I don't even need to sit in front of a computer for 12 hours a day! If anybody wants to try "Real Life", just turn your computer "off". It's very interactive, and very, very realistic.

    1. Re:My game: "Real Life" by Zeriel · · Score: 0, Offtopic

      You seem much more articulate than the standard troll, so I'm going to ask you:

      What exactly is the purpose of comments like this? I mean, this is slashdot. If you don't like the average lifestyle (or the percieved average lifestyle) why post or read? If you're attempting to evangelize for real life, why not do it effectively? If you're trying to troll, can you at least try to make it interesting instead of trite?

      Disclaimer: I spend 12hr a day on a computer, but I get paid for 9 of those. Most of the rest is playing with people in the same room, similar to console gaming with friends, only with better games.

      --
      "America has done some terrible things. But I know that Americans don't cheer when innocents die." -Dave Barry
    2. Re:My game: "Real Life" by Anonymous Coward · · Score: 0

      I suppose the game is for those who don't have daddy's trust fund to finance their hot girlfriends and business-building in Real Life. Jackass..

    3. Re:My game: "Real Life" by freeweed · · Score: 3, Funny

      I've got a ton of friends, several hot girlfriends

      Followed by this sig:

      Geek Girls Naked! [ccbill.com]

      No further comment needed :)

      --
      Endless arguments over trivial contradictions in books written by ignorant savages to explain thunder in the dark.
    4. Re:My game: "Real Life" by hchaos · · Score: 0, Offtopic
      I play a similar game. It's called "Real Life". I also spend a lot of time creating social relationshipsand building things. Right now, I've got a ton of friends, several hot girlfriends, and I'm building a business. It's really fucking exciting. The best part of it? I don't even need to sit in front of a computer for 12 hours a day! If anybody wants to try "Real Life", just turn your computer "off". It's very interactive, and very, very realistic.
      Since you're posting on slashdot, I'll take it that "a ton of friends" comes out to about 5, and "several hot girlfriends" refers to your porno collection. Since you are advocating turning off the computer, I assume that this porno collection consists largely of magazines and videos.
    5. Re:My game: "Real Life" by NineNine · · Score: 1

      None of my chicks are on there (I don't think). This is for all of the geeks out there without a geek chick of their own.

      Girls with glasses, tattoos, and piercings. mmmmmm..... Geeky.....

    6. Re:My game: "Real Life" by Anonymous Coward · · Score: 0

      ""a ton of friends" comes out to about 5"

      yeah, 5 guys that weight 400 lbs each, that's about right.

    7. Re:My game: "Real Life" by eggstasy · · Score: 2, Funny

      Yeah, I play that too, except the graphics suck, most of the players are fat or ugly, or both. You can't fly around without some expensive vehicles, and money doesnt come for free every week, plus you cant build anything decent in 5 minutes, or instantly buy and sell land, or teleport, or fly around shooting your friends with realistic weapons without being afraid of dying, etc, etc...
      When you get sick of your house and want to make it bigger, you can do it in 5 seconds by stretching it. You can lift your entire house up in the air if you feel like it, or even put a vehicle script in it and drive it around, and of course you can also just put it into your pocket and take it with you while you teleport to the other side of the world.
      Oh, and in real life, when you're $1500 in the hole, you will probably not be able to get out of debt by teaching 3 classes or holding 3 parties or any sort of event.

    8. Re:My game: "Real Life" by Kaboom13 · · Score: 1

      This post, or one almost exactly like it, gets dragged out every time something new or fun or interesting gets posted that might just involve sitting down for a whole 5 minutes. Imagine what lazy lard asses we all must be, with no life to be interested by things that dont all have to do with going outside and being a fascinating outgoing social person. Thank god NineNine was here to show us how we have been missing out on life cause we dared spend a few minutes relaxing in front of a computer. Im glad someone is with lots of hot girlfriends and an important business can take time out of his day to patrol slashdot and show us the error of our ways. In other words, shut the fuck up, Jackass. Just because you play a video game, or write software as a hobby, or whatever, doesn't mean you dont have a life. People doing what they enjoy, whatever it is, is no business of yours. Judging from your post, I get the feeling all you care about is how other people see you. "several hot girlfreinds"? I'd take a real relationship with an ugly girl over some shallow posing with women I met in some bar. Some of us don't care, and if we happen to like sitting in front of a computer, it doesnt make you morally superior.

    9. Re:My game: "Real Life" by Anonymous Coward · · Score: 0

      yes YES blame it all on your PARENTS! Mom and Dad are HOLDING ME DOWN, i HAVE TO EQ

    10. Re:My game: "Real Life" by Anonymous Coward · · Score: 0

      What the hell are you doing on Slashdot?

    11. Re:My game: "Real Life" by Anonymous Coward · · Score: 0

      Could you please stop being such a dork? Reading your puke is making my eyes bleed. Thanks in advance.

    12. Re:My game: "Real Life" by Anonymous Coward · · Score: 0

      I'm sorry, but you just tried to brag about your girlfriends online. Under subsection 2 of article A in the internet constitution, I must now declare you worthless.

    13. Re:My game: "Real Life" by Anonymous Coward · · Score: 0

      Alright, admit it. How many of you turned on sigs just to check out the site? :)

    14. Re:My game: "Real Life" by Lord_Dweomer · · Score: 1
      Actually, I find it kind of disgusting that there is a referral code in his link. This means he profits whenever someone signs up through his link. Which means he is trying to profit off of the Slashdot crowd reading his posts.

      --
      Buy Steampunk Clothing Online!
    15. Re:My game: "Real Life" by Anonymous Coward · · Score: 0

      Jeez, yeah. Making money is a crime. I guess I should just ask my parents for money, like you do, right?

    16. Re:My game: "Real Life" by Lord_Dweomer · · Score: 1
      " Jeez, yeah. Making money is a crime. I guess I should just ask my parents for money, like you do, right?"

      Actually, I am a professional who works for his money. You are no better than a spammer.

      --
      Buy Steampunk Clothing Online!
    17. Re:My game: "Real Life" by Anonymous Coward · · Score: 0
      Fucking idiot!

      Just shoot yourself in the face and save me the trouble of doing it.

    18. Re:My game: "Real Life" by Zeriel · · Score: 1

      ...and just so I know, who the fuck replies to a ten-day-old post in a non-front-page article?

      --
      "America has done some terrible things. But I know that Americans don't cheer when innocents die." -Dave Barry
  31. SimPatent announcement by dmeranda · · Score: 3, Funny

    November 14, Redmond, Washington - ipRus Inc. has just released the next generation computer game, SimPatent(R)(TM)(SM). It is a massively distributed multiplayer sinulation environment which allows gamers worldwide to participate in the fun world of intellectual property. Previously reserved only for high class CEOs and high payed lawyers (and an occasional 12-year old), this new simulation allows anybody to wield the power of intelectual control to crush their opponents. Cheating is not only allowed, but encouraged as a way to help out those players who are not very good. If an opponent is stronger than you, you may within the game reduce him to nothing by using our patented simulated legal system. Plans are already underway for enhancements, including a legislative system that can be manipulated by players to alter the game rules in their favor. ipRus's game servers are to go online in early December 2003, however the company is already accepting player applications, requiring only the exchange of personal information and email addresses.

  32. All information is discovered. by Thinkit3 · · Score: 1

    Who's to say nobody ever wrote something similar to the constitution and maybe did not get it circulated enough?

    --
    -Libertarian secular transhumanist
    1. Re:All information is discovered. by Anonymous Coward · · Score: 0

      Similar wouldn't make it equal, now would it?

    2. Re:All information is discovered. by TheClam · · Score: 1

      Me.

  33. Weird requirments by FrostedWheat · · Score: 2, Interesting
    To join Second Life, you must:
    • Be a resident of the U.S. or Canada

    Well that was fun while it lasted :)
    1. Re:Weird requirments by Lordfly · · Score: 1

      That's just legal stuff... my neighbor in SL hails from Germany, and there's a ton of Europeans who formed a group called "Illegal Immigrants" :)

      Lordfly

      --
      hookers and grits.
    2. Re:Weird requirments by eggstasy · · Score: 1

      Yup, I myself am from Portugal, I've been there since april and I've made no attempt to hide my nationality. Actually I advertise it with pride since I'm the only portuguese person there so far :)

    3. Re:Weird requirments by fsmunoz · · Score: 1

      Yup, I myself am from Portugal, I've been there since april and I've made no attempt to hide my nationality. Actually I advertise it with pride since I'm the only portuguese person there so far :)

      The rest of the nation is awaiting the Linux port... ;)

    4. Re:Weird requirments by Enfors · · Score: 1

      I'm European, and I didn't let that stop me from playing Second Life.

      Just as I had entered the world, a Linden (the developer) representative appeared to greet me. I asked him if it was true that they only allow US and Canada citizens, and he said it wasn't, and that he'd make sure the web site is changed to reflect that.

      --
      -Enfors-
  34. As a Second Life player, I applaud this. by katsushiro · · Score: 5, Informative

    Allright, really quick now, let me dispell some myths and doubts, since I've noticed that almost no posters even know what Second Life is, since they keep referring to it as an MMORPG and talking about swords and monsters and PK'ing and being able to 'patent your inventory'.

    Second Life is *not* an RPG, there are no monsters or quests or anything. It does *not* have PK-ing, tjhe ability to steal other people's objects, or damage other's property (although you could code all these behaviours and more into objects you create, with the tools the game gives you). At its base, it's a glorified chat room, where you create an avatar and then fly around the world, meeting people, chatting with them, etc. However, certain things set it apart, the biggest one being that you have the freedom and ability to create 3D objects in the game, import textures and sounds, and use a specialized scripting language to assign actions, movements, behaviours, etc. to those objects and to your avatar. The depth of this creation system is absolutely stunning, and limited really only by your skill (and that's *your* skill as the person behind the keyboard doing the modeling and coding, not your character's artificial skill stats) and imagination. While a lot of people limit themselves ot just making things like t-shirts, paintings, and simple houses, I've seen very large, complex creations around the Second Life world, including entire floating cities, RPG systems coded in game with the scripting language, dragons, roller coaster and amusement park rides, sports arenas, game shows, and a lot more, all fully created by the players.

    All these creations require time, effort and skill from the person making them. If you create a sword in Second Life, you actually model the thing, create the polygons, upload and tweak the textures, and script its actions.. you don't find the sword after killing a rabbit or roll you 'swordmaking' skill for the 'crafting' aspect of the game. You spend real time and effort to make it. You can imagine how much time some people have invested in their more ambitious creations.

    That's, I think, what makes the difference here. The reason why IP should matter in a game like Second Life, as opposed to, say, Everquest or any of the other MMORPG's, even those with 'crafting' components, is that effort involved in the actual creation of the item. I don't mind a game company telling me that I can't sell a sword I won after battling a dragon in Everquest for real money because they own the IP on that sword. It's their right, they made the sword, they coded it and made the art etc. etc. etc. For all the effort I put into killing that dragon, I earn the right to use that sword of theirs in the game and reap its benefits, in game. However, when you're talking about a sword I crafted myself from bare polygons and scripts, that I spent hours on the Gimp or Photoshop tweaking the textures for, and you tell me that that item isn't mine and I can't sell it for real money if I want to, that's another matter entirely.

    I personally applaud Second Life and their staff for recognizing this, that the effort and dedication that the players pour into the game with their creations makes the game itself better, and they deserve the fruits of their labour, and to keep the rights to their own creations. Second Life is far from perfect, it's got its bugs, its griefers, and its issues.. but with moves like this from their staff, it's also taking several very large steps towards setting itself apart from all the other MMO games and creating soemthing truly unique. Kudos to the founders for this decision.

    --
    "Two things are infinite: the universe, and human stupidity. And I'm not sure about the first one." - Albert Einstein
    1. Re:As a Second Life player, I applaud this. by NeoSkandranon · · Score: 1, Interesting

      you actually model the thing, create the polygons, upload and tweak the textures, and script its actions.. you don't find the sword after killing a rabbit or roll you 'swordmaking' skill for the 'crafting' aspect of the game. You spend real time and effort to make it.

      By doing this they have also made it quite difficult or impossible for a vast amount of people to also create things.

      --
      If you can't see the value in jet powered ants you should turn in your nerd card. - Dunbal (464142)
    2. Re:As a Second Life player, I applaud this. by katsushiro · · Score: 1, Redundant

      Question: have you ever played Second Life or done any modelling in it? The controls are actually quite simple, and after a couple of hours goofing around with it you can become quite proficient. Case in point: My fiancee recently began to play it as well, since she found it really interesting. She has only basic computer skills, and she's a psychology major, so she's never touched a 3D Cad program in her life. However, within a couple of days in the game she was cranking out truly interesting items, houses, dolls, wings, clothing, hats, just about anything she can imagine, she can create with surprisingly little effort and no previous 3D skills.

      It's not perfect, of course: she can't code her way out of a wet paper bag, so she isn't able to assign complex actions to those objects, and usually depends on me to do the coding for her. But the actual object creation is very straightforward and intuitive, easy for someone with absolutely no 3D modeling experience to pick up and create with, but still deep enough for those with the inclination to do so to create some very complex objects. Basically, don't think Belnder or 3D Studio Max, think more along the lines of Legos and you get a better idea of what the 3D modeling system in game is like and why it's much easier to pick up for an average person.

      --
      "Two things are infinite: the universe, and human stupidity. And I'm not sure about the first one." - Albert Einstein
    3. Re:As a Second Life player, I applaud this. by Slime-dogg · · Score: 0, Offtopic

      If it's a world that you go into and assume the role of an on-line entity, then it definitely is and RPG. Let me school you on the meaning of an RPG... It means ROLE PLAYING GAME. Yes, that means playing any role for any type of entertainment.

      RPG's come in many different flavours in the pencil & paper world, quite a few do not include elements of fantasy and killing. Your little rant about how this thing is *not* an RPG is completely inaccurate. RPGs do not need a plot, they just need an environment where you assume the role of something that is not yourself. If you are creating an avatar in this world, flying around and doing things that are not possible in this world, then you are indeed playing a role.

      Calling Second Life an RPG or a MMORPG is fair and accurate.

      --
      You need to restart your computer. Hold down the Power button for several seconds or press the Restart button.
    4. Re:As a Second Life player, I applaud this. by cmacb · · Score: 2, Insightful

      "By doing this they have also made it quite difficult or impossible for a vast amount of people to also create things."

      I don't think so. There will still be a lot of copyright free stuff to be had. In fact I doubt most people will bother to enforce any sort of copyright on their creations.

      This move was important for programs such as Second Life however because the creation exists entirely on the server. Without this change in the TOS the obvious interpretations would be that Linden Labs owns everything that is created in the Second Life environment. This makes it clear that content you create can, if you choose, remain under your control in the IP sense, even though not in your physical possesion.

    5. Re:As a Second Life player, I applaud this. by Haeleth · · Score: 1

      Let me school you on the meaning of an RPG... It means ROLE PLAYING GAME. Yes, that means playing any role for any type of entertainment.

      I'm sorry, but while a case can be made for Second Life being an RPG, yours isn't it. Just because the individual words can be construed in that way, does not mean that the phrase has that meaning as a technical term. In an F1 game, for example, I "play" the "role" of a Formula 1 driver. Does that mean that an F1 game is an RPG? Ask anyone, apart from you, who has any knowledge of gaming genres, and they will answer with a firm "no".

    6. Re:As a Second Life player, I applaud this. by katsushiro · · Score: 1

      *sigh* ... while your rather pedantic comments are corrections are, technically, valid, your grasp of my arguments seems fairly weak. It appears that, rather than reading my post and agreeing or disagreeing with the spirit and message of it, you chose to instead focus on one technical detail and let it cloud your vision. Your assertion that "Your little rant about how this thing is *not* an RPG is completely inaccurate." is not only a fairly childish, 'rules lawyer'-esque argument (see, I know about rules lawyers, I'm a roleplaying expert too!), it's one that misses the entire point I was trying to address.

      You see, while your argument is technically correct, it fails to take into account that what I was trying to address is the general perception of what MMORPGS are, that is, Everquest, Ultima Online, and its ilk. To most people, calling something an 'RPG' immediately brings to mind images of swords and sorcery, elves and mosnters. To a few more, it can also bring images of sci-fi, futuristic games as well. And judging from the comments I had read up until the time of my post, I saw that that was the impression that most people got, without knowing what Second Life really was, they immediately started blabbering about swords and spells, because the term MMORPG was used. Since Second Life, while having a strong 'role playing' element to it, is not defined by those classic fantasy elements that form most MMORPGS, I attempted to distance Second Life from those expressions by explaining what actually goes into the game. As part of that distancing, I felt it neccesary to separate it from the general MMORPG term and the associations it has gathered.

      As much as it may pain you to accept this, language is actually fluid, shifting.. words don't mean what the dictionary says they mean.. the dictionary simply attempts to catalogue the meaning currently associated with a specific word. Therefore, while your pedantic definition of the term MMORPG might be technically correct, when it comes to the actual associations and images called up by that term for most people, the meaning has changed. It is that meaning that I am attempting to distance Second Life from. However, thank you for posting and bringing up this point, and therefore giving me the opportunity to refute it.

      And yes, I understand that you have thoroughly trolled me, and I fell for it, but what the heck, how can I resist the opportunity to set the record straight about such an important distinction, no?

      --
      "Two things are infinite: the universe, and human stupidity. And I'm not sure about the first one." - Albert Einstein
    7. Re:As a Second Life player, I applaud this. by Saeger · · Score: 1
      they deserve the fruits of their labour, and to keep the rights to their own creations.

      It would be interesting to see how many people choose the standard "AllMineMineMine!" copyright vs. the other more open licenses. You would think open source's share and share-alike would flourish except in cases where the object creator is especially selfish, or in cases where someone wanted to sell temporarily unique data on Ebay for cash in the real world.

      Heh - funny thought: Imagine a gameworld divided up into zones depending on how the objects in it are licensed. Which zone would become the most successful?

      --

      --
      Power to the Peaceful
    8. Re:As a Second Life player, I applaud this. by serutan · · Score: 1

      As a member of a civilization that got along fine for thousands of years without the concept of Intellectual Property, I think it's a ridiculous attempt to graft a relatively recent and already obsolete legal contrivance onto an artificial world.

    9. Re:As a Second Life player, I applaud this. by Anonymous Coward · · Score: 0

      Actually, it's more like a 3D MUSH.

    10. Re:As a Second Life player, I applaud this. by jafuser · · Score: 1

      Items can be instantly copied, sold, given away, etc. Each object possesses a "Properties" panel which lets the creator assign permissions similar to the creative commons licensing system.

      Going from memory, it was something like this:

      Object can be:
      - Copied
      - Modified
      - Sold/Given Away
      Next owner can:
      - Copy
      - Modify
      - Sell/Give Away

      The "Next owner can" set of permissions will be applied to a copy of the object at the time of purchase.

      --
      Please consider making an automatic monthly recurring donation to the EFF
  35. A brief on SL economy/rules by Francis · · Score: 4, Interesting

    In the SL world, everything works on Linden$ (L$). Everything you build costs money. For instance, if I want to build a cube (or other type of primitive) it costs me $10. If I destroy that cube, I get my $10 back. If I decide to keep the cube in the game at all times, even when I'm not logged in, I get taxed on it. This is to encourage people not to leave stuff just lying around, cluttering up the landscape, and more importantly, the game server with processing your junk.

    Every week you get a stipend, of roughly L$1000, which will never increase your account balance beyond $3500. To gain more money than that, you have to earn it. One way of earning L$ is to sell things, such as clothes, models, or scripts.

    Unless you figure out an exploit, you cannot steal anyone's things. Every note, script and object you create has a list of permissions, such as copyable, modifiable, moveable, buyable.

    In most of the SL world, you cannot hurt anyone. In the areas where you can be hurt, if you die, all that happens is you get teleported home. That's it.

    You don't have to worry about someone beating you up and robbing you :)

    My favorite thing about SL is the scripting language. Like Hiro in snow crash. You can literally click an object in the game, and bring up the scripting code in a window, and start futzing with it. This is a really good toy version of the metaverse :)

    --

    --
    #include <malloc.h>
    free(your.mind);
    1. Re:A brief on SL economy/rules by LilMikey · · Score: 1

      This is a shameless plug but a (very young) SecondLife Wiki is available at http://www.lilmikey.com/slwiki

      --
      LilMikey.com... I'll stop doing it when you sto
    2. Re:A brief on SL economy/rules by Anonymous Coward · · Score: 0

      The taxes must be incredibly high, to prevent players from storing L$ as expensive objects in order to actually benefit from their stipend. Either that, or the economy of the game is valued so that L$3500 is not that much (and thus the stipend is almost purely a newbie allowance).

      Especially since, apparently, `my stuff' is invulnerable to robbery.

      Although I do like the idea of absolute liquidity a la The Sims. I wonder how long until RL becomes, technically and socially, indistinguishable.

    3. Re:A brief on SL economy/rules by katsushiro · · Score: 2, Interesting

      The taxes are, actually, fairly high, and you get taxed on both the land you own and the objects you have rezzed (created) out in the world. However, they're not cripplignly high. Basically, they're just high enough to discourage you from littering th elandscape with hundreds of lovingly modeled goatse guys, but not so high that you shy away from creating a really kickass home for yourself with all sorts of doodads and gizmos. The game also has a series of ways for making money that encourages the creation of unique, interesting items. Besides just being able to sell copies of the items you make (and place permissions on those items to allow or disallow further copying, modification, etc.) the game also has what's called 'dwell', which basically pays you money if people spend X amount of time or more on your property. So while you may get taxed more for a house that's very complex (the taxes are based on how many 'prims', or individual, Lego-like objects, your creations are made out of), if it attracts people to it and they stick around examining it, you can make that money back and then some thanks to 'dwell'.

      As a further note, L$3500 is a decent sum, but not vast riches either. As an example, buying an article of clothing from someone else can vary from anywhere around L$20 to L$500, depending on how prim-heavy the clothing is and how much the seller thinks they can get away with. Things like flying cars can cost L$1000 or more. But L$3500 and the stipend are enough to keep you comfortable and buying interesting things without having to build or sell a single thing if you don't want to.. while at the same time, if you want to create something really ambitious, then you have to have some sort of 'business' to make up for the taxes you'll be charged.

      --
      "Two things are infinite: the universe, and human stupidity. And I'm not sure about the first one." - Albert Einstein
    4. Re:A brief on SL economy/rules by eggstasy · · Score: 1

      Object and land banking are a reality, a lot of people do it so resources in some areas are a it scarce. Taxes are $48 per 4x4 meter plot of land, $96 in a few "expensive" regions, but you get discounts based on population density.
      Taxes on objects are $1 per basic object, but they increase with the volume and altitude of said object.
      Although your stipend and rating bonus will never increase your liquid cash beyond $3500, it is used to pay taxes on everything, so you can have a bonus of $4000, pay $3000 in taxes and get the other $1000 in cash.

    5. Re:A brief on SL economy/rules by stephanruby · · Score: 1
      Like Hiro in snow crash. You can literally click an object in the game, and bring up the scripting code in a window, and start futzing with it. This is a really good toy version of the metaverse :)

      Sounds like Squeak, a version of SmallTalk.

  36. 2nd Life Sourceforge? by Doc+Ruby · · Score: 2, Interesting

    Will there be a database of 2nd Life code? Like a sourceforge? How about a 2nd Life UI for interacting with it? Like a smithy/library, where avatars meet to demo and haggle? Auctioneer avatars taking their cut of licensing transactions?

    How about a 2nd Life virtual machine for running 2nd Life code on my Gnome desktop? How long before we move that desktop *inside* 2nd Life, for development teams?

    --

    --
    make install -not war

    1. Re:2nd Life Sourceforge? by PerspexAvenger · · Score: 1

      Well, I did recently have a quick chat with a character who was writing a linux-like OS, and noted that the language he was doing it in was startlingly close to SL script.

      Only a matter of time before a virtual "computer"...

  37. Re:so you mean... by AndroidCat · · Score: 1

    I wonder how long you keep those IP rights after the death of your character? :^P

    --
    One line blog. I hear that they're called Twitters now.
  38. Re:License it under the GPL by AndroidCat · · Score: 3, Funny

    If you use the GPL, does that mean the game has Open Sourcery?

    --
    One line blog. I hear that they're called Twitters now.
  39. Re:Good for them. by Anonymous Coward · · Score: 1, Informative

    The landmark case of Greenfeld v. Verant (2001) established that the owner of a game owns all intellectual property rights for in-game objects.

    citation?

  40. Must we have IP laws for everything? by syberanarchy · · Score: 2, Insightful

    I remember the days when the only people who had to give a damn about copyright laws were those who held 'em and the big piracy rings who infringed upon them and sold the bootlegs in Times Square. The big arms race of the new millenium seems to be for everyone to horde everything they can under the umbrella of copyright/trademark/patent. I'm surprised you can masturbate any more without signing away the rights to your bodily fluids. It is sad that because of a world controlled by a handful of wealthy political interests, we have to sign/click a waiver/EULA for almost anything we do. I do not envy the world my children will inherit.

    1. Re:Must we have IP laws for everything? by The+Wing+Lover · · Score: 1
      I'm surprised you can masturbate any more without signing away the rights to your bodily fluids.

      That's the sperm bank.

      --

      - In Capitalist America, law violates YOU!

  41. Re:License it under the GPL by Anonymous Coward · · Score: 0

    I thought it was a troll/crapflooder.

  42. IP as in Copyright not Networking by PetoskeyGuy · · Score: 1

    This bugs me. Recognizing IP should be easy right? 127.0.0.1. If they mean copyright say copyright. IP has an existing definition that is decades older.

    1. Re:IP as in Copyright not Networking by ViolentGreen · · Score: 1

      IP as in Intellectual Property. Different things can have the same acronym.

      AcronymFinder.com search for IP (Oddly enough Intellectual Property isn't listed here)

      --
      Not everything is analogous to cars. Car analogies rarely work.
    2. Re:IP as in Copyright not Networking by PetoskeyGuy · · Score: 2, Interesting

      I understand that different things can have the same acronym, but I have to agree with Richard Stallman on this. There is no such thing as Intellectual Property. It refers to Copyright, Patents, or Trademarks without being specific as to which.

      See http://www.gnu.org/philosophy/words-to-avoid.html# IntellectualProperty">
      this link
      for more information.

      So while I appreciate the link to acronyms, I am rather relieved that it hasn't made it yet.

      Like those people who "google" for things. There are many more ways to search the internet then google.com, and much more to the internet then what can be seen via port 80. Google is a trademark, not a verb. It will be interesting to see how long it takes for that word to disappear when Google goes the way of Altavista.

    3. Re:IP as in Copyright not Networking by The+Evil+Couch · · Score: 1
      yes, it is. it's just on another page.

      http://www.acronymfinder.com/af-query.asp?acronym= IP&String=exact&page=4

  43. Legality of subject matter by Che+Guevarra · · Score: 3, Insightful

    What a lot of "programers" don't realize is that there is a very rich and textured world of legality that exists in the corporate world. What is actually taking place is the legal precedent of rights. There is nothing like this in precedent, so there is an ongoing establishment of "rights" taking place. Its important in the legal/courts environment, but not necessarily in the court of public opinion. However, these issues need to be addressed to determine business practices.

    1. Re:Legality of subject matter by Che+Guevarra · · Score: 1

      I'll reply to my own question. The Legal world is just as rich as the programing world. It's very much a game of give and take in that the interpretation of what is right and wrong is fluid. Lawyers aren't inherently evil, they just know all the alley ways to take in order to turn what would be a just verdict evil. How that effects society, they just don't care, because they've spent an enourmouse amount of money on their education and the .... Oh my god, I just became a lawyer and I'm going to kill myself........

    2. Re:Legality of subject matter by Anonymous Coward · · Score: 0

      Actually there is precedent here. If you create a derivative of somone else work you own it but must liscnce it to legally distribute it under copyright.

  44. Re:so you mean... by aborchers · · Score: 3, Insightful
    Have these people lost their fucking minds? It's a game for jebuz sake.


    I haven't read the article, and know zip about this particular game, so I can't speak to this implementation, but only the concept.

    Perhaps you are looking at it too narrowly. I for one thought this to be quite a progressive step and one that is consistent and equitable with respect to honoring the rights of all to create and participate in the process, rather than just signing everything away to the corporate monolith as has traditionally been the norm.

    As we conduct more and more of our activities in on-line worlds, and our creative works manifest more in the same, then is it not reasonable and natural that those manifestations to serve the same purposes as the goods and services we produce in the wetworld? Think about it: wouldn't it be cool for your "day job" to be blacksmith in an on-line RPG? For now, it may only produce on-line currency that subsidizes your game time, but in the not too distant future, you, and the other users, might become co-creators with the game publisher and actually make a living from it.

    It just seems a natural progression of the economy to extend into virtual worlds this way. I'd much rather see this than a bunch of hamburger-flipping losers by day paying corporate giants to play their RPGs in the evening.

    Perhaps not as eloquent as Gibson or Stephenson would express it, but do you get what I'm pushing out here?

    --
    Trouble making decisions? Just flip for it.
  45. kinda like the metaverse in snow crash? by gladbach · · Score: 1

    It reminded me of the metaverse in snow crash, somewhat. Like how hiro and da5id had complete control etc over their areas, inside the common "proprietary" metaverse...

    --
    "Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms,
    1. Re:kinda like the metaverse in snow crash? by Anonymous Coward · · Score: 0

      Aaaah, nothing like showing your grasp of reality by comparing it to the imagination.

    2. Re:kinda like the metaverse in snow crash? by residieu · · Score: 1

      So are you saying Second Life is reality? or Snow Crash?

  46. Re:so you mean... by Anonymous Coward · · Score: 0

    *PKs AndroidCat*

  47. Re:so you mean... by Anonymous Coward · · Score: 0

    That's not a cloak. It's lube of CANNING THE MANHAM!

  48. This is the future of MMORPG's by Stone316 · · Score: 1
    For the same reason why MUD's were so successfull...they let you build your own content.

    Personally, I think the first hack and slash EQ/AC style game that lets users build their own content/quests/etc will take off. Game companies simply can't afford to pump out enough content to keep users busy. Whats better? 30 developers for 100,000 players? Or thousands of developers for 100,000 players?

    When I mention this people talk about quality and making sure the overall theme is the same. Well, create a panel that evaluates potential additions to the game. ie, user creates a dungeon and wants to add it and sends a request to get it placed in the world. The committee (considering of gamers/developers and company employees) evaluate it. They could send it back for more work, fix bugs or reject it.

    Anyways, that would be my perfect MMORPG. I still remember the day I obtained wizard status in my first mud and could start designing my own objects, weapons, monsters, etc.

    --
    "Thanks to the remote control I have the attention span of a gerbil."
    1. Re:This is the future of MMORPG's by Saeger · · Score: 1
      create a panel that evaluates potential additions to the game

      The "A Tale in the Desert" MMORPG has a great Lawmaking system built into the game.

      Once you become a citizen of the gameworld -- which takes a little time and effort, to limit ballot stuffing with crap-accounts -- you can create a bill/petition, gather signatures, and have everyone VOTE on it. There's two types of laws, which makes sense: 1) Changes to the game itself, which the developers have to implement currently, and 2) the in-game rule of law, which would include things like zoning laws, and punishment for player killing (of which there isn't any this particular MMOG).

      I really hope this kind of democracy spreads in future MMORPGS, because I can't stand fascist authoritian rule. :)

      --

      --
      Power to the Peaceful
    2. Re:This is the future of MMORPG's by Anonymous Coward · · Score: 0

      Electronic voting with no paper trail? No thanks. That was too easy.

  49. What happens when the servers shutdown? by Stone316 · · Score: 1

    I'm curious as to what the legal consequences will be if it becomes unprofitable and they shutdown the servers....

    --
    "Thanks to the remote control I have the attention span of a gerbil."
  50. Re:Good for them. by Anonymous Coward · · Score: 0

    Find it on Lexis-Nexis. You do have a subscription to Lexis-Nexis, don't you?

  51. Review of real life :) by dakryx · · Score: 1

    Heres the review to the game everyone is raving about! Real Life Review

  52. Re:License it under the GPL by ViolentGreen · · Score: 0

    Well at least I think it is funny. And I don't think many things modded as "Funny" here are funny.

    --
    Not everything is analogous to cars. Car analogies rarely work.
  53. Wow, I really wanted to believe you... by Che+Guevarra · · Score: 0, Offtopic

    But , Oh m lord, didn't you even spell check your super statement. Your mission was to flame someone and you didn't even proof it?

  54. WHAT??? by Anonymous Coward · · Score: 0

    Is "geek" the new "slut"?

    1. Re:WHAT??? by NineNine · · Score: 2, Funny

      Is "geek" the new "slut"?


      Has been for a few years now. All of the loose hipster chicks all define themselves as "geeks" now.

    2. Re:WHAT??? by Anonymous Coward · · Score: 0

      Is "geek" the new "slut"?

      Has been for a few years now. All of the loose hipster chicks all define themselves as "geeks" now.

      Hahaha! It's true! One of the slimiest girls who thought she was the shit used to work with me, and her "match.com" profile listed herself as a 'geek' but not a nerd.

  55. Re:so you mean... by ViolentGreen · · Score: 1

    At first, I didn't know what Second Life was and I was dead against this. Now I think it is a good idea. People are spending God knows how many hours creating this stuff, putting it online and having it ripped off.

    I am all for this as long as it doesn't cross over between other games. That would be a huge mess and would be impossible to enforce.

    --
    Not everything is analogous to cars. Car analogies rarely work.
  56. And besides what he* said by Pac · · Score: 1

    FPSs like Quake or Counter are quite difficult or impossible for older people or even teenagers without good motor skills. Online RPGs in general are quite difficult to people without the right mindset (and the will to keep killing rats and rabbits for hours till their skill with a sword gets good enough to allow them to kill dogs and cats, reload and repeat).

    Second Life audience is likely to be quite different from Everquest or Ultima, since their most important point is the original building capacity.

    * he the original poster in his answer to you

  57. Are you crazy? by Anonymous Coward · · Score: 0

    Your first born child won't inherit anything because you clicked that Microsoft EULA and willed him away...

  58. IP Issues by t0ny · · Score: 1

    I see potential IP issues here. Not the patent kind though; more like the DHCP kind...

    --

    Manipulate the moderator system! Mod someone as "overrated" today.

  59. The difficulty of creation by 87C751 · · Score: 1
    By doing this they have also made it quite difficult or impossible for a vast amount of people to also create things.
    It is difficult for a vast number of people to create usable computer tools as well. If it weren't, many among the /. audience would be flipping burgers and offering "fries with that". SL mimics the Real World(tm) that way. Some will aspire to build floating cities, while others will make t-shirts because if everyone were a Wizard, the environment would be pretty boring.

    On the other hand, there's no Linux client, so I can't find out firsthand.

    --
    Mail? Put "slashdot" in the subject to pass the spam filters.
  60. Similarities to 'There' by Anonymous Coward · · Score: 1, Insightful

    This game seems alot like There for grown ups.

  61. Moving towards some cyberpunk concepts by SubconsciousSeraphim · · Score: 2, Insightful

    Both Snow Crash (someone mentioned Hiro and the manipulation of objects in his environment) and Tad Williams' Otherworld feature this sort of behavior in their environment. Player-crafted and -owned objects are common, and in fact are really what bring a player prestige.

    I like the idea of an online environment where one's creative abilities and hard work are appreciated and rewarded, because it encourages similar behavior in others. Instead of spending hours just clicking on ingredients to craft something, actual time and mental resources are spent. Feels good.

  62. They're hardly the first by Doctor+Cat · · Score: 3, Interesting
    As usual, the companies with the big PR budget get the attention (and the press coverage, be it on /. or elsewhere.) Here's an excerpt from our Furcadia user agreement, which we've had for quite a while...

    Copyrights for any original works made by Content Providers belong to them, or jointly to them and Dragon's Eye if their work is based on Furcadia artwork or other content to the extent that it constitutes a 'derivative work' under current laws. By uploading their original work and/or derivative work to Furcadia, Content Providers automatically grant their permission for other players to use the Furcadia software to view and experience those works, a process in which the software may download copies of the works to the viewer's computer for viewing. In addition, the act of uploading grants Dragon's Eye license to redistribute the work in other formats or on other media that the software may support in the future, and to redistribute it in any way that it deems beneficial towards the goal of promoting Furcadia to the general public. Content Providers recognize and acknowledge that making their content available for other players to view and use incurs a certain amount of risk that some of those players may use, modify, or distribute that content in unauthorized ways which may infringe on the copyrights of the Content Provider. Each Content Provider agrees that they assume the entire risk of such infringement when they choose to upload, that they indemnify Dragon's Eye from any liability resulting from such infringement by third parties, that Dragon's Eye assumes no responsibility for taking punitive or corrective actions against such copyright violators, and that the Content Provider will pursue any and all remedies for such infringements on their own, whether these consist of requesting the infringer to cease and desist, filing a civil lawsuit against the infringer, or any other measures. In the event that a Content Provider chooses to file suit on a copyright infringement matter, Dragon's Eye agrees to provide any requested information regarding the transfer or use of the content involved that it may have in its records in a timely fashion.

    I suspect that games like Regenesis and Alpha World were treating user created artwork and such as belonging to the user before we were, though I never actually read their license agreements.

    --

    Furcadia - A free online game with user created content, DragonSpeak scripting, & more.

    1. Re:They're hardly the first by Anonymous Coward · · Score: 0

      stop whining and support someone who is trying to make the virtual world space more interesting. Whooopee, Furcadia is good too.

  63. IP lawyer online... by micq · · Score: 1

    IP been stolen? Guy looking at you funny? Virtual dog bite you? Come check out the SecondLife law offices of Duey, Cheatem & Howe..

    I'll make a killing online..

  64. If I'm not mistaken, this changes nothing. by Enfors · · Score: 1

    IANAL, but as I understand it, Linden never had copyright of any kind of the stuff you created in the first place. If I'm not mistaken, it takes a signed contract to hand over copyright of your work to someone else, no matter what tools are used in its creation. Just because Second Life's previous TOS said they owned copyright of your stuff, that doesn't change copyright law.

    But then again, IANAL, and it's very possible that I'm missing something.

    --
    -Enfors-
  65. Sorry, I'll stick with FakeLife, its more fun. by Anonymous Coward · · Score: 0

    Sorry, I'll stick with FakeLife, since it's more enjoyable.

    Reasons why RealLife sucks:

    1) No save and reload when you fuck up. The WORM drive used by the space-time continuum sucks.
    2) Pain. Sometimes the kind of pain where death is preferable -- cancer, fire and high school victims come to mind.
    3) RealWorld has RealWorld Responsibilities, most of which you have no effective choice to refuse (goto work, pay taxes, deal with your disfunctional family).
    4) Powerlessness. You don't have authority over your own life. Even in the most free societies, Society and Government tell you how you must behave or get punished. In fact, you even get punished for trying to use the "game off" button. (Aside: I'll never commit suicide; I'll make everyone else as miserable as I am instead, since I'm a vindictive bastard.)
    5) You don't get to pick your sex, species or race in RealLife. You don't even get a single reroll of base stats or even get to point buy your base stats! I certainly wouldn't be running around with the following pathetic stats, STR: 8, DEX: 13, CON: 9, INT: 16, WIS: 5, CHA: 1, if I had any choice in the matter; I would have rerolled until I got at least 12's across the board.

    I will give you some credit, RealLife does have it's plusses:

    1) It's much more challenging than FakeLife and if you manage to beat the BBEG, it's much more rewarding.
    2) Sophisticated AI governs NPC interactions. It's as if each NPC had it's own processor, memory and instructions!
    3) Better graphics and sound, in particular the music selection in RealLife is much greater than that of FakeLife (although the Diablo music and the Icewind Dale main theme kick ass!).
    4) Larger skill selection available in RealLife and you do get some choice of occupation.

    Seriously though, why do you act supprised when people demonstrate a preference to FakeLife over RealLife. RealLife is hard, painful and ultimately unsaticefying -- I would rather play a game I can win.

    1. Re:Sorry, I'll stick with FakeLife, its more fun. by Anonymous Coward · · Score: 0

      For the love of God, turn off your computer and go outside before its too late. Seriously, if you think for a second FakeLife will bring you happiness or contentment of any kind you're in for a really rude awakening. In the back of your mind you probably realize this but knowing it and feeling the sting of being victimized by it are two different things.

  66. With a law like this, it's all fun and games... by ctrl-alt-elite · · Score: 1

    ...until Darl McBride gets an account. Then you'd better watch which avatar you choose.

  67. You appear not to understand. by Thinkit3 · · Score: 1

    I haven't modded ever, so that wasn't my mod. But I'm making the difference between a physical good versus an idea. The invention is the idea, the good is what is made. Say I've never heard of lemonade. I could say I discovered the recipe for lemonade, but what I create is only that particular glass that I made.

    --
    -Libertarian secular transhumanist
  68. Disgusting by LuYu · · Score: 1

    Do we not have enough problems with people calling ideas "property" in the real world?

    What is to come of this? If you create a virtual T-shirt, will you be able to say that any avatar wearing a T-shirt is "stealing" your "intellectual property"? What if someone claims to be the first to create a character with wings and goes suing every avatar with wings?

    The legal concept of "intellectual property" should be erradicated, not expanded. Ideas are not property! They never have been. They never will be.

    --
    All data is speech. All speech is Free.
  69. My fault... by DwarfGoanna · · Score: 1

    I thought it was impossible that a Snow Crash reference would go over anyone's head here. I guess next time I'll have to draw some kind of connection between Second Life and Soviet Russia to snag my funny-points =)

    --

    "You know why you do not see me styling wit my homies? Because I have no homies!!" -Mojo Jojo

  70. Re:Good for them. by Anonymous Coward · · Score: 0

    yes, actually. it returns no results.

  71. Please don't use "IP" to describe copyright by Pan+T.+Hose · · Score: 1

    The "intellectual property" term is confusing enough, since it confuses petents, copyright, trademarks and trade secrets. Using the acronym "IP" only makes things worse. First time I read the headline I skipped the article thinking that it is about the IP addresses of some game users being stored. I am serious. I thought the article was about privacy issues, not the copyright issues which I am always trying to be up to date with. So I ask you, if you absolutely have to use the "intellectual property" oxymoron (just remember it is not a legal term and shows that you don't understand the law, which casts a serious doubt on Slashdot journalistic integrity) please at least don't use the even more confusing "IP" acronym for that.

    --
    Sincerely,
    Pan Tarhei Hosé, PhD.
    "Homo sum et cogito ergo odi profanum vulgus et libido."
  72. Re:Good for them. by Anonymous Coward · · Score: 0

    user/pass?