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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.

7 of 190 comments (clear)

  1. More on the press release on conference by The+Importance+of · · Score: 3, Informative
  2. 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.
  3. 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.

  4. 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
  5. 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
  6. 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
  7. 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?