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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.

3 of 190 comments (clear)

  1. 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.




  2. 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...

  3. 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);