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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. 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. 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.

  4. 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.

  5. 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!"

  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. 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);