Bartle Addresses Pitfalls Of Virtual Property
Thanks to GameSpot for its 'Spot On' feature discussing some of the problems inherent in today's MMORPG property-owning systems. It references a paper [PDF link] written by original MUD co-creator Richard Bartle, which "addresses some of the trickier, if not darker, sides of virtual-property ownership." The basic premise of the argument is that "increase in commodification, gamers and the industry... are fast moving toward a breaking point that will likely involve the real-world legal system to sort out the conflicts", citing recent Chinese lawsuits about the loss of virtual items. Bartle concludes, gloomily: "Professors at Yale and Harvard looking into cyber-law, as they call it, are prepared. Unfortunately, they aren't the people who will be approached. The people who will be approached will be the judge... someplace that's never heard of virtual worlds. Working with the unknown, while perhaps exciting for those who enjoy gambling, is nevertheless on the whole bad for business."
Joe Schmoe works at Pizza Hut, he makes pizzas. Joe Schmoe does not own the pizzas he makes, Pizza Hut does, until someone pays for it, transfering ownership.
If you expend your own efforts and make something with SOMEONE ELSES PROPERTY then the end product does not magically become yours.
If you "make" something in an online world out of "online world property" (read: a bunch of 1's and 0's on the server the company owns) Then you don't own shit unless the company transfers ownership to you.
You can no more "disclaim" your right to own property than you can "disclaim" your right to be alive
There is precidence to signing away your rights to intellectual property that you create.
When you work for a company in an engineering/scientist capacity, you typically sign paperwork stating that all inventions, ideas, derived from your work is the property of the company. Also, work for hire situations typically have you sign away rights to the property before you have created it.
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