Second Life Recognizes IP Of User-Created Objects 190
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.
Wow... (Score:1, Offtopic)
Re:Wow... (Score:1, Troll)
Re:Wow... (Score:3, Funny)
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
Re:Wow... (Score:1, Interesting)
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
Re:Wow... (Score:2, Interesting)
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
More on the press release on conference (Score:4, Informative)
Does it really matter? (Score:2, Funny)
Re:Does it really matter? (Score:2, Informative)
Acknowledging this encourages people to bri
kinda like the metaverse in snow crash? (Score:2)
IP Issues (Score:2)
Anyone else notice... (Score:1, Troll)
Screw IP, I'll start using this when I can... (Score:2, Offtopic)
2) Play frisbee with my rat-thing.
3) Punch that damn Librarian.
Re:Screw IP, I'll start using this when I can... (Score:2)
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
Re:Screw IP, I'll start using this when I can... (Score:2)
Re:Screw IP, I'll start using this when I can... (Score:2)
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?
Re:Screw IP, I'll start using this when I can... (Score:2)
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...
My fault... (Score:2)
This is the first MMORPG I've been tempted to play (Score:5, Interesting)
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.
This is the future of MMORPG's (Score:1)
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
Re:This is the future of MMORPG's (Score:2)
The "A Tale in the Desert" MMORPG has a great Lawmaking [slashdot.org] 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 o
clothing business in cyberspace? (Score:4, Interesting)
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...
Creative Commons (Score:4, Informative)
You can read about the variety of options available in the creative commons licenses at the Creative Commons website [creativecommons.org]
Essentially it's a templated license where the owner selects what terms to use.the options are:
So essentially it boils down to:
Re:Creative Commons (Score:2)
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 g
Sounds like a nightmare for derivative works (Score:2, Funny)
I hate to spoil the party... (Score:2, Funny)
Re:I hate to spoil the party... (Score:1)
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
Isn't this obvious? (Score:5, Insightful)
Re:Isn't this obvious? (Score:2)
Re:Isn't this obvious? (Score:2)
Nobody can create an idea. (Score:2, Interesting)
Re:Nobody can create an idea. (Score:1, Troll)
Get real. Original ideas are probably much less likely to be independently created than are physical inventions.
All information is discovered. (Score:1)
Re:All information is discovered. (Score:1)
What about damages? (Score:2, Insightful)
Re:What about damages? (Score:2)
What happens when the servers shutdown? (Score:1)
Re:What about damages? (Score:1)
Creative Commons intro (Score:2, Informative)
From the Rules page:
Re:Creative Commons intro (Score:2)
MMORPGs too much like real life? (Score:3, Insightful)
What is the world coming to when one must escape from even escapist entertainments?
Re:MMORPGs too much like real life? (Score:2)
Re:MMORPGs too much like real life? (Score:2)
Complete with its own economic model, enemies, weapons, and so on
Lordfly
Re:MMORPGs too much like real life? (Score:2)
It would be interesting tho, if someone made an item/script X and sells it for Y money, and then someone makes a competin
I can do anything? (Score:1)
Gosh, that sounds familiar! (Score:1)
Re:I can do anything? (Score:2, Interesting)
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 t
A Little Background (Score:5, Informative)
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.
But who would want to... (Score:1)
You get what you pay for, so the saying goes.
Comment removed (Score:5, Insightful)
Re:Well... (Score:2, Insightful)
A second life... (Score:3, Funny)
My game: "Real Life" (Score:3, Funny)
Re:My game: "Real Life" (Score:4, Funny)
Followed by this sig:
Geek Girls Naked! [ccbill.com]
No further comment needed
Re:My game: "Real Life" (Score:2)
Girls with glasses, tattoos, and piercings. mmmmmm..... Geeky.....
Re:WHAT??? (Score:2, Funny)
Has been for a few years now. All of the loose hipster chicks all define themselves as "geeks" now.
Re:My game: "Real Life" (Score:2)
Review of real life :) (Score:1)
Re:My game: "Real Life" (Score:3, Funny)
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 e
Re:My game: "Real Life" (Score:2)
SimPatent announcement (Score:4, 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.
Weird requirments (Score:3, Interesting)
Well that was fun while it lasted
Re:Weird requirments (Score:2)
Lordfly
Re:Weird requirments (Score:2)
Re:Weird requirments (Score:2)
The rest of the nation is awaiting the Linux port...
As a Second Life player, I applaud this. (Score:5, Informative)
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.
Re:As a Second Life player, I applaud this. (Score:2, Interesting)
By doing this they have also made it quite difficult or impossible for a vast amount of people to also create things.
Re:As a Second Life player, I applaud this. (Score:1, Redundant)
And besides what he* said (Score:2)
Second Life audience is likely to be quite different from Everquest or Ultima, since their most important point is the original building capacity.
*
The difficulty of creation (Score:2)
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 han
Re:As a Second Life player, I applaud this. (Score:3, Insightful)
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 everythi
Re:As a Second Life player, I applaud this. (Score:2)
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.
Re:As a Second Life player, I applaud this. (Score:2)
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 zon
Re:As a Second Life player, I applaud this. (Score:2)
Re:As a Second Life player, I applaud this. (Score:2)
A brief on SL economy/rules (Score:5, Interesting)
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
Re:A brief on SL economy/rules (Score:1)
Re:A brief on SL economy/rules (Score:2)
Sounds like Squeak [squeak.org], a version of SmallTalk.
Re:A brief on SL economy/rules (Score:3, Interesting)
Re:A brief on SL economy/rules (Score:2)
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 t
2nd Life Sourceforge? (Score:2, Interesting)
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?
Must we have IP laws for everything? (Score:2, Insightful)
Re:Must we have IP laws for everything? (Score:2)
That's the sperm bank.
IP as in Copyright not Networking (Score:2)
Re:IP as in Copyright not Networking (Score:1)
AcronymFinder.com search for IP [acronymfinder.com] (Oddly enough Intellectual Property isn't listed here)
Re:IP as in Copyright not Networking (Score:3, Interesting)
See http://www.gnu.org/philosophy/words-to-avoid.html # IntellectualProperty"> [gnu.org]
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
Re:IP as in Copyright not Networking (Score:2)
http://www.acronymfinder.com/af-query.asp?acronym= IP&String=exact&page=4
Legality of subject matter (Score:3, Insightful)
Re:Legality of subject matter (Score:1)
Moving towards some cyberpunk concepts (Score:2, Insightful)
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,
They're hardly the first (Score:3, Interesting)
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.
IP lawyer online... (Score:2)
I'll make a killing online..
Disgusting (Score:2)
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 wi
Re:so you mean... (Score:1)
Re:so you mean... (Score:1)
Tom
Re:so you mean... (Score:1)
Re:so you mean... (Score:3, Insightful)
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 tradition
Re:so you mean... (Score:1)
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.
Re:Follow the path (Score:2)
Re:License it under the GPL (Score:3, Funny)
Re:Good for them. (Score:1, Informative)
citation?