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  | |  | Second Life 's customers own the IP of their creatio ns | Second Life 's customers own the IP of their creatio ns 2003-11-21 - By Corpheous Andrakin
Back --- "Christer Enfors XW (TN/PAC)" <christer.xw.enfors@(protected)> wrote: > Mike Shaver wrote:
>> The Creative Commons element is interesting too, but the key >> issue is clearly that they're leaving (giving?) the players' IP >> with them.
> I'm most likely wrong on this, but I always thought that the > author of something (say, an object in Second Life) always own > copyright (IP == copyright?) on it. Just because the terms of > service may say otherwise, that doesn't supercede copyright law, > does it?
> So if I'm right, this doesn't really change anything. Authors have > always owned their work, even if the producers of the authors' > tools don't realise this.
Your response leads heavily back to the discussion that I started about "Who owns my sword?". Unlike many of the other topics that have arisen, I don't believe this one was actually closed (was it?), it just kind of died off. A topic like that one can't really ever end until a law is made though, perhaps it will even start with one of us :)
Our discussion, indepth though it was, didn't reveal much but here's what I think the general consenses was:
Players should be able to sell items gained in-game -Game companies should not be able to be liable for said in-game items real world value -Players selling their "time" to obtain an item or to power-level is legal (I believe this was proven in court) -Whether or not the game companies like it, players WILL find a way to sell/trade items outside of their economy and game structure, so someone should make a law setting some ground rules
I think MUD-Dev has some archives on their page where you can look that huge thread up too :)
-MOo MoO Cow of Death __ ____ ____ ____ ____ ____ ____ ____ ____ ____ MUD-Dev mailing list MUD-Dev@(protected) https://www.kanga.nu/lists/listinfo/mud-dev
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