Interview: Cory Linden on IP issues in Second Life
by Alphaville Herald on 12/08/04 at 12:42 am
Our legal editor Candace (a.k.a. Kale, a.k.a. Arboriasha Westerburg) has been exercised for some time about potential intellectual property entanglements arising in Second Life. Isn?t there an issue about downloading those Penthouse centerfolds as artwork for your club? And what about that music you?re pumping in? And given that your club is a revenue generator, well, you see where this is going. After bending my ear about it for an eternity I suggested she talk to Cory Ondrejka (a.k.a. Cory Linden), VP of Product Development for Linden Lab. The result is a Herald Instant Classic.
Candace: Cory Ondrejka, thank you for your time today. I know you’re busy and I really appreciate the opportunity to get your perspective on this important issue.
Cory: You?re very welcome.
Candace: You have a supremely fascinating and impressive background. Can you tell me a bit about your education, your previous experience, and how you ended up at Linden? I’d like to know a bit about that, and whatever you care to share about what motivates you to do the work that you do, what you enjoy most about your current position….
Cory: My degrees are in Weapons and Systems Engineering and Computer Science, both from the United States Naval Academy, and I?m also a graduate of the Navy?s Nuclear Power School. After I left the Navy, I worked on electronic warfare systems for Lockheed before moving west to work on arcade and console videogames. Just after I completed Road Rash for the Nintendo 64, I met Philip Rosedale, Linden?s CEO, in the fall of 2000 and decided that it offered more interesting challenges than creating PS2 games. I think that I was correct, because I definitely have the greatest job in the world right now. I get to work with incredibly smart, motivated people, write cutting edge code and explore the wide variety of legal and economic issues required to create the Metaverse.
Candace: I was motivated to pursue this story because there is a truly fascinating array of issues related to IP rights in SL. This specific game, largely based on uploading content and making personal creations, invites some serious conflict over who retains rights to what items. I’m not sure that people realize how revolutionary this kind of thing is and the vast implications it may hold for defining IP rights. Can you say a bit about that, the vision behind the creation of SL, and how Linden Lab originally thought this may work?
Cory: Second Life is built on a unique combination of streaming and grid-computing technologies that enable a completely dynamic world. Rather than shipping a disk of fixed content to the user, Second Life relies on a thin client and streams data to its residents as needed. That innovation led to the integration of collaborative creation tools into the world, which allowed residents to create, customize and transform Second Life. It quickly became clear that the success of Second Life would be dependent on the innovation of its residents. Innovation is driven by lowering the cost of information and building free markets. Both of these require property rights.
Candace: Now, the details are contained in the TOS, so we are all well-advised to check that, but can you briefly state the official policy as it regards uploading copyrighted materials and trademarks into SL, and also as it relates to players’ own protection of their creations?
Cory: The briefest, official policy for uploads is best stated by the TOS itself: ?[Y]ou shall not . . . upload, post, e-mail or otherwise transmit Content that infringes or violates any third party rights.? Much like the TOS of a hosting company, it makes it clear that it is the residents? responsibility to not upload infringing content. The residents? creations are owned by the creator, again much like a hosting company or an art tool. Although they grant Linden some rights, such as the right to use their creations for testing, they retain full rights to their creations.
Candace: I’d like to follow up on that last point, so people understand what rights Linden retains in regard to player’s creations. You mention the right to use them for testing. What about advertising for Linden or any other right? It really is a fascinating relationship between players and Linden in SL. Of course, when people are concerned about retaining rights, they’re often driven by the notion that someone else shouldn’t profit from their own work, and allowing Linden to have advertising privileges in regard to players’ creations flies squarely in the face of that traditional IP notion. I suppose the hope is that you’ll both benefit: players have access to the medium you’ve created, and you have (limited) access to use their creations. Is that a fair statement of the idea? I think it’s a unique situation here.
Cory: Paragraph 5.3 in the TOS covers this. Residents grant Linden Lab the rights to use their creations for marketing, testing and support. As you stated, this is advantageous to both Linden Lab and the residents.
Candace: So, without the permission of the copyright/trademark owner, one cannot upload that content. I can’t upload 5 minutes of a CD I own, for instance, in order to play it on my property? This can be somewhat confusing; a copyright gives one exclusive rights to use of an item (with a few exceptions). Many may think, “hey, I’m not selling this and making a profit. I bought this CD. Why can’t I upload it? Isn’t it just like playing the CD at a party?” Can you untangle this mess just a bit, so that people have a guideline about the proper items that may be uploaded onto SL?
Cory: Second Life restricts audio uploads to 10 second clips, since the primary purpose of these samples are as sound effects in world. In addition, unless the resident has exclusive rights to the content of the CD, uploading it would violate Second Life?s Terms of Service. Obviously, any discussion about first sale and fair use doctrines in a digital age would take up more space than we have available. There are certainly great online resources for learning more about these topics, such as Larry Lessig?s blog (http://www.lessig.org/blog/) and recent book ?Free Culture,? the Creative Commons website (www.creativecommons.org), and, of course, the United States Copyright Office FAQ (http://www.copyright.gov/help/faq/).
Candace: Yet, I’ve noticed that there is music playing all over SL. How does this work? Are there radio stations that people may stream, and how does that work? Relatedly, this seems to me to bring up a “Napster” sort of redux, only infinitely more interesting because of all the variety of content in SL. With the “Napster” debate, to the degree it’s found a happy resolution, we have these sites where people pay for access to a database of songs. Does SL have anything like that going on, or is that a possible solution? So, I’m thinking of a centralized base of files of copyrighted content that Linden Lab has gained the rights to use for a fee, and players have access to those files.
Cory: The music ?played? in Second Life is landowners allowing visitors to stream webcasts audio from other websites. The music itself is not part of Second Life, nor does it go through our system. It is no different than using Winamp or Windows Media Player to listen to streaming music. Second Life has not announced any plans to stream music directly from its servers.
Candace: I know these are really complex issues, so forgive me if we seem to be drifting into terrain that is not easily traveled (and forgive me for my technological ignorance on this issue, as well—- that would be great). This is all what makes SL such an exciting entity, though, I believe. I don’t quite understand the streaming aspect. Although it does not originate in your data, isn’t there a possible claim to be made that your system allows access to that content and that may be objectionable to those whose work is being streamed. So, I guess there are two ideas: One, people are just playing music and it just so happens that they are in-game but this is no different than hearing music people are playing on the street or something beyond your control or responsibility. The other idea is that since people pay to play your game and people are streaming music in the game, this is an objectionable practice. In this context, it’s no longer private use of media but it’s rather akin to a public use of other’s works, which is unauthorized (at least, that’s what those damn Interpol people at the start of my DVD’s always tell me). Can you see both of these perspectives as reasonable interpretations of this practice, and why?
Secondly, I know you’re working on ideas all the time. If you found that there was a demand for access to certain copyrighted materials that players could use in-game (music, for instance), what do you think of the option to find a way for Linden to gain access and share that with all SL players?
Cory: As I said, listening to web streamed audio in Second Life is no different than pointing Winamp or Windows Media Player at it. If options become available to deliver licensed music within Second Life and our users wanted it, we would certainly consider it.
Candace: In the event that it comes to the attention of Linden Lab that copyrighted content has been uploaded into SL w/out permission, what steps are taken? Does Linden Lab *only* act to remove the item if the copyright owner makes a complaint or will they act to remove the content under other conditions (e.g., a player simply brings it to the attention of the SL owners)?
Cory: Copyrighted content comes under the Digital Millennium Copyright Act (DMCA), specifically its ?Safe Harbor? provision. If a copyright owner feels that content within Second Life is infringing, she may submit a takedown notification, as detailed both on our website (http://secondlife.com/corporate/dmca.php) and in the DMCA itself (http://www.copyright.gov/legislation/dmca.pdf). This is the only method used to remove copyrighted material from Second Life.
Candace: I’ve heard stories that, for instance, one player was forced to remove a texture that was a trademark image from his property in SL. I was told that the item was discovered during a “sweep.” Is there such a thing; that is, does Linden Lab actively, periodically check the server to catch any possible copyright/trademark infringement? If so, that seems to raise an issue regarding privacy and people’s data on the server. Can you speak to this?
Cory: Trademarks are different, as they don?t fall under the DMCA. Instead, if a Linden employee sees a trademarked item within Second Life, we will remove it. We do not conduct sweeps, as this is not possible within a world as large and dynamic as Second Life.
Candace: Can you say a bit about the problem of creations/textures allegedly being stolen by one player from another in SL? I’m not sure if you’re aware of them, but I believe there is even a group of players (RATE) whose mission is to help players protect rights to their own creations. How big a problem is that, and what is Linden’s policy here?
Cory: As in the real world, it is not possible to prevent all infringement. Bugs, user error, technical proficiency and the analog loophole allow every type of media in the real world to be copied. Copyright law provides a framework for dealing with potential infringement. Remember, that copying is not necessarily infringement, since fair use may apply.
Candace: So far, I hope we have some greater insight into the official policy as it relates to IP issues. Often the official policy doesn’t exactly fit the needs of what’s really going on in a game. I’d like to have some thoughts on how things are really shaping up in SL, as it relates to IP rights. Is this a major area of concern, and is a lot of infringement allegedly occurring right now? Without divulging any specific details that I understand you cannot, can you give me a look at the big picture? What is the size of this problem right now? (E.g., How many complaints of various types is Linden Lab dealing with daily, is there active litigation on these issues, what is being done currently on this front?)
Cory: Despite the nearly 1 million player-to-player transactions and over 100,000 uploads per month, infringement is a very small percentage of total customer support incidents, so it is not a major problem. However, we are working hard on a major revision to the permissions system that will utilize Creative Commons, simplify the system overall and provide a better balance between protecting creator?s rights and protecting the flow of knowledge between users.
It is true that digital worlds have the potential for infringement. In fact, because digital worlds ?fix? actions like talking or dancing that aren?t fixed in the real world without the aid of a recording device, many creations that aren?t normally copyrighted in the real world are copyrighted in digital worlds. However, it is critical to remember that intellectual property law exists to create a balance between creating economic incentives for creators, through the creation of temporary monopolies, and the overall benefits to society, through the sharing of information and allowing ideas and technologies to build on the past. Just like in the real world, digital spaces will have residents act against infringers when they have economic motivations to do so, not solely because something has been copied.
Candace: You bring up a number of fascinating points here; chiefly, the different types of “property” that this medium allows. How difficult do you think it will ultimately be to protect these unconvential types of property? Do you think it will be difficult to make courts understand the unique nature of such content, for instance?
Also, although it’s not a major problem, do the infringement complaints seem to be rising and do you think that as the game grows, that will become a greater problem? If I may, what would you deem the toughest obstacle right now in SL, from Linden Lab’s management perspective? Finally, what are the numbers in terms of subscription and growth. Is the growth of SL meeting or exceeding your expectations?
Cory: The debate about whether digital goods are property has been covered quite well by Greg Lawstowka and Dan Hunter (http://papers.ssrn.com/sol3/papers.cfm?abstract_id=402860) and while there may be some debate about whether items in other MMORPGs meet their definition, since all those items were simply made by the developer for the temporary use of the player, it is clear that new creations inside Second Life meet the various historical and philosophical definitions quite well. Certainly courts will take time to fully understand this, but intangible items have been property for a long time.
No, infringement complaints are not rising. It is important that Second Life make good decisions about IP in order to avoid problems in the future. We are very pleased with Second Life?s growth.
Candace: Finally, I’d like to end by looking at the future. I’ve always been torn by this feature of Second Life. On the one hand, you have this really revolutionary game that seeks to protect players’ creations. Yet, if people aren’t allowed to upload creations/textures/files, many copyrighted, then the game could become seriously stagnant. It seems that something has to give. Facing this complex issue, how can you keep the game thriving and interesting without facing massive, crippling copyright infringement entanglements? In the future, as this game grows, and more and more uploads and creations appear, can this realistically work?
Cory: Second Life does import quite a bit of data from the real world and, if anything, Second Life?s support of real-world IP increases the available content set. It allows artists and creators in the real world to freely import their content, which they would be less likely to do if they were forced to give up ownership of it. Also, moving forward, residents will need to get more ability to shape the rules within Second Life as they continue to make the world their own.
Also, in the future what you will see is Second Life consuming less real-world content and creating more content internally, much of which will be exported to the real world. Second Life has important innovation advantages when compared to the real world. Zero marginal cost of reproduction, extremely low communication and travel costs, available capital and reduced capital requirements for business growth, property rights that can be tuned to maximize creativity and fluid, vibrant free markets. Second Life is a place where the only limits are human creativity and time.
Second Life already has thousands of residents actively creating within the world, a number similar to the largest open source development projects, and Second Life is rapidly growing. So rather than looking at a future where importing content is the limiting factor, look to a future where economic and legal connections create a better place to live, work and play.
blaze
Aug 12th, 2004
Great Stuff, tough questions – reasonable answers.
Unfortunatley, the analogy between Winamp – a pure play 1 media at a time player – and SL – an immersive MMORPG, which streamed audio is combined with 3D graphics to create a compelling experience is very shakey indeed.
One question that didn’t get asked, which should have, is what is SL’s take on the Induce act. Doubtful you’ll get an honest answer other than that they think its a bad idea.
Cory Ondrejka
Aug 12th, 2004
Why exactly would you get a dishonest answer?
IICA (the current name for INDUCE) is a horrible piece of legislation that no technologist with two brain cells to rub together could possible support. See http://research.yale.edu/lawmeme/modules.php?name=News&file=article&sid=1549 for a few of the reasons why.
WRT Winamp: we already had plenty of residents who told visitors to their land “listen to website foo on Winamp when you are here” when they hosted parties or at clubs. We thought that was a great behavior and simply made it easier by automating the process somewhat.
Awakening Avatars - Merwan Marker
Aug 12th, 2004
Interesting read!
Thank you SLH for printing this.
Dazeden Confused
Aug 12th, 2004
Let’s suppose I create a brand new cartoon character in my own copy of Poser on my own desktop. Wanting to show this to my SL friends, I then create an avatar of the cartoon character inworld. I give a copy to a friend as a gift, and tell them it is for their own personal use only. They sell it to others for Linden dollars, and cash in the Lindens for US$ via one of the L$ trading services. Their store where they sell only my avatar becomes so popular, they receive a US$ check as a Developer Incentive Award. I file an abuse report, claiming the person is using my IP to gain r/l profit. What would Linden’s response be?
Also, same general scenario, except that I get the idea for this cartoon character while inworld, and immediately create the character avatar inworld. What would Linden’s response be in this case?
Also, same general scenario, but the “friend” uses my avatar as a “model” to create an avatar from scratch — for example, they view, in Edit mode, the shapes and sizes of the attachments, and build from scratch an exact copy. Except they use, say, a different patterned texture on it.
I know I would have the option of filing a DMCA claim. I’m just wondering what Linden’s response would be to an abuse report prior to the DMCA claim filing.
Thank you.
Dazeden
Nonsanity
Aug 12th, 2004
Yes, Second Life’s streaming interface is no different than a website providing a URL that starts a local streaming media player on the web surfer’s computer and tunes it to a specific audio stream. The stream isn’t coming from the website. All the website gave to the end user was an address, not the copyrighted audio data.
It is always up to the streaming broacaster to make sure their transmitions obay the laws. (This usually entails several hundred dollars or more of licensing fees a year.)
Candace
Aug 12th, 2004
I appreciate that a few of you seem to like the interview; my hope is that we’ll be able to do some more stuff like this in the future.
BTW, did anyone else notice that when Peter posted my piece he described my talking about this to him for “an eternity,” with a bit of an edge? (Something tells me he didn’t have in mind an angelic bless, but something more akin to the Batton Death March; I had no idea I was so obnoxious— poor man must be scared to come into work).
It was a great experience for me to be able to ask these questions, regarding a topic which *so* interests me, to Cory Ondrejka. In all honesty, I did feel a bit uncomfortable asking the tougher questions only because I knew that if the roles were reversed, those would be tricky questions requiring a diplomatic response given my executive position (yeah right— in my dreams!). The good Cory Linden, however, was supremely kind and put me at ease. He invited me to ask whatever I wish, held saintly patience as I prattled on and on, and he could have easily passed me on to someone with more free time. Personally, I think “how nice is it that someone in that position would even talk to the Herald—we could have been very easily told to go to hell (and by the by, many have said *just* that). Instead, I’m able to share this piece with you and Cory is even apparently keeping an eye to this thread to help with some of the responses. How cool is that? I must say that I appreciate and respect that immensely.
What I love about SL is this revolutionary aspect of it. There are many good discussions to be had, and one is on the streaming audio. First, is there anything objectionable with the practice, and if so, is there anything Linden should do or is it the user’s responsibility to watch what they decide to do w/materials as so often is the deal? I think there is a way to see it a bit differently than the suggestion that it’s simply like a website that links. The trickiness, as I see it, is that even if the data originates elsewhere, it isn’t simply something one is accessing on a (free) website. People pay to play the game, and when the music (or whatever) is streamed into that environment, and I can pay to go in there and sit and just listen to tunes (that *I’m* not even playing or choosing), then someone could say we have to look at that closer. If it is objectionable, I would be inclined to see it as perhaps an infringement by the player— making unauthorized use of copyrighted material, which should be for personal use only (kinda a public “showing”, I guess). The objection would be that the player is using the material in a way that exceeds the understood personal-usage terms of agreement. Whether placing music in that context is “personal use” any longer is a good issue.
Ian
Aug 12th, 2004
It was good, informational reading from here, for once.
Alyexma
Aug 12th, 2004
YOU SUCK DICK
blaze
Aug 13th, 2004
I should have said no should should expect a “complete” answer. Using the word honest was just hyperbole. My bad. We’ve all read your paper. It was definitely complete, honest and a very important contribution.
However statements like “Just like WinAmp” are just not valid. RealPlayer or Quicktime or other small company single purpose media players are “Just like WinAmp”.
Saying SL is like WinAmp is like saying Windows is just like Opera because it happens to have IE embedded in it and therefore can implement IE however it wishes and doesn’t have to worry about anti-trust laws.
The anology while seductive for the gushing and unthinking advocate is simply wrong and does more harm than good.
I am, btw, a gushing advocate of SL .. it is to me the single most important thing on the internet today.
Corey – you guys really really should go P2P though. Run the economy, be the central bank, absolutely, someone has to, but give up a little bit of control and you will see this thing *REALLY* take off.
blaze
Aug 13th, 2004
Of course you already are P2P, you just own all the peers.
But for god sakes, let anyone add their computing / bandwidth to your grid.
urizenus
Aug 13th, 2004
how sweet would that be!
blaze
Aug 13th, 2004
I’ve posted a proposal in the SL forums if anyone is interested.
http://forums.secondlife.com//showthread.php?s=&threadid=19989
Cyanide Leviathan
Aug 14th, 2004
OT to post this herem but Urizenus, i forgot your YIM screen name, please email it to meh
Squirrel
Aug 15th, 2004
integrating P2P into SL seems a bit of a forgone conclusion. It’s going to happen and practically exists already (except, ya know it’s all ingame materials). The awesome idea presented by blaze (if I am misunderstanding please correct me) would be to run SL like “SETI at Home” (you know what I’m talking about the screensaver distributed processing thingie). Doing this, while unfathomably tricky to police, code, and whatever, would be great for the chance to employ Copywrited content. You’d pop into my house on SL and you’d be visiting my computer, and my content that I legaly own would be displayed, for you, my friends.
Anyway just a thought. Plus I’d love to see the integration of Croquet into SL. Check it: the possiblities are mindboggling
http://atsosxdev.doit.wisc.edu/croquetdevelopment/index.html
Clickable Culture
Aug 19th, 2004
The Second Life Herald (formerly known as The Alphaville Herald) has posted a digestible interview with Cory Ondrejka, Second Life's VP of Product Development. Ondrejka is quizzed about Second Life as it pertains to Intellectual Property--…
Jake
Aug 19th, 2004
statements like “Just like WinAmp” are just not valid.
He didn’t say SL was just like WinAmp. He said that using a streaming audio webcast on your SL land is like running WinAmp.
Urizenus
Aug 20th, 2004
Squirrel, if I got your gist, I think that Phil Rosedale has something like that in mind long term. We discussed this between sessions at State of Play last year. The goal is that in the fullness of time there are no centralized servers, but the entire game is distributed across the computers of the gamers. Right now that is not feasible because no one has boxes with enought computing power, but in a few years…
Anyway, that’s what I took away from our conversation. Someone at LL can set me straight if they want.