The Second Life TOS – Even The SLBA Are Confused By It

When Linden Lab announced changes to the controversial section 2.3 of their TOS a lot of people cheered, until they read it properly, then a lot of people groaned and finally they scratched their heads trying to work out what it all means.

To this end the Second Life Bar association held a presentation last weekend and the legend that is Inara Pey has audio and transcripts of not one, but two presentations surrounding the TOS. Inara has broken the presentation down into a part about the changes to section 2.3 and a a part about the changes relating to the new skill gaming section of the TOS.

Now first of all, we’re a week away from the anniversary of the first controversial change to the TOS, August 15th 2013 was the fateful day.  Then in July 2014 Linden Lab tried to address this issue and made some changes, what exactly changed? Well the presentation regarding section 2.3 explains that as best as it can :

The words on the list of the rights that you grant Linden Lab changed order. That’s really the most important thing that changed. And also a parenthetical limitation was added.

And this is really important to understand, and when I say it’s important to understand, it’s because I don’t understand it, and I don’t think anybody that I know, that I’ve talked to, really understands it. I write Terms of Service for a living, and I don’t understand what they did here. And I think this is where we need to talk about what they did and why they did it.

So there in a nutshell comes the first major issue with the change to the TOS, someone who writes terms of service for a living doesn’t understand what Linden Lab have done. Now at this point I should pause and point out that attorneys, judges, lawyers, solicitors and the whole legal profession make a living of not agreeing with each other over what something means, but in this case, there’s really no excuse for it to be such a confusing matter.

This isn’t to say that the TOS change in July is a waste of time, it might be more positive than people think, the problem is, nobody is really sure. The problem lies with the parenthetical limitation, so let’s take a look at that in action from the Second Life TOS :

Except as otherwise described in any Additional Terms (such as a contest’s official rules) which will govern the submission of your User Content, you hereby grant to Linden Lab, and you agree to grant to Linden Lab, the non-exclusive, unrestricted, unconditional, unlimited, worldwide, irrevocable, perpetual, and cost-free right and license to use, copy, record, distribute, reproduce, disclose, modify, display, publicly perform, transmit, publish, broadcast, translate, make derivative works of, and sell, re-sell or sublicense (through multiple levels)(with respect to Second Life, Inworld or otherwise on the Service as permitted by you through your interactions with the Service)

The end part is the confusing area, does it apply to sublicense? Does it apply to sell, re-sell? Does it apply to everything that goes before it? Nobody knows! Now this is a game changer depending upon what it applies to, the SLBA presentation said that this could be brilliant :

This limitation limits their power to … it limits their power to activities on the service, which is something we were asking for, and it limits their ability to use your content to the creator’s permissions.

So if you have done something that indicates to Linden Lab that they can’t use your content. for instance, you have deleted it, or you have put restrictions on it; no copy or no transfer, this indicates what the permissions should be.

So this is a great limitation; it’s beautiful. But there’s a problem. And here’s the problem. Let’s go back. They changed the words in this list of rights; they changed the order.

The permissions system is not the only limitation placed on content, so that could come across as misleading. For example texture sellers will sell their textures full perms because that’s the permissions level that textures need to have applied to them in order for textures to be useful to an end user, but textures will come with a EULA specifying limitations above and beyond the Second Life permissions system. Linden Lab do recognise this in their terms of service section 2.7 to be fair.

The problem here is one of application. One really has to wonder if this is a deliberate move so that Linden Lab still have these overreaching rights but give the appearance that they have addressed concerns. I would like to think that they would not do that but I’m left wondering why they’ve produced such unclear terms, to get this into context let’s go back to pre-August 2013.

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Taking A Step Back In Time In Second Life History

Second Life doesn’t have an equivalent of the wayback machine, however the Second Life Origins section of the destination guide allows us to step back in time and experience Second Life in its former glory in parts. The section has replicas of old experiences as well as having the old places that are still really there!

Let’s start by going back to 2002, before Second Life was officially even born. This is the pre-release world and a visit to the first Second Life region, we’re going to Da Boom!

Da Boom Linden Playground

Alas I did not find the disco that I’ve seen pictured in Governor Linden’s mansion. However I did find a part of mainland that has a special area, the Linden playground! This is protected land, it sits near the middle of the sim and it has an arch built by Alberto Linden, whose age is quite eye catching.

Da Boom Stores

This isn’t a replica, this is a real sim, there are stores here owned by existing residents, there’s the amusingly titled Primternet cafe too. This is where it all began and it’s quite a nice location, people aren’t arguing about access here because of that special piece of protected land giving everyone a pleasant experience.


Da Boom

Visit Da Boom, the very first region in Second Life, founded in 2002. It’s named after the real-life “De Boom” street in San Francisco, and Residents have speculated it’s also a reference to the “Big Bang” of our virtual world’s conception.

Visit in Second Life

However the section of the destination guide isn’t just about pointing us in the direction of old sims, it also points us in the direction of Linden Lab giving thanks to their old residents.

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High Fidelity Looks To Get Beautiful In Bid To Not Let Words Bring Them Down

Quite a few big stories around, the biggest obviously being that Villa Park will be in Fifa 15. Then there’s the news that Blizzard have announced the release date of the release date of the next World Of Warcraft expansion, Warlords Of Draenor. There will be an event on August 14th to announce the release date of the expansion.

Then there’s High Fidelity who are explaining their animation techniques. Inara Pey and Hamlet Au have already blogged on this but I’m going to go there too. High Fidelity have not only hired their very own version of Oz in the form of former Pixar employee Ozan Serim, they’ve also teamed Ozan (on guitar) up with another employee, Mary Poppins Emily Donald (lead vocals), to make a bold bid to win this year’s virtual world idol and based on this performance, they have to be the bookies favourite to win!

Ok ok what am I talking about you may be wondering, I wonder this often too. The issue is trying to make avatars in High Fidelity look as impressive as the do in animated movies made by the likes of Pixar, without having an animator such as Ozan Serim, who used to work at Pixar. We’re only on Wednesday and this has seemed like a very long week already, but we’ll get there, in fact we’ll just get to Ozan’s words :

One of the things I am trying to do here at HF is make live avatars look really amazing – as close to what we see in animated films today. This is a big challenge – we have to do everything in a fraction of a second without the benefits of an animator (like me!) being able to ‘post-process’ the results of what is motion captured. So I’ve been working on the ‘rigging’: how a live 3D camera and a motion capture package like Faceshift is able to ‘puppeteer’ an avatar.

The challenge of course is that in a virtual world, you’re looking at this live, whereas we all know from the outtakes from films such as Toy Story, they have more time and opportunity to put it right. Now as an example we can see Emily sing.

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Lady Anshe’s Empire Expands To The Territory Of Lord British

Shroud Of The Avatar Forsaken Virtues is the forthcoming selective Multiplayer game from Lord British (AKA Richard Garriott), creator and designer of the legendary Ultima series of games. Shroud Of The Avatar is not a sequel to the Ultima games, quite possibly due to the fact that Electronic Arts and not Lord British own the trademark to Ultima.

Shroud Of The Avatar is a new form of MMO, where you can take the multi out of the equation if you wish, as the FAQ explains :

Shroud of the Avatar is a new form of multiplayer online role playing game we are calling a Selective Multiplayer Game. This will allow players to choose how they want to play. Play options will include solo offline, solo online, friends only online, or open multiplayer online. For players who play in the default open multiplayer, Shroud of the Avatar will feel very much like a traditional MMO. However, Shroud of the Avatar also includes a full solo player story crafted by Richard Garriott and Tracy Hickman, best known for his best selling Dragon Lance series of books.

Player housing in MMO’s is a growing area and Shroud Of The Avatar is going to offer plenty of options in this area. There will be a variety of sized lots avaialble, rows, villages, cities, towns, keeps and castles. So how do you get these lots, again we turn to the FAQ :

There are three ways to purchase a Lot Deed. Backers at Citizen level and above receive Lot Deed with their pledge. Players can also purchase a Lot Deed in the game through earned in game currency. Finally players can purchase Village size Lot Deeds from the Add-On store.

We can see from the add-on store that land can be somewhat costly, $1050 for a City Lot being the higher end of the spectrum. There’s also a monthly tax that has to be paid with inworld game currency. However players can buy and sell lots to each other.

Ah virtual land sales, whose really going to want to do that? Enter Lady Anshe.

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Can Linden Lab Strike Licensing Relationships For Second Life?

Just over a year ago I blogged : Could Linden Lab Follow Amazon’s Lead In Fan Based Creativity? This was based on Amazon’s Kindle Worlds deal whereby they had struck deals for people to be able to write, publish and sell fan fiction via Amazon.

A year is a long time for my memory these days, but I was reminded of this issue when I read a press release from Linden Lab relating to Blocksworld.  The press release though does not appear on the Linden Lab website, it comes courtesy of Gamasutra and carries a headline of Blocksworld Adds MY LITTLE PONY Sets. Part of the press release states :

The new sets are the result of a licensing relationship with Hasbro, Inc., through which Linden Lab also recently added TRANSFORMERS characters to Blocksworld.

So apparently, Linden Lab have negotiated a deal with Hasbro for this content to exist in Blocksworld. Now of course Blocksworld is very different to Second Life and the content is more strictly managed. However Linden Lab may be able to agree terms to sell content from a Linden Lab store, whereby approved creators submit content. They may even require sim owners to apply to be able to place and buy said content. In short, they may be able to take a leaf out of their skill gaming policy and have approved creators and users of said licensed content.

However the last thing a roleplay sim needs is an increased tier fee, so it’s not straight forward, on the other hand, it should be feasible in some form for Linden Lab to find a way to allow users to make and use licensed content within Second Life.

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