Mark Kingdon, CEO of Linden Lab, promised that efforts towards greater content protection in Second Life were ‘coming soon’ in response to a series of questions following his recent appearance on Metanomics.
“That is a huge topic and one I am not going to cover here except to say we hear your concerns and we are working on some things that can help. I’ll check with the team working on this area to see when they might be ready to talk about our work.”
Now, I don’t know who the team is exactly. I can barely figure the difference between the product guy and the enterprise guy, let alone all the teams under them, powered by the JIRA, of course, and a bunch of road maps, and a strategic plan, and now new moles working on sims that will come pre-configured with buildings or stores or offices or whatever.
In any case, any movement towards protecting content is a move in the right direction, but his response feels a little bit like an aside to me, not like his other pronouncements: thou shalt improve the first hour; thou shalt turn us into Facebook; thou shalt create a new interface with retractable menus and Flashy widgets or whatever, but a new interface we must have!
I mean, isn’t content and its protection what built Second Life? Isn’t copy/mod/transfer about as close as you can come to an ideal system for allowing people to create stuff, sell it, let others modify it, collaborate on it….all the things that Creative Commons purports to do but, well, doesn’t.
See, Second Life is an incredible platform, it’s a technological marvel – but it’s a marvel amongst many, as platforms like Metaplace open up, and Blue Mars gives us a hint of a 3D environment that will make my PC chug and steam and whistle but that will LOOK really good, and those OpenSim people proclaiming they’re building the Apache of virtual worlds (but who aren’t, well, really adding that much INNOVATION as of yet other than fancy physics).
C/M/T is what it’s all about kids: it’s Little Big Planet but with the right to sell your levels to others; it’s The Sims Online but with a wider range of avatars; it’s Facebook, or Twitter, but instead of little game widgets or bloggy haiku the whole PAGE is your own, and you can sell every bit of it, every photo, every poke, every status update, every font if you want and not turn around at the end of the day and find out that the platform owners, well, OWN it.
C/M/T built Second Life, C/M/T powered what must be the largest micro-transaction economy in the world today, C/M/T powered the ability to sell and buy stuff for fractions of a fraction of a cent if you want, C/M/T is what filled my inventory with 15,000 objects called, um, object, but they’re MY objects and I’ll organize them if I want to.
Content protection shouldn’t be an add-on M, with “some things that can help” being kicked off to some team in the back corner (and I’m picturing them working on pamphlets, or maybe a little handy “5 steps to filing a DMT claim” blog posts, or maybe a free legal clinic put on by the folks at Pillsbury once a month or something), content protection and C/M/T is IT. Without it – kiss the whole place good-bye, in my opinion, because you’ve lost the single greatest thing that Second Life invented, and that almost every major media company in the world today would kill to get their hands on: a digital economy where the goods being transferred have protections, can be bought, sold, modified, and copied as the CREATORS wish, and where a billion transactions measured in the scale of pennies or fractions of pennies adds up to millions of dollars.
Virtual Goods are for Kids
I was reading the Times today and a few articles stuck out, one of which was another passing glance at Facebook and the $500 million it expects to sell in virtual goods, and the author points out that this industry in virtual goods has some problems:
1. There’s no legal precedent that a user actually owns their “goods”
2. Counterfeiting can undermine the business
3. There is the issue of over-production
4. How long can a product with no real-world value stay useful?
Same thing goes for virtual goods on cell phones, or clothes on Sony Home, or all the other places where little digital gifts are being swapped and sold: the business model disappears when the objects become ubiquitous, and having no real-world value these objects are only worth something if people value them in the first place – that cute lipstick smear on your Facebook profile from last year seems so, well, dated now and tired, and the cake with candles on your birthday doesn’t necessarily fill your heart with some new joy.
Now, there’s something to realize though, about this nascent virtual goods industry over on Facebook and elsewhere – and that’s the fact that those goods aren’t really GOODS….they’re STICKERS. And stickers are fine, just like on-line greeting cards are fine – because some people need to outsource their self-expression. It’s not enough to write something witty on someone’s wall…because not everyone is witty, or maybe they are but you in particular aren’t worth the attention, but sending someone a little bouquet of roses gives you a nice neat short-cut to saying something profound.
And so sure, virtual goods are great, just like on-line greeting cards are great, but at the end of the day they’re just proxies for expression, you can’t do much with them other than hang them on your wall maybe, or stick them to the fridge…see? That’s the sticker part.
Second Life has tackled some of these issues:
1. There is a legal precedent of our ownership of what we create, both as expressed in the TOS, and in the early case law surrounding the issue (although, frankly, not tested in a way that would clear up some stuff, but let’s leave that for this week’s Metanomics I guess).
2. Yes, counterfeiting CAN undermine the business. And that’s what this is all about – whether the Lab will actually protect content, or just give it a glance and move on. But there is enough protection in Second Life that it’s a damn good start: all content MAY be copiable. But the combination of good policy, strong enforcement, and reasonable uses of technology to counter it can all go a very long way to curbing theft to a minority.
3. Over production is a different matter. Second Life was not built with any content sinks. Stuff doesn’t decay. In a game, stuff decays or is bought – your grind for herbs, you sell them, the herbs get taken out of the game and you don’t end up with some sort of deflationary spiral. In Second Life, stuff DOESN’T decay. The only sink, really, is closed accounts and bottomless inventory.
4. Stuff in Second Life is USEFUL. It HAS a real life value. Now, much of the stuff in SL is stickers as well – but the difference is that those stickers can take nearly infinite forms. On Facebook, gifts are limited to 100 pixels by 100 pixels or something, it’s flat, and, well, that’s it. In SL, the stickers – the things which we use to decorate or self express, are nearly infinite, whether it’s the skins our avatars wear, the clothes, tattoos, furnishings, hair, wings, whatever.
But beyond self-expression, which, when given nearly infinite form is enough, there is also the utility of “stuff” in SL to achieve ends that you just can’t achieve anywhere else: training, storytelling, role playing, teaching, interacting. This is stuff with real world value, either because it drives in-world experiences that people value as much or more than other experiences, or because it drives value in real life situations.
Free Salary for a Salary
Now, matched to content that enjoys value, and that can be reasonably protected, is an economy that allows that content to be traded and sold and for people to make money off of it.
Now, as soon as I talk about an economy, I can’t help but wade into the whole “information wants to be free” discussion, and it’s a swamp, frankly.
But here’s how I see it: information wants to be free primarily to the people who consume it. Information rarely wants to be free to the people who create it, unless those people are convinced that there’s a benefit to them in some other way.
It’s not that complicated really: if I write this blog post, and put it up for free, I might do it for a bunch of reasons, and yet nonetheless convince myself that it’s altruistic:
- I want an easy way to save myself time, by creating a log of sorts, and hoping that by doing so others append to that log, and expand my knowledge
- I want to increase my reputation
- I am subsidizing the activity, or I am doing it in place of some other thing that I might do with my spare time
- I want to eventually sell Google Adwords or banners or who knows what else, but eventually I have this idea that I’ll make money off of it.
See, I’m really hard pressed to think of an example of someone producing something and giving it away where there isn’t some sort of economic trade-off of sorts. That economy could be in enjoyment, it could be in reputation, it could be in cash.
So: people like to consume free stuff. People who MAKE stuff convince themselves that by doing it for free, they will get something in return (and besides which, everyone ELSE is giving it away for free, so what choice do they have?)
Now – if you look at the spreadsheets or think this through logically, you’ll be pretty quick to discover that there’s not a lot of, um, LOGIC to it. I mean….you can blog for a year on the off chance that you’ll become the next TechCrunch, and maybe if you’re smart enough you WILL. Just like you can code for some open source project on the off-chance that you’ll land the big consulting gig, or gain the rave reviews of your peers and that those reviews will lead to lots of contracts and projects….but for the most part what you’re doing is making an investment, and the investment is made against future unknown returns.
Now, if a bank came to you, or a stock broker, and asked you to invest, say, $50,000, which is the equivalent of a year of blogging or a year of coding for an open source project, and in RETURN they said “We’ll give you enjoyment, and we’ll give you the off-chance of making back, hmmm…well, MAYBE making back your investment, but at that point we’ll call it a JOB” then you’d probably hang up on them, or relegate the e-mail to spam, because what they’re asking you to do is invest $50,000 for a….for a JOB.
See – I think what happens is, we know the logic doesn’t work, and we do it anyways – we do it first because we enjoy it, and then we do it because we’re convinced there’s a payoff somewhere, and if we ever STOP enjoying it, or stop being convinced there will be a payoff, or just can’t afford it anymore….then we stop. Which is why open source projects litter the landscape like so many rusted Chryslers.
So why do we do it? Why do we push ourselves PAST loving it, or past our faith in a pay-off, or past even our ability to necessarily afford it – in time, or lost leisure, or lost income? I mean, who the heck would pay a finders fee for a job? It sounds like something offered in the developing world or something – ‘pay $10,000, become a nanny in America!’
I suppose the difference is a sense of higher purpose: because that investment you’re making, the dues you’re paying for a JOB, are tied to something bigger – to intellectual challenges pursued and problems solved and technologies advanced….and on these things, I would never begrudge anyone the right to do what they love and to give it away….because if you really DO love it, then go for it – follow your bliss, as they say, but don’t delude yourself that bliss will have a payday….we’re promised rewards but they may not be monetary.
But the higher purpose that I DON’T buy, primarily because I think it’s naive, is the idea that by doing this stuff it helps to upend the hierarchy, that it crumbles the corporations, that it spreads the power, that it gives the tools to everyone. Sure – on some level it does: if there is an undue concentration of power in one place, it probably deserves to be toppled. Microsoft’s monopoly on the desktop for so many years comes to mind. But there’s two things about this: one, it will usually just end up being replaced by OTHER corporations; and two, it will probably fall on its own.
C/M/T is a Pain: Keep It That Way
The above probably sounds like a rant against open source. It’s more a rant against the idea that there’s some sort of altruism or logic behind the idea of ‘free’ that I’m not entirely sure holds true.
Open source isn’t much different than a quilting circle or a barn raising. A community comes together, everyone brings their own tools and time, and maybe they help build a new church or whatever: the whole community benefits, everyone who bore a hammer feels good about themselves, we can all take pride, and the world advances towards being a little more civil.
The problems come when Joe shows up to help out and hopes to get hired as a woodworker the next day, or the church is built on company-owned land, or Pete wants the cost of his nails reimbursed.
See – C/M/T, the permission system in Second Life, helps to solve a lot of that. You can still do stuff for free if you want – but you’d better know that you’re doing it for the right reasons, because more often than not free is nothing more than a cheap advertising ploy that makes you look more like WalMart than Tiffany’s.
And C/M/T shouldn’t change.
There’s this JIRA out now that argues that the mechanics of setting perms should be changed so that it’s EASIER to make choices about the stuff you make.
Let’s say you’re a builder working on a team – you need to transfer your stuff back and forth, it’s just easier if it’s all full permissions. So the JIRA proposes that you should be able to toggle your default permissions: turn it to “Full permissions” or “Transfer Only” and leave it there. Avoid the hassles of having to remember that every prim you rez needs to be changed from its default, avoid all the complications of resetting them every time.
The support for the JIRA is support for choice, and choice is hard to argue with.
And yet much of economic and behavioral science is now focused on the idea that we are NOT necessarily rational actors. In their book Nudge, Richard Thaler and Cass Sunstein analyze in great detail the errors we make in judgment:
“The picture that emerges is one of busy people trying to cope in a complex world in which they cannot afford to think deeply about every choice they have to make. People adopt sensible rules of thumb that sometimes lead them astray. Because they are busy, they have limited attention, they accept questions as posed rather than trying to determine whether their answers would vary under alternative formulations. The bottom-line, from our point of view, is that people are, shall we say, nudge-able. Their choices, even life’s most important decisions, are influenced in ways that would not be anticipated in a standard economic framework.”
The current C/M/T system is, in fact, the ideal ‘nudge’, and is one of the hidden choice architectures within Second Life that makes it what it is: it nudges us towards the protection of content but still allows us the choice to change it.
The C/M/T perm system is a choice architecture based on the realization that we are not all rational actors (and especially not when we’re new to Second Life). It’s a nuisance at times, infuriating at others, but even for someone like myself who has rezzed his share of prims, I STILL need the ‘nudge’ of changing those perms so that I make the conscious decision that they should be changed.
As it turns out, the Lab not only invented a wonderful system for content creation and an economy for that content, they also created a choice architecture that is as advanced as some of the leading economists’ thinking on the topic: an architecture that nudges us towards the conscious application of permissions, to conscious decisions about a platform where we may decide to give away what we do for free, but where we’re continually prompted to ask: is this an investment I want to make, am I doing this purely for bliss, will the communal barn stay raised, and will I have a need for my hammer tomorrow.


DRM is a nice concept, but in fact it is hard to enforce. It is also not so easy to set your perms correctly as we have noticed on many occasions were we made a mess out of stuff only to see things that we spend massive time and effort go out on the grid to be free. The SL DRM system has not be improved er…since 2 years?
And this is not just a virtual goods issue–it is a digital goods issue including mp3s, dvds etc. I think people in general are too lax and feel if it can somehow be ripped/copy then they have some magical right to do it.
You also need to look at the overhead of complex DRM–generally they all have failed. Why? Because in the end they can all be cracked anyway and they generate huge customer support issues when the legit products don’t work.
The DRM issue is more about community as far as I am concerned. If a community rips stuff, then the content creators will ignore it. We feel that Linden Labs has not taken DRM seriously and does not action DCMA effectively. So, we stopped making stuff. Many other creators have stopped as well.
Why is LL more exposed than Twinity or Metaplace to DRM issues–well, its the economy stupid. Or really the false economy where people think they can make money by either creating interesting stuff or by ripping it. DRM is really about supporting people that make stuff and punishing people that rip it. LL does neither. Ironically many people that make stuff in SL actually pay Linden Lab for the privelege via land fees and fees from money. The rippers are usually free accounts.
My own feeling is that DRM is not such a big issue anyway. Price for inworld goods is too low and dropping toward zero. I think the service side of the inworld economy will see the growth. Linden probably already sees this in their view of the sales data, but they don’t share that freely.
RaR – Agreed…I’ve said this elsewhere, but in an economy without sinks, then content becomes commodity and trends towards zero – I mean, how many pairs of jeans can you have in inventory anyways? (Having said that, there’s still a big market for decent men’s clothes and hair but eventually that too will be filled). As a result, value is created at ever higher “levels” – first, it’s not about the clothes but about the store in which the clothes are found, then in the aggregation of stores (think hairspray maybe), then in the ability to manage brands.
Nike was a shoe company and became a marketing/distribution company and then became a company solely focused on being a brand. Beyond branding is collaboration, maybe, or letting customers create their own.
But I guess my point was that people aren’t always rational actors: you behave in a way where you may decide the rewards are worth it, when logically they might not be. Passion is a driving force, love, or the urge to create: the economy gives you this little boost because in today’s world, who wants to admit that you rez prims solely for the love of it – you can tell your friends and relatives that you SELL your stuff even if you’re making pennies an hour for your efforts.
So, regardless of whether the economy makes sense, um, economically it’s still important. And to protect the economy, the Lab needs to SAY that it’s a strategic priority to protect that economy, which means protecting content through:
- Enforcement
- Better methods of reporting (including, I’ll add, more rights for the ‘accused’, who don’t even get to know who their accuser is)
- Technology.
On the latter, I’m proposing that one of the LAST things we should do is change the perm system, at least in how perms are rezzed. The choice architecture is a “nudge” – and “nudges” are all the rage, these days – they’re a branch of economics which studies behaviour and which says that people don’t always make rational choices, but you can at least nudge them to think about things.
I’d much rather see the ability to verify perms and view nested perms within an object than change how the perms are rezzed. I don’t mind the hassle of having to change the prims when I rez them – what I hate is trying to find that one errant prim with a full perm script in it, or the prim with a no copy texture or whatever. I’d love to see the ability to select an object and view a nested hierarchy of the prims and perms so I can change it before releasing it instead of having to hunt/peck through each prim in a linked set.
Now, what I wonder, and maybe you can help me: if content is shifting towards zero value, as you say, and services is where it’s at – then how is Rezzable more like a services company than a content company? Just curious if you differentiate between services and experiences, or whether those are two sides of the same, um, coin.
Surely the most important principle of a DRM isn’t so much to prevent content theft, that’s almost impossible (as every code-kid delights in telling you) but instead to draw a line in the sand – you cross this and you’re out of here. Properly implemented it makes theft immediately visible and then you take whatever action is appropriate. A good DRM is always going to be a better disincentive to theft than a prevention.
Setting your own default perm’s for SL objects you create would be useful but I’d still prefer to see a set of perm’s introduced for the ‘user-after-next’ which I believe would trigger a second wave of creativity in SL. Admittedly, it adds yet another layer of complexity to SL but it could be worth it. There is a proposal languishing in the jira : http://jira.secondlife.com/browse/SVC-2622
Otherwise, I couldn’t agree with you more, M/C/T made SL creative and compelling and LL tamper with (or ignore) that at their peril.
I don’t see why a “nudge” needs to be a pain in the butt to be effective. If the point is to remind us to check our permissions, then why not just show them in inventory instead of blind perms on our own objects? We wouldn’t need a nudge if we could see our perms at a glance.
Thank god they’re finally implementing bulk permissions changing at least. Packaging items for sale in SL is extremely cumbersome. For me, content creation is about 25% creative work, and 75% repetitive drudgework. Anything that can streamline that process and cut down on errors is very welcome to me.
Annyka –
I don’t disagree. My dream, and this came through in the UI contest I sponsored some time ago, was a far better system for making permissions and inventory tags “visible”.
Inventory is a mess – not only should it be more intuitive, but things like sorting on a perm basis, creator basis, etc. would all go a long way to improving the ability to package and sell content.
As someone who has struggled with the same issues, I relate: trying to package up a house, with all of the nested door scripts, textures, prims, notecards and whatever else has been one of those nightmares that had me screaming in frustration.
But I’d prefer that these things were dealt with on the visibility side rather than the creation side. Allowing people to flip their default perms removes a choice architecture which I think WORKS. Yes, it’s a nudge in the direction of friction, but that friction is what makes SL what it is: a conscious choice to switch from one model of content ownership to another, and to not then end up with an “out of sight out of mind” scenario where we’re not forced to remember that we made that choice.
Jacek had an interesting idea, however, which was session-specific perms. I suppose I’d go with that…at least I’d know that at log-in I’d be back to sharing the same content philosophy as everyone else on the Grid, as frustrating as that could be at times.
silly rabbits. trix are for kids…
Permissions and Choices…
I’ve counted Dusan Writer as a friend (or at least a friendly acquaintance) ever since I met him in the course of his UI design contest a year ago. He’s an interesting personality, and generally an intelligent fellow and a thoughtful writer…
I’m glad you’re taking this stand, Dusan, it’s really important.
C/M/T is the heart of SL, and frankly, the Lindens put it in almost inspite of themselves, and very much against the will of some copyleftist Lindens.
It’s very much under assault now, not only with VWR 8059 but with the assault by Soft Linden as well on the “share bug” which he insists is “expected behaviour” — it’s a casual and even hostile attitude to the problem of the unwanted return and destruction of private property in SL, and that’s worrisome (he’s willing to suddenly declare return of *group owned* property by the same bug as a bug — indication of how suspect his entire claim is).
There is a concerted effort to decouple the binding of copyright to SL creations under the false flag of “builder’s convenience”.
The same gang trying to ram through Creative Commons crap and “liberate” everything under the fake premise that this “helps you get custom sales” are trying to drive out c/m/t and its adherence to objects in SL. It’s got to be called out for what it is.
Jacek Antonelli on his blog makes it seem like these are all exaggerated and FUD-ridden notions, that Dusan is picking up my critique of CC and becoming FUD’d himself, etc. etc. But I think any intelligent person who examines the CC shill closely can come away realizing: this system browbeats me into sharing everything “for the sake of the community” but doesn’t have a viable way for me to protect my copyright REALLY by having a way to get paid for my objects reliably.
SL, unlike the wider Internet at large, does that! And God bless it.
What I bet the Lindens are cooking up now is merely some “call your lawyer” or “file a DMCA” streamlined process, perhaps even automating it in the tools. They may make the automation of CC licensing or DCMA notification even in lieu of c/m/t. They imagine they would be doing people some sort of favour with this, but it’s utterly fake — the real way to protect copyright is not to tamper with c/m/t, not to browbeat people with CC, and not throw up your hands at the fact that integrity of c/m/t isn’t 100 percent. It’s their all-or-nothing argument that is used to undo even such protection that does in fact adhere, and that’s wrong.
Affluent middle-aged white men in Silicon Valley, larded up with gadgets and widgets and digital equipment out the wazoo, with A-list blogs or access to A-list blogs, were the first to start this meme that you “have” to have copyable songs and other digital content because otherwise you can’t copy it on to your many other electronic toys, and therefore DRM was “broken” or “wrong” or “can’t work”. They had more of an influence on manufacturers even than kids downloading on the Internet because they basically had the power of the purse to threaten the consumer electronics field significantly.
We don’t have to be bound by their indulgent whining, however, which was key to destroying the music industry. Not in SL, where you get something that is copyable to any other purpose you need with nothing that needs to be “jailbroken”, but you still can’t *transfer* it — if transfer is turned off — unless, of course, you go through some elaborate deliberate hack. but you aren’t motivated to hack, given that you can copy endlessly; you just can’t resell it. Brilliant.
DRM is not at all hard to enforce — not in SL, not with CMT. That’s it’s beauty. RightasRain is merely reiterating the tekkie meme that claims this is hard to enforce based on the model of the music industry (which in fact…enforces it, despite what all the annoyed and arrogant tekkies say about it).
The idea of the “nudge” is what it’s all about. And I would submit that the “nudge” that comes in the default isn’t as much of a shove as the 8049 concept is.
The nudge that the default gives us in fact defaults to what most people want: not to have their stuff copyable, unless they decide, on that particular creation, that yes, it can be copyable.
It defaults to the inherent property of everything as already copyrighted and protected — it’s a metaphor that plays out from RL to SL.
It treats each creation as unique, uncopyable — until you decide to make it so.
Meanwhile, the CC and opensource nudge of liberation of perms is a shove, not a nudge. Oh, sure, you can make the *first* choice to change to a new, customized default. But then ever after, your each unique creation defaults as copyable. You can’t really then go back on it due to peer pressure, especially in a group — and then you’d have to change a custom default, not just toggle one box.
It’s a very effective psychological brainwashing, because it holds out to everyone the prospect that if they do NOT vote for this “choice” they are “hampering builders,” even though most builders haven’t asked for it or even want it, but the reality is that what these opensourceniks want to use it for is to liberate perms and force people to go to a liberated perm regime permanently. That is stated clearly in the first sentence of the proposed feature. That’s why Lindens banning me for repeatedly pointing up the political agenda of the opensource activists here is ridiculous, because they themselves front their political goals in your face. When catherine Pfeffer describes the servers of SL as “egotistical” because they default as your own prims, without copy (i.e. the “egotistical server” makes YOU egotistical by default), she means not to nudge, but to agitate you into admitting that you are selfish unless you liberate your creations “for the community”.
This is Bolshevik collectivization, and we need to push back hard against it. It’s no less destructive just because it’s digital and online; everything is online and will become more online, and it will have a devastating impact.
[...] my posts have become way to long, or I’ve become more obscure, but for whatever reason my recent post on the permission system in Second Life didn’t get the response I was anticipating until today, when Jacek posted a [...]
[...] Dusan Writer: Paths of Least Resistance, or Why C/M/T Should Remain a Pain [...]
All the stuff I make is set as Copy/NoMod/NoTrans. This is not copyleftist, but just the way i do it. I like my customers to have the option to rez out more than one, and not worry about auto-return of no-copy stuff. Its a right royal pain in the arse, because this is not the default option.