October 28, 2007 -
If someone swiped your SexGen Platinum Base Unit v4.01 (left) or your Classic DeVille Floor Lamp, you'd complain wouldn't you?Hell, yeah...
A half-dozen Second Life entrepreneurs have done a bit more than that, actually. They've filed suit in U.S. District Court against a New York Second Lifer who, they allege, stole their virtual item designs and resold them within the game.
According to the New York Post:
Here's the catch: The products aren't real, and the alleged crimes took place in a virtual world on the Web. [The lawsuit] was filed last week in Brooklyn federal court against 36-year-old Flushing resident Thomas Simon, aka Rase Kenzo on Second Life...
"It's stealing," insisted Kevin Alderman, a Florida man whose Second Life alter ego is called Stroker Serpentine.
He operates the Second Life sex store Strokerz Toyz, which sells beds, sofas, rugs and toys embedded with computer code that facilitates sex between virtual characters...
Attorney Frank Tanney, representing the plaintiffs, said:
This is not a joke. This is not a game. This hurts them.
Defendant Simon told the NY Post:
They can say whatever they want to say. It's a video game. I didn't know you could sue anyone over it.
There's actually quite a story behind all of this, including private investigators, co-conspirators and manipulations of Second Life's inventory system, as described by Reuters.
Apparently the items were copied using an exploit, as reported by VintFalken. One of the plaintiffs has posted a lengthy set of screenshots, apparently documenting the allegedly stolen items, on Flickr. For those who want all of the legal nitty-gritty, here's the complaint (73-page pdf).



Comments
Re: Virtual Sex Toys + Hacks = Second Life Lawsuit
In my opinion virtual sex toys will never have success. Let’s face it! Sex is about contact and touch. People need something touchable. Tell me, how would work, for example, a virtual Penis Stretcher??? LOL
This isn't a WTF moment. The entire concept of Second Life is one giant WTF moment.
actually, it's a civil matter, so 'innocent until proven guilty' really doesn't apply. A preponderance of information is required. Theoretically, if they can prove the IP address of the defendant is the same one tied to the account that did the duplicating and illegal transactions, then, in civil courts, they have a pretty strong case. Hell, a recent RIAA case in Deleuth was held on pretty much the exact same pieces of evidence, and the defendant was found guilty.
What I am really interested in is the application of copyright law in a virtual world. It is my understanding that these products are actually copyrighted by their owners, but how does Linden Labs certify a copyright certificate, and who do they go through?
Furthermore, if the defendant and the co-conspirators (or the other 10 does who were caught in this net) found an exploit, and reported it, will Linden Labs take action against the accounts. I mean, for this to get to this point after it sounds like LL was given a heads up by not only the plaintiff, but by several members in the blogging community, they'd have to do something to save face, and establish that they are indeed in control of their environment.
Music is merely vibration of air molecules in a certain rhythm. Games are merely 1's and 0's coded into a disc, movies are nothing more than pixels on a screen, books are just ink on paper, computer applications are made up of data chiseled into the hard drive. The list goes on and on. These things, however, are all covered by copyright laws. How, then, should something like Second Life be different? The "it's not real" argument no longer holds any water because half the things we enjoy or use are 'not real,' in essence. The money in your bank account is electronic records of how much money you have. The entire internet is made up of nothing but code.
In this day and age the line between real and virtual goods is slowly, but surely becoming more and more blurred, so what makes people think they can judge what can be counted as 'work' or 'real' anymore? The only thing here is that it's less 'socially acceptable' and that's how people are going off of it.
Not really. While still a few steps above a cracker, this Simon is still a poor example of a hacker. He wanted to make money off someone else's work, simple as that.
"hacker ethics" are generally about the ability to play, explore, learn, and create. Not 'screw with people', 'do harm', or 'steal stuff'
The entire 'information should be free yay we're all cowboys stealing stuff!' junk comes from bad 80s movies.
I wonder how many of these people have ever tried to make money themselves.
Yah hmmm... When i get hack on a game i don't sue. I suck it up and i ether quite or I just try to make it back. It not the big of a deal. I am sorry but this is not a legal matter this is matter for the game designers and admins not the courts.
IT'S A GAME FOR FUCK SAKE! GO OUT AND GET A REAL JOB YOU SOCIAL RETARDS!
Personally a cease and desist is probably all they need to do, though, suing over it seems pointless. Unless they want money, in which case it becomes yet another frivolous lawsuit.
Oh, and I believe copyright or something along those lines can take place without a formal copyright written up. It's a lot easier to defend your works without it, but there are basic rights involved if you have written or made a work of art or what have you and you can prove you wrote it prior to the other person (and probably released it publicly, as well, I mean.) You don't HAVE to have the copyright certificate to have copyright rights. Uh, yeah.
Oh, and Second Life is apparently going to be the source of a CBS Evening News story. And yes, it's sensationalist ("SURE IT'S JUST A GAME, BUT IT DEPICTS MURDERS, AND DO YOUR KIDS HAVE TOO EASY ACCESS TO IT?!")
Personally I hope they win and I'll tell ya why. They spent time on those items and if he truely did just steal a copy of them and start selling then he deserves it. It would be akin to someone stealing a game mod, slapping his name on it, and then selling it.
Though my support for the fellow ends if he can not prove that the fellow stole his coding. I think anyone and everyone has the right to make an item "like" his if they put in the work.
What that means is "I didn't think *I* would be sued over it, and I'm trying the 'it's just a game' line because I think it will get me sympathy". The exploit is pretty well-known and there's no way one individual could somehow recreate the work of *six* designers by hand. Either there's some sort of incredibly complex and coincidental explanation here or, much more likely, he's been duplicating their content and selling it and been caught red-handed.
I'm sure there'll be the usual "just a game lol" sort of comments, but this sort of behaviour is ripping off small (in overall industry terms) designers who spend ages on what they make. Just because it's being distributed and used in Second Life doesn't make it any different to it being distributed etc via Steam, or for that matter, on the web.
I assume those are the only people who would be able to deal with the crappy controls and still want to be there.
personally I, at one time did try Second life, but after about 10 minutes, trying to understand the "flying" controls and how to make items, I simply gave up and resumed playing World of Warcraft (btw, anyone play on tortheldrin here? =p )
While I'm onboard with ya on most your stuff. I just have to say this:
Innocent till proven guilty.
It can "seem" like the dude is guilty till the end of time, but unless they can prove it..... Now don't get me wrong if the dude did steal said items/coding he deserves whats coming to em. Though in a game like that theres only so many ways to code the same effect and you in my opinion can't hold a copyright to that. Perhaps he saw their business and made his own? Sure most likely not, but still...
> Well this does bring up an interesting question… How does one go about protecting their virtual stuff?
The protection is supposed to be built into the SL system, you can set permissions for things that you sell that determine whether someone can modify them, copy them, and/or transfer them to another person. For the most part, that does work - but there are always some bugs and exploits. After a while people have to take other measures, like legal action. The fact that it's _possible_ to do this doesn't make it _legal_ after all.
I could go into second life for a class on how to make video games. I stopped going after i dropped out of the college. But i still get emails for it.
However, having looked at the screenshots, reading up on the exploit and the history and the letters sent, I'm very very very suspicious indeed, put it that way. This isn't simple stuff to duplicate, it takes a long time to make.
There's a lot more about it on Virtually Blind:
http://virtuallyblind.com/2007/10/27/content-creators-sue-rase-kenzo/
Doesn't Second Life's terms of service (among other things) spell out pretty clearly that everything a player creates in the game becomes his or her intellectual property?
but i was pretty sure SL has all sorts of things in the ToS to protect against people stealing your crazy ideas.
JUST AS SERIOUS AS JACK THOMPSON ACTUALLY STOPING VIDEOGAMES
In the past people have been suspended for just _posting_ exploits even after they've reported them, so I doubt that if the defendants actually _used_ exploits, having reported them would save them.
I hope Simon wins.
Yeah, we can all make the jokes about "OMG, stolen virtual sex toys? LOLZ", but there is a legitimate case here. These SL merchants filled a niche, and their sales were demonstrably hurt by this theft. I imagine any judge who is able to get past the 'virtual' part of the suit will rule in favor of the SL merchants.
What I've understood so far is, the game's protection system is based on a copy and/or give system. For example, an author makes an item, and can give and copy it as he/she pleases.
He then sets 'it' for sale. Basically, people buy a copy of his item with limited rights, either being unable to make any copies of it themselves, or being unable to hand any copies of it to others.
What the defendant is guilty off, iirc, is using an exploit to create a copiable and givable duplicate of what wasn't his, and then selling restricted copies of that duplicate to others. (as though he recieved an unlimited copy from the original author)
Technically speaking, this would be similar to stealing blueprints, materials and factories from Ford, then selling the product of these items for profit.
And I DO believe that Intellectual Copyright exists within a virtual world which most news-sites describe as "not a game!"
So yeah, if he (the prosecutor) wins, basically just chalk it up as one point for private user IP.
("Transfer copy" permission enables you to sell as many copies as you like, but nobody's fool enough to actually sell items with those permissions unless they want them ripped off everywhere. "Copy no-transfer" is also popular as it means you can make copies of things for your own safe-keeping, in case the server crashes or you delete them by accident, but you can't then sell or give them to other people.)
You are right. I forgot he was trying to make money with it. I think it would better if it was all free, both Simon's and Alderman's. I wasn't thinking in regard of profits, rather just on the issue copyright, since I was originally going to put a lengthy post about how I don't feel code belongs to anyone.
Yeah, even I have to agree that the 'code should be free' has some interesting arguments behind it. I kinda straddle the boarder since I work for a commercial software company which also interacts with the open source community.
I think the big issue here is that the artist didn't want his creations to be freely distributed, Second Life had a framework in place to implement that desire, then someone found a way around that. Reselling the items for a profit took away any support the guy might have had ^_^;
For mediums that don't have natural tie ins (Movies have merchandise, music has live shows and merchandise, software MIGHT have 'services') this becomes a big deal. It is tempting to say 'the right balance is hard to reach' but in the end, we need multiple balance for multiple needs.
The way I understand it, copyright certificates are proof of copyright, but they aren't a requirement for a copyright to exist. The essay I'm writing for my college English class is copyrighted by me automatically because I created it. Hypothetically if someone took it and started printing copies of it and passing them around without my permission I could take action, but I'd have a hard time proving it was mine originally, which is what copyright certificates are for.
Again, I'm no expert on law but that's my understanding. Second Life probably has its own ways to keep track of who made what, so if Linden Labs were willing to cooperate and hand that information over a copyright certificate might not be necessary to prove anything.
That doesn't really help the people who, say, want to use it for business. That is a bit like saying 'oh, there is piracy with downloadable games! rather then get the law involved, they just shouldn't have game download services'
Second Life is a bit of an odd experiment, but it raises questions that WILL have to be answered at some point in the near future as more and more business moves purely on-line (and only sell products that exist on-line)