Childish temper-tantrums do nothing constructive here Prong.
Neither do comments such as that...
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The unofficial new permissions system discussion thread... |
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Prong Thetan
SimCast CEO
Join date: 22 May 2004
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10-15-2004 10:29
Childish temper-tantrums do nothing constructive here Prong. Neither do comments such as that... _____________________
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Juro Kothari
Like a dog on a bone
Join date: 4 Sep 2003
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10-15-2004 10:44
![]() Neither do comments such as that... ![]() _____________________
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Kex Godel
Master Slacker
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10-15-2004 10:48
If I create something (take my Alpine Cabin as an example), I should be allowed to set it so that the new owner can: modify, transfer, but NOT sell it. Another creator should be allowed to set a PD object to: modify, transfer, and sell.. if they want. What you're asking for does have significant merit for consideration though. It would be nice to have a license which says "this object can be copied, modified, and used for anything you want, but it can never be sold", sort of like Public Domain except with the one restriction that you may not sell it. |
Prong Thetan
SimCast CEO
Join date: 22 May 2004
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10-15-2004 10:53
Since it is already possible with the current permissions for someone to take something Free to Copy and turn around and sell it, what you're commenting on isn't really a concern as much as it is a feature request. What you're asking for does have significant merit for consideration though. It would be nice to have a license which says "this object can be copied, modified, and used for anything you want, but it can never be sold", sort of like Public Domain except with the one restriction that you may not sell it. In RL, some products are considered "Not For Resale" and marked as such in clear text. Although these items may be freebe's or give aways, you dont see them repackaging them, or modifying their wrapper so to say. Wouldn't a simple notecard with the words "Not For Resale" included at the bottom be sufficient here? _____________________
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Moopf Murray
Moopfmerising
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10-15-2004 10:56
Since it is already possible with the current permissions for someone to take something Free to Copy and turn around and sell it, what you're commenting on isn't really a concern as much as it is a feature request. What's the point in overhauling the permissions system if you're not going to make it more flexible and add new abilities? It is a concern as it is a limitation of the current system that leaves people like Juro and the GNU people open for abuse. If you're going to overhaul the permissions system then this, more than anything, is something that people have had a problem with the most. _____________________
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Juro Kothari
Like a dog on a bone
Join date: 4 Sep 2003
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10-15-2004 10:58
Since it is already possible with the current permissions for someone to take something Free to Copy and turn around and sell it, what you're commenting on isn't really a concern as much as it is a feature request. What you're asking for does have significant merit for consideration though. It would be nice to have a license which says "this object can be copied, modified, and used for anything you want, but it can never be sold", sort of like Public Domain except with the one restriction that you may not sell it. Exactly Kex. There has been an ongoing frustration with several people who've contributed free objects who have wished that they not be re-sold. Unfortunately, there are people who disregard those wishes, even if it is specifically mentioned in a notecard included with the free object. This issue is why Siggy's free items were all removed and why I decided to remove mine from the Stillman Bazaar. It's unfortunate, but what can you do. I've requested this feature from the Lindens several times and I know others have as well. If they are going to overhaul the permissions system, I would really, REALLY like to see this implemented. _____________________
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Moopf Murray
Moopfmerising
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10-15-2004 10:58
Perhaps the last minute nature of this Town Hall was on purpose to allow the Lindens to casually get the conversation going on this far-in-the-future development. Just based on this thread, it is obviously an important topic and that there are different interpretations on what was talked about so far. Perhaps this first foray into the discussion will help to nip misinformation in the bud. I'm confident that this was just the first of many discussions to come regarding permissions. I will be posting a chat log from the Town Hall later tonight here and also posting inworld at The News Stands. Send me an IM if you'd like a notecard sent directly to you. Nipping misinformation in the bud is achieved by: a). Making sure as many people as possible know about the town hall so they can choose to get informed if they are able to attend b). Making available a transcript of the town hall as close to immediately afterwards as possible, so those who could not attend can get up to speed. What's happened with this town hall is that very few people went, there is much conjecture and we're going on what other people say happened without actually knowing for fact. That leads to misinformation. _____________________
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Juro Kothari
Like a dog on a bone
Join date: 4 Sep 2003
Posts: 4,418
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10-15-2004 11:14
Wouldn't a simple notecard with the words "Not For Resale" included at the bottom be sufficient here? One would think it would be Prong, but sadly it is not. I have a notecard in *all* of my free items asking that the object not be resold, but people routinely ignore it and put the objects up for sale. If there's a loophole in the system, people will exploit it for thier own benefit. _____________________
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Prong Thetan
SimCast CEO
Join date: 22 May 2004
Posts: 168
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10-15-2004 11:24
One would think it would be Prong, but sadly it is not. I have a notecard in *all* of my free items asking that the object not be resold, but people routinely ignore it and put the objects up for sale. If there's a loophole in the system, people will exploit it for thier own benefit. All of our code was written to prevent duplication of our weapons, armor, etc... It was also coded to prevent reverse engineering. If LL decides to change the permission structure, every single item would need to be recoded, to prevent any new exploits from being used to game the system. For most people selling only a few items, this will cause a sufficient amount of work to correct. For those of us who have to maintain an inventory of hundreds of unique items, this could be the show stopper. ![]() _____________________
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Kex Godel
Master Slacker
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10-15-2004 11:24
IMHO, this is going to confuse the hell out of a lot of players, especially newer ones, regardless of what we name the permissions. Comparing to our current system, what could be more simple than saying whether or not this object can be copied, whether it can be transferred, and whether or not you can modify it. The permissions are in plain english, very straightforward. If implemented as proposed, new users will have a lot less to worry about when they purchase an item, because they will have great flexibility with what they can do with that item once they possess it. Currently when we buy something, most of us have to worry about whether or not it will be modifyable, and whether or not we will be able to copy it or transfer it. Under the proposed system, most things for sale will be set as "Full Copyright" and the other concerns become moot at the time of sale, since the customer will be able to choose if he wants modify, copy, or transfer rights after making the purchase. Next, I honestly don't like the idea of having a breakable wrapper on items. I'm still a little unclear if the wrapper concept is coming from neccessity to align the permissions system with certain licenses or if it's coming from the Lindens desire to create a more openly sharing community. As far as Fair Use goes, it is an inherent aspect of the ownership of all tangible items we own in RL. You have the right to paint your car that you bought from Honda. You have the right to put new windows on your house. You have the right to reupholster your furniture. You have the right to smash your printer to tiny bits with a baseball bat if you get the urge to do so. With the introduction of Intellectual Property, these same rights were granted to the owners of the IP. You have the right to modify and copy the IP as many times as you want for your own personal use (despite with that RIAA would have you believe). This is the right you will be able to exercise in SL by breaking the wrapper. As far as First Sale goes, the Copyright Act states that the owner of a lawful copy can "sell or otherwise dispose of" the copy. LL is just complying with this law. In fact, the system we have now has been broke since November when LL declared that we own the content that we create, because we have no way to exercise this right. Unfortunately, I don't think the problem of reproduction by inspection is being taken seriously enough. Right now, in a linked unmodifiable objects, a user can only see the values for the root prim AFAIK. I think making a breakable wrapper will just tempt more users to "cross to the darkside". This is probably going to be the #1 concern with the new system, and what seems to have most content creators quite nervous at this point. Strict measures will have to be in place to prevent this kind of abuse from occuring, and LL will have to step up to the plate on this if they want to go forward with the permissions system they are proposing. Also, breaking the wrapper on an object allows the owner to make as many copies as their heart desires. Yes, I know that means they lose their ability to transfer however, this isn't the point. A lot of items are sold as nocopy for a reason, because some people want 10 of item X and some people only need 1. You can then offer item X at a lower price for the person who only needs 1 by having the ability to sell individual copies of the item. With this in mind, I'm also afraid the price of a lot of items in world will go up because sellers know that once people buy one, they have all they need. This would make things less accessible to many, especially new players. I hope I'm wrong on this point or that this won't be too much of a problem but my theory is that everything should be as easy as possible for newer players. This is how the world continues to grow and flourish... by being easy for new people to get involved. My opinion is that I wish we could think of a way to "encourage" the sharing of knowledge and ideas in world rather than "enforcing" it. |
Kex Godel
Master Slacker
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10-15-2004 11:28
What's the point in overhauling the permissions system if you're not going to make it more flexible and add new abilities? It is a concern as it is a limitation of the current system that leaves people like Juro and the GNU people open for abuse. If you're going to overhaul the permissions system then this, more than anything, is something that people have had a problem with the most. Exactly Kex. There has been an ongoing frustration with several people who've contributed free objects who have wished that they not be re-sold. Unfortunately, there are people who disregard those wishes, even if it is specifically mentioned in a notecard included with the free object. This issue is why Siggy's free items were all removed and why I decided to remove mine from the Stillman Bazaar. It's unfortunate, but what can you do. I've requested this feature from the Lindens several times and I know others have as well. If they are going to overhaul the permissions system, I would really, REALLY like to see this implemented. |
Kex Godel
Master Slacker
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10-15-2004 11:34
In RL, some products are considered "Not For Resale" and marked as such in clear text. Although these items may be freebe's or give aways, you dont see them repackaging them, or modifying their wrapper so to say. Wouldn't a simple notecard with the words "Not For resale" included at the bottom be sufficient here? The reason they are marked such is becuase they do not contain a UPC label, and the notification is simply make the retailer aware of this fact. It is not forbidding them from reselling it, since you can't force something like that upon someone without a contract. |
Cubey Terra
Aircraft Builder
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Posts: 1,725
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10-15-2004 11:36
I'd like to illustrate some specific scenarios in which the proposed permissions system introduces a problem. I hope these can be addressed by Cory.
1. Customer buys plane, and loses it on first flight Customer buys a plane from me that's sold under the full copyright license. In this case, they do not have the right to copy, or modify, but can resell. Customer doesn't think (or know) to "break the wrapper" and immediately rezzes the plane and flies off. Within five minutes, they've been booted from their plane on a sim border and have lost it. Customer comes back to me demanding a replacement. I know that they bought it from me, but I have no proof that they actually lost it. I'm technically under no obligation to provide a replacement, but I have a pissed-off customer if I don't. This puts the onus on the customer to somehow know that it's a good idea to "break the wrapper" and make a backup copy. I don't expect many customers to be familiar with a) the risk losing a vehicle, and b) how the permission system works. Why should they? Any new system should allow vehicle makers to protect customers from loss. 2.) Someone approaches me saying that they lost a plane. I have no record of a sale to them, and have no evidence that they ever owned one. Turns out the bought it from Joe Reseller, who refuses to provide any support. I have another angry customer. 3.) Someone approaches me saying that they lost a plane. My records show that they bought one, but what I don't know is that a rumour is now going around that I give free replacements to anyone who claims to have lost a vehicle. We then have a whole bunch of people with an extra "replacement" copy, which they sell for pure profit. 4.) Under the old permission system, Customer bought a plane that was sold as mod/copy/no-trans. He makes a dozen copies in various folders for whatever reason, and has a couple in-world. Some are modified. LL introduces the new permissions system and all copies become no-mod/no-copy/trans. Customer has enough copies to go into business selling my planes for half of what I ask. In this case, I depend on the continued use of the no-transfer permission to keep me from being put out of business. 5.) I sell helicopter scripts at L$50 per copy. They're usually used by people who create a vehicle, but don't have scripting knowledge -- they just want to make their creation fly. In the current system, they'd buy one copy for each vehicle. In the proposed system, they'd buy one copy and could "break the wrapper" and outfit every single vehicle they create from that point forward. Pretty good deal for L$50. This last case doesn't bother me as much, because they can't resell their copies. It's for personal use. Other scripters may not feel the same way, however. 6.) I sell a framed, original photograph to Customer. In the current system, I'd sell it as no-mod/no-copy/transfer. In the new system, Customer has the option of "breaking the wrapper" and making unlimited copies. Customer not only decorates his home, office, and friend's homes by placing copies in them. Customer buys up a single copy of several artworks, landscaping items, and decorative items, breaks the wrapper on all of them, and goes into business -- for a fee, he will decorate and landscape people's homes with copies of these items. --- I do support the concept of allowing someone to resell, but the above issues (and abuses) must be addressed and prevented. _____________________
C U B E Y · T E R R A
planes · helicopters · blimps · balloons · skydiving · submarines Available at Abbotts Aerodrome and XstreetSL.com ![]() |
Kex Godel
Master Slacker
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10-15-2004 11:43
All of our code was written to prevent duplication of our weapons, armor, etc... It was also coded to prevent reverse engineering. If LL decides to change the permission structure, every single item would need to be recoded, to prevent any new exploits from being used to game the system. For most people selling only a few items, this will cause a sufficient amount of work to correct. For those of us who have to maintain an inventory of hundreds of unique items, this could be the show stopper. Most people selling only a few items will probably not be significantly affected by this change, if at all, since most would simply convert to Full Copyright. (Keep in mind I am interpreting and using the words "most" and "will" literally in both your comment and mine) Edit: I'd like to illustrate some specific scenarios in which the proposed permissions system introduces a problem. |
Meiyo Sojourner
Barren Land Hater
![]() Join date: 17 Jul 2004
Posts: 144
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10-15-2004 12:15
First let me say that I'm now reminded why I didn't want to become a lawyer
![]() I doubt it will be any more confusing than the current system. ![]() Currently when we buy something, most of us have to worry about whether or not it will be modifyable, and whether or not we will be able to copy it or transfer it... ...the customer will be able to choose if he wants modify, copy, or transfer rights after making the purchase. As far as Fair Use goes, it is an inherent aspect of the ownership of all tangible items we own in RL. You have the right to paint your car that you bought from Honda. You have the right to put new windows on your house. You have the right to reupholster your furniture. You have the right to smash your printer to tiny bits with a baseball bat if you get the urge to do so. You have the right to modify and copy the IP as many times as you want for your own personal use (despite with that RIAA would have you believe). This is the right you will be able to exercise in SL by breaking the wrapper. I contend that the world can also grow and flourish even more when new users have the ability to customize the things they buy to their desires by the rights given to them when they unwrap the package, rather than being stuck with what they are offered. Nobody's forcing creators to reveal all their secrets and open up all their scripts. -Meiyo _____________________
I was just pondering the immortal words of Socrates when he said...
"I drank what??" |
Moleculor Satyr
Fireflies!
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10-15-2004 12:27
Ok. All of this stuff is making my head hurt. CC BY-ND?! WTF does THAT mean?!
Anywho, I've barely pieced together parts of this and have one question (which I also asked in the comment thread on that blog, but prefer forum discussions immensely). I sell scripts in object shells. This allows me to simplify the script use of things by placing them in objects that already function correctly, so that the enduser doesn't have to create a prim and drop the script in himself. I sell these objects as nomod/copy/notrans. Infinitely copyable, but not transferable to anyone else, and not modifiable in any way. This lets me keep track of who has an object, and more importantly who to give patches to when I upgrade, and it also insures that they don't change my work in some way and either alter it or put their name on it. Where is this option in this new proposed system? I'm not seeing it. _____________________
</sarcasm>
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Meiyo Sojourner
Barren Land Hater
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Posts: 144
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10-15-2004 12:40
4.) Under the old permission system, Customer bought a plane that was sold as mod/copy/no-trans. He makes a dozen copies in various folders for whatever reason, and has a couple in-world. Some are modified. LL introduces the new permissions system and all copies become no-mod/no-copy/trans. Customer has enough copies to go into business selling my planes for half of what I ask. If I remember what Cory said yesterday correctly, all items made before the new permissions system is implemented will be able to remain no-transfer as a special condition. Anyone else remember this? -Meiyo _____________________
I was just pondering the immortal words of Socrates when he said...
"I drank what??" |
Moleculor Satyr
Fireflies!
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10-15-2004 12:46
If I remember what Cory said yesterday correctly, all items made before the new permissions system is implemented will be able to remain no-transfer as a special condition. Anyone else remember this? -Meiyo But will they remain no-modify? And will I have the nomod/copy/notrans ability with the NEW permissions system? _____________________
</sarcasm>
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Meiyo Sojourner
Barren Land Hater
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Posts: 144
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10-15-2004 13:01
But will they remain no-modify? And will I have the nomod/copy/notrans ability with the NEW permissions system? Lemme say tho that you shouldn't have to worry about the scripts getting ripped off. The new perms for them should keep them from getting stolen. *I think*. The problem with your situation really just boils down to something like cubey's: keeping track of who's given the object to which person. Maybe if they implemented some way to make a report of transfers of items you create... I dunno. :-/ -Meiyo _____________________
I was just pondering the immortal words of Socrates when he said...
"I drank what??" |
Kex Godel
Master Slacker
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10-15-2004 13:07
In terms of Object Oriented design, I think I'm getting a feeling for why permissions are being rewritten in this manner. And it does come down to elegance and simplicity.
If you're going to re-do the permissions system, you might as well start clean and wipe out the old crufty one completely. We know the old one is crufty because there have been many loopholes and bugs since SL went live. I get the feeling that the existing permissions system is built upon many disparate chunks of code spread throughout the SL source, which are probably somewhat hard to track down when a bug is discovered. Knowing that you're starting over from scratch and that you're going to have a complex system that will probably need to be added to in the future, you create an "abstract" class. This is a framework, if you will. Once you've built the framework, now you need to extend the abstract classe into several useful classes. Let's call these "licenses". They are not literal licenses, they are just an implementation of the abstract class where you fill in the details and define what should be done when an event occurs, much as LSL is written to be event-driven. Each license is a distinct instance all it's own and each works within the abstract permissions framework. Now you have a system where content creators can choose which "class" (license) within the permissions framework exhibits the behavior that fits their preference the most. Along with that, you have a system already in place which makes it easy to add new licenses. The big picture is the permissions system needs to be more robust, but we can't just add a whole bunch more checkboxes, because that will not only get exponentially more complex as some combinations may not be possible, but also much more confusing. Can you imagine a screen where you have a dozen checkbox options and radio buttons for allow-this, but not-this, except-when-this? Instead this system makes *each possible* type of digital rights behavior into a "license", from which the content creator can choose. Now all the code for that behavior is in one place, and does not need to worry about the complex interactions that can occur with a matrix of checkboxes. The code for that behavior can be specifically tailored to that license. This provides an excellent Object-Oriented model which will be much more reliable, be much less prone to bugs, and much easier to extend when future permissions models are needed. I presume the limited number of licenses which we are starting with will be just the beginning of the set. With such a system in place, it should be easy to create other licenses which each behave differently. Instead of having a matrix of checkboxes, you present the content creator with a list of mutually exclusive licenses which have their own behaviors. *THAT* is how it will be easier to use. I think even considering the old "permissions bits" to still be there in the new model is old-way thinking. They probably won't even be there. The inherent behavior that may cause them to appear to be there will just be the result of the code written for the license-class. |
Cory Linden
Linden Lab Employee
Join date: 19 Nov 2002
Posts: 173
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10-15-2004 13:53
It's tricky having this discussion on both the forums and on the blog (http://secondlife.blogs.com/prompt). The goal of having it on the blog is *not* to "hide them away." Instead, I'm trying the blog out as a better way for me to communicate with all of you on a wide variety of issues.
I realize that this is a change, but I hope that you bring your opinions to the blog and post them there so that I don't miss them. Thanks! |
Kex Godel
Master Slacker
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Posts: 869
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10-15-2004 14:01
It's tricky having this discussion on both the forums and on the blog (http://secondlife.blogs.com/prompt). The goal of having it on the blog is *not* to "hide them away." Instead, I'm trying the blog out as a better way for me to communicate with all of you on a wide variety of issues. I realize that this is a change, but I hope that you bring your opinions to the blog and post them there so that I don't miss them. Thanks! |
Salazar Jack
Nova Albion native
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Chat Log Posted
10-15-2004 14:44
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Moleculor Satyr
Fireflies!
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10-15-2004 14:47
The problem is (and I posted on the blog), that this issue is so important I don't think it is wise to constrict ourselves to a medium where we can't inherently clarify our errors by editing, format our text for clarity, and are hampered by poor visual design -- tightly wrapped text, poorly contrasting font color, and poorly positioned comment attribution (it looks like the name goes with the comment below it instead of above). Plus it hides such discussions away from the forums. I realize you say that such is not your intent, but it IS a side-effect nonetheless. Hell, the fact that there was going to be a town hall wasn't in the annoucements forum, so I missed the opportunity to attend, the proposed changes are a locked, buried thread in the Feature Feedback forum, and so far this is the first REAL thread we've had on the topic, period. It may not be your -intent- to hide this proposed change from people, but it's certainly happening nonetheless. Plus the blog is just plain harder to get to, by the fact that I don't visit it regularly, and have no need to. That said... In today's MMOG market, there's a typical setup of sorts. There's a server you connect to, and clients. I don't know of many MMOGs that allow you to modify the client (i.e. Hack, alter game files, apply unapproved "patches" ![]() Similar things could be pointed at in the non-MMOG game market. You can't take a CD, "break the wrapper", no-cd-crack the EXE file, and hand a copy off to someone else without breaking a law. Hell, as I understand it, EULA's and the like prevent you from altering the game even if you're keeping it for yourself. I don't know if this is true or not, but it would make sense. Yet in this proposed permissions system, unless I'm grossly misunderstanding it, it sounds like you can do just that with the prims that make up an object. How is this ethical? How does this make any real-world sense? I realize that the majority of SL creators are GPL/OpenSource fanboys (sorry to use the term, but I can't think of any other way of saying it), but some of us out here don't LIKE our work being open to modification. And I dare say that LL wouldn't like it if someone modified the SL client to interface in a different way with the SL servers. So why is this proposed permissions system being thought about? It sounds like something that would be a good reason for me to leave, and on the way out ask LL to destroy any object with my name on it as the creator. _____________________
</sarcasm>
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Haney Linden
Senior Member
Join date: 3 Oct 2002
Posts: 990
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Link to transcript of Cory's Permissions Town Hall 10-14-04
10-15-2004 15:03
Click here.
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