Posted Tuesday, November 21st, 2006, at 12:06 pm Eastern by Mark Wallace

What a week to be away. While I was busy chatting to fans of the best MMO going, the virtual world of Second Life was getting its knickers in a twist over something called CopyBot, an application that intercepts data flowing between the Second Life servers and client and can be used to re-create objects that would otherwise not be copyable. For a variety of reasons, perhaps chief among them the fact that many people earn not insubstantial incomes selling their creations in Second Life, the episode has roiled the community in some pretty ugly ways. (For reference, here is the page and the Digg page on the topic.) I’m unavoidably late to the blogging game on this, so rather than recap the controversy in depth, I’ll look at something I think the CopyBot episode helps illustrate on a broader scale: the fact that Second Life has now grown to the point at which it’s no longer possible to speak of the “community” I just mentioned in a meaningful way. Second Life is no longer the walled garden that it was perhaps originally intended to be, but now belongs to the billion-plus users of the World Wide Web. Interestingly, though, that kind of community is still possible in SL, it just takes a bit more work.

In an email list I receive, someone compared copying assets in Second Life to copying jpeg files on the Web: it’s not “right” or even necessarily legal, but it can be easily done. Linden Lab, creators of Second Life, have attempted to build copy protection into their platform, but the results have never been good; there have been ways around most native copy protection in Second Life almost since the beginning. Because the platform was new, however, most residents didn’t have access to such tools. Social norms, which were stronger when the population was smaller, also led people to avoid infringing each other’s content, to a large extent.

As the population has grown and more and more interesting things are being done in Second Life, the place has attracted the interest of a group of programmers known as libSecondLife, who have been reverse engineering much of the client code, with the blessing of Linden Lab. The code behind CopyBot was originally theirs, though the intent of the original code was not, apparently, to wreak havoc with Second Life retailers. Somewhere along the way, however, one adventurous programmer had the idea to create a bot which could steal SL assets — he may even have been commissioned to do so. The resulting controversy has resulted in much outrage, threats of lawsuits and a revamp of libSL leadership (though this too is suspect, as there’s indication that some members were paid to take a fall, strangely).

But much of the kerfuffle is based on an assumption it’s important to point out: That Second Life is a place where different standards apply, where content enjoys protections it enjoys almost nowhere else, and where it’s somehow wrong to investigate what can be done with the code behind the platform. Raph Koster points out that all such client-server platforms as SL have similar holes, and even Cory Ondrejka, Linden Lab’s chief technology officer, acknowledges that in Second Life, “like the World Wide Web, it will never be possible to prevent data that is drawn on your screen from being copied.” Using CopyBot to “make unauthorized duplicates within Second Life” (emphasis added) is a violation of the SL Terms of Service, Cory writes, but CopyBot itself is merely an interesting application someone has written to explore the code.

But many SL “residents” (a term I am coming to see more and more problems with) are now crying out for RIAA-like protections for their SL content. As with the music industry, this is problematic. There are already laws in place to protect against copyright infringement, and most technological protections serve to stifle creativity and innovation to an extent that seems to outweigh the benefits to business — depending on your point of view, of course. But even Cory’s blog post acknowledges that “We are not in the copyright enforcement business.” In that sense, Second Life is no different from the World Wide Web, where service providers must respond to take-down notices but are not responsible for putting in a technological solution to prevent infringement in the first place.

Cory goes on to make an interesting point: “The communities within Second Life should have the tools and the freedoms to decide how and when they deal with potentially infringing content. Many will decide on less restrictive regimes in order to maximize innovation and creativity. Others will choose more restrictive options and ban visitors who do not respect them.”

What’s interesting to me is the plural communities. Second Life itself is a place where anyone can show up and do more or less as they like, within certain restrictions. As on the Web, though, you’re generally quite vulnerable because of how open the technology is. Anyway can copy a blog post or a newspaper article, after all, and pass it off as their own. There are various schemes for watermarking content like jpegs, but it’s important to note that most of these are solutions that have come not from service providers but from users offering their own solutions to the wider user-base that exists on the Web.

Practically the only way to truly safeguard content is to put it behind a wall. Even take-down notices are generally not enough, as the various authorities tend to be non-responsive to infringements that don’t pass a certain threshhold of harm. Keeping information private on the Web is generally done with passwords and invite-only venues — i.e., the formation of smaller communities that are a subset of the larger user-base.

This may be the way forward for a place like Second Life, which explicitly supports such communities in its code. Various people are looking for various standards of protection. With a million and a half registered users in Second Life, more than 600,000 of whom have logged on in the last 60 days, it looks nearly impossible to give everyone the standard of protection they seek. The place is no longer the fantasy world it once was, disconnected from the real world and the rest of the Internet but for a login screen. But it’s perfectly possible in SL to create a smaller, more private community of people who respect a certain standard, just as it is on the Web. This solution isn’t ideal, of course, but it isn’t ideal on the Web either. (One mechanism that would aid in this would be a user-created reputation tool by which, as on eBay, users whop contravene the social norms could be singled out. To work, though, this takes a critical mass of users that I doubt any SL community could currently muster.)

The problem for Second Life at the moment is whether unique user-created content is a sustainable model for an open platform. It’s hard to argue that it is. Anyone can view the source on this Web page, for instance, and go create their own copy. Second Life faces similar problems. They’ve been there all along, but it has taken CopyBot to wake people up to the fact.


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