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Started September 11th, 2007 · 6 replies · Latest reply by mthome 17 years, 2 months ago
I'm interested in what people have done w/rt freesounds that have been uploaded as SecondLife (and, I assume, similar MMOGs).
I think the attribution requirements are easy to satisfy by putting the reference on the description entry of the SL sound object.
However, while one could make the argument that uploaded sound has additional value (it costs a few US cents per upload), I'm not planning to make any commercial use, so my question is how to best establish the SL assets as free objects themselves.
I'm not planning to make any commercial use, so my question is how to best establish the SL assets as free objects themselves.
whut? what's second life.
okay, I looked up secondlife on wikipedia.
apparently it's NOT what you call an "MMOG (massivemultiplayeronlinegame)"
"Residents can explore, meet other Residents, socialize, participate in individual and group activities, create and trade items (virtual property) and services from one another."
as far as I can see, if there is ANY amount of money involved, you NEED DIRECT CONSENT from the author of the sound, and you would probably have a hard time addressing their royalties since it's such a small amount of money.
I say if you wanna SPREAD THE WORD around about freesound, then I encourage you to do so! But maybe instead of selling (or simply distributing) the sounds, just put a link in your signature, if secondlife has signatures.
But most people on freesound wouldn't mind having their sounds (re)distributed free of charge, that's the whole point of Creative Commons!
Actually,
I would consider second life to be somwhat of a realistic Sims, online, where you can play shows and concerts, there was even a girl who played acoustic guitar, from her bedroom and had lots of people 20 "Cyber Dollers" to see her. I am assuming alot of second life is not for commercial use, But even if so, Is it not just = to drop the contributors names? (and not in that death metal screamy overtone!) I mean technically, we can't do much if they dont abide. But who wants 2. " ) -
hello_flowers
But most people on freesound wouldn't mind having their sounds (re)distributed free of charge, that's the whole point of Creative Commons!
By my read of the freesound CC license, I should be able to upload freesound samples to SL and (1) incorporate it into either commercial or non-commercial products if there is a sufficient transformation (for instance, using a portion of a freesound birdsong sample in game-world bird robot), and (2) redistribute the uploaded asset at no change. Both uses would, of course, require proper attribution, which is really what I'm asking here...
Another interesting twist is that SL objects have global UUIDs - so, for instance, if it were considered proper and useful by the freesound community, one could upload a sample and attach the UUID to the freesound clip comments, I *think* allowing an alternative mechanism of free distribution.
I'm curious as to why you wouldn't consider it a MMOG? I suppose it is isn't quite the typical "Game" as it doesn't impose any particular plot or environment, but it is certainly MMO - I think of it as almost a MMO construction toolkit, with any number of actual games and social environments implemented in it.
There is yet another interesting bit here in that once imported into SL, media may be used by-reference without cost to the original importer (assuming the importer allows it) or the original author. This is a bit like putting up a web page that uses a graphic that someone else produced via, say google's cache. Or perhaps a program that links to a LGPL library...
Is the resulting object a Derived Work? Some weird kind of Collective Work? Something else entirely?