LGJ: User Content Creation Crisis
Each week Mark Methenitis contributes Law of the Game on Joystiq ("LGJ"), a column on legal issues as they relate to video games:

It appears there has been a bit of a controversy over the recent changes to the PSN Terms of Service with regard to user-generated content, which seems to be at least in part tied to the release of the Sackboy epic Little Big Planet. Of course, user-created content is nothing new, and neither is the management of the licenses associated with that content. However, it seems like as good a time as ever to discuss the issue of managing the intellectual property rights of user created content and what that can mean for you, the user, and them, the game companies.
I guess we should get back to basics, though I'll skip the intellectual property primer this time around. When users create content for games, they're creating intellectual property that would likely qualify as a derivative work. After all, what good is the content outside of the game? Some types of mods are more derivative than others, depending on how much is taken from the original work. But the point remains, it's at some level a derivative work. In this case, however, there is at least an implicit authorization for the user to create the work based on the virtue of the developer giving the user the tools to do so. In this way, we're not dealing with a situation identical to, say, machinima.
So, what's the big deal, then? Well, user created content isn't worth much to anyone unless it's distributed, and developers are realizing that integrating not only the user content creation tools but the means by which to share your work can be a critical point to developing a community around the game which keeps players interested, and therefore games selling from store shelves, for a longer period of time. Since this derivative work is, at least in part, someone else's intellectual property, the people distributing it need to have the right to do so. It's at this point where things start getting a little more contentious.
In the not too distant past, mod makers put their creations up on their own websites, as mods were, for the most part, in the PC realm. The few console games that had map maker were largely distributed among friends with memory cards, or similarly online via a creator's website or host. Given that it was the creator doing the distributing, no one had to be licensed. As the holder of the copyright, you can distribute the work as you please.
Fast forward to today, where maps and other creations are shared through integrated systems over networks such as Xbox Live and the PlayStation Network. This is basically an extension of the model Second Life has been using for quite some time: you create it and we distribute it. By 'distribute,' we're talking about the actual transmission of data. The Second Life model is about as minimally intrusive to the creator as possible. Quite literally, Second Life is nothing more than a medium, and their TOS says basically as much. Of course, the Second Life content isn't quite as rooted in the game's included assets, but the basic concept is the same.
Of course, the Second Life approach is by no means the only approach to this idea, as demonstrated by the recent changes to the PSN TOU. Section 10 of the revised TOU takes what I would consider the most restrictive approach, granting Sony more or less unlimited discretion over the distribution of and any possible payments for user created content. I want to say up front that it is entirely possible Sony's legal team included these terms purely to stake out legal territory without the intention of ever using them to their fullest, in line with previous statements. And some of those terms do speak to potential concerns with content, which they reserve the right to take down.
However, using those terms to their fullest, Sony can use user content without restriction to advertise. They can also 'commercially exploit' your creations without permission, and if they do benefit 'commercially' (read: monetarily) from your creations, they owe you nothing. You're also agreeing to abandon your moral rights to the work. Most importantly, you're not allowed to commercially benefit from your creation without their permission. In short, they've taken the opposite stance to Second Life to the extend possible while allowing user content, at least based on the theoretical stretch of those terms. What will occur in practice still remains to be seen.
It's this user content that may very well spur on legal disputes in the future, as the application of what were clearly defined areas of the law becomes disconnected with many of the intents of those laws. This is yet another example of our digital reality stepping beyond the theoretical basis that created copyright. It's really just a matter of time before either the courts or the legislature begins to address this issue, and the key conflict will be one of how far the boundaries of control can move between the user creating the content and the service distributing it.
Mark Methenitis is the Editor in Chief of the Law of the Game blog, which discusses legal issues in video games. Mr. Methenitis is also a licensed attorney in the state of Texas with The Vernon Law Group, PLLC and a member of the Texas Bar Assoc., American Bar Assoc., and the International Game Developers Assoc. Opinions expressed in this column are his own. Reach him at: lawofthegame [AAT] gmail [DAWT] com.
The content of this blog article is not legal advice. It only constitutes commentary on legal issues, and is for educational and informational purposes only. Reading this blog, replying to its posts, or any other interaction on this site does not create an attorney-client privilege between you and the author. The opinions expressed on this site are not the opinions of AOL LLC., Weblogs, Inc., Joystiq.com, or The Vernon Law Group, PLLC. As with any legal issue that may confront you in a particular situation, you should always consult a qualified attorney familiar with the laws in your state.

I guess we should get back to basics, though I'll skip the intellectual property primer this time around. When users create content for games, they're creating intellectual property that would likely qualify as a derivative work. After all, what good is the content outside of the game? Some types of mods are more derivative than others, depending on how much is taken from the original work. But the point remains, it's at some level a derivative work. In this case, however, there is at least an implicit authorization for the user to create the work based on the virtue of the developer giving the user the tools to do so. In this way, we're not dealing with a situation identical to, say, machinima.
"This is basically an extension of the model Second Life has been using for quite some time: you create it and we distribute it." |
So, what's the big deal, then? Well, user created content isn't worth much to anyone unless it's distributed, and developers are realizing that integrating not only the user content creation tools but the means by which to share your work can be a critical point to developing a community around the game which keeps players interested, and therefore games selling from store shelves, for a longer period of time. Since this derivative work is, at least in part, someone else's intellectual property, the people distributing it need to have the right to do so. It's at this point where things start getting a little more contentious.
In the not too distant past, mod makers put their creations up on their own websites, as mods were, for the most part, in the PC realm. The few console games that had map maker were largely distributed among friends with memory cards, or similarly online via a creator's website or host. Given that it was the creator doing the distributing, no one had to be licensed. As the holder of the copyright, you can distribute the work as you please.
Fast forward to today, where maps and other creations are shared through integrated systems over networks such as Xbox Live and the PlayStation Network. This is basically an extension of the model Second Life has been using for quite some time: you create it and we distribute it. By 'distribute,' we're talking about the actual transmission of data. The Second Life model is about as minimally intrusive to the creator as possible. Quite literally, Second Life is nothing more than a medium, and their TOS says basically as much. Of course, the Second Life content isn't quite as rooted in the game's included assets, but the basic concept is the same.
Of course, the Second Life approach is by no means the only approach to this idea, as demonstrated by the recent changes to the PSN TOU. Section 10 of the revised TOU takes what I would consider the most restrictive approach, granting Sony more or less unlimited discretion over the distribution of and any possible payments for user created content. I want to say up front that it is entirely possible Sony's legal team included these terms purely to stake out legal territory without the intention of ever using them to their fullest, in line with previous statements. And some of those terms do speak to potential concerns with content, which they reserve the right to take down.
"This is yet another example of our digital reality stepping beyond the theoretical basis that created copyright." |
However, using those terms to their fullest, Sony can use user content without restriction to advertise. They can also 'commercially exploit' your creations without permission, and if they do benefit 'commercially' (read: monetarily) from your creations, they owe you nothing. You're also agreeing to abandon your moral rights to the work. Most importantly, you're not allowed to commercially benefit from your creation without their permission. In short, they've taken the opposite stance to Second Life to the extend possible while allowing user content, at least based on the theoretical stretch of those terms. What will occur in practice still remains to be seen.
It's this user content that may very well spur on legal disputes in the future, as the application of what were clearly defined areas of the law becomes disconnected with many of the intents of those laws. This is yet another example of our digital reality stepping beyond the theoretical basis that created copyright. It's really just a matter of time before either the courts or the legislature begins to address this issue, and the key conflict will be one of how far the boundaries of control can move between the user creating the content and the service distributing it.
Mark Methenitis is the Editor in Chief of the Law of the Game blog, which discusses legal issues in video games. Mr. Methenitis is also a licensed attorney in the state of Texas with The Vernon Law Group, PLLC and a member of the Texas Bar Assoc., American Bar Assoc., and the International Game Developers Assoc. Opinions expressed in this column are his own. Reach him at: lawofthegame [AAT] gmail [DAWT] com.
The content of this blog article is not legal advice. It only constitutes commentary on legal issues, and is for educational and informational purposes only. Reading this blog, replying to its posts, or any other interaction on this site does not create an attorney-client privilege between you and the author. The opinions expressed on this site are not the opinions of AOL LLC., Weblogs, Inc., Joystiq.com, or The Vernon Law Group, PLLC. As with any legal issue that may confront you in a particular situation, you should always consult a qualified attorney familiar with the laws in your state.





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Reader Comments (Page 1 of 1)
DiL @ Nov 3rd 2008 7:12PM
hmm, there goes my hopes and dreams of forming a littlebigplanet sweatshop in thailand
philmcphail @ Nov 3rd 2008 7:15PM
+1
SKI @ Nov 3rd 2008 7:33PM
http://crossplatform.comicdish.com/pages/200809241315050.77d8d8ffc44cfe08d3877db3e764c1d4.png
In A World (XBL) @ Nov 3rd 2008 7:38PM
It's not enough for corporations to enforce rules against the user making money from the corporation's property (perfectly fair), but now the corporation is also preparing to potentially make money from their user community of unpaid interns. Overreach, much?
Dani Reader @ Nov 3rd 2008 8:16PM
more like reach around
BananaBoat @ Nov 4th 2008 7:09AM
I actually prefer Sony to have the rights over crap made in LBP. Imagine LBP if every content creator decided to be a dick, and to charge for the content they have created.
The only bad part here, it that you can put pictures into your levels. So you could take a photo of yourself, put it in your level, and suddenly Sony would own a license to your image for eternity. Not exactly a good thing.
Sackolantern PSN ID: johnnynumber5 @ Nov 3rd 2008 7:52PM
It does seem a bit extreme to me for Sony to own everything you create. I understand it from their perspective but I don't like it. I guess we should all just enjoy the game and not make anything too cool. Kind of goes against the mantra of Play, Create & Share.
Gun Barrier @ Nov 3rd 2008 7:58PM
not really, its not sharing if some one goes ahead and sells their home made levels. These new rules just help make the sharing fairer.
sk8monroe81 @ Nov 3rd 2008 9:07PM
maybe sony should call microsoft and talk about XNA, creators club, and the various ways microsoft allows users to create and OWN games and market them on xbox live.
but i wasnt expecting to own anything from LBP and so i dont care about this.
i bet alot of LBP users felt they would own something they created in the game...
there will be less good user mods because of this. who wants to make something new that they dont own..?? for the benefit of the company making the game?
Vidikron @ Nov 3rd 2008 10:17PM
This will have no impact on LBP nor is it anything like XNA. You can't create anything in LBP that can stand alone from LBP itself. Therefore the idea that you would actually own anything you created within the game is absurd. Would anyone here argue that they "owned" any of the vehicles they create in BK Nuts & Bolts? Of course not, but this is the exact same thing... LBP just happens to have far more sophisticated editing tools.
Sheppy (of the Fidlious Clan of Wong) @ Nov 3rd 2008 11:50PM
Uh Sk8erBoi81... nice comparisons except for a couple problems.
1. XNA is an SDK, well, sort of. It's an SDK extension of Visual Studio 2005. Creators Club is a subscription based model which cost $50 every four month. XNA doesn't have a native 3D engine but you can license one for around $500 (Torque). XNA allows you to do whatever you want but it has to be from the ground up. Meanwhile, XNA creations can ONLY be released on Xbox 360 and PC. No Mac, no Linux, no PSN, no WiiWare.
2. XNA and Creator's Club isn't exactly new. Atari 2600 had hobbyist dev kits. Even Sony got into the affair with the Net Yaroze system. In fact, Valve took Microsoft's cake a while ago with Steamworks. Microsoft isn't the first to think of supporting a hobbyist community.
3. Little Big Planet is excessively limited in what you can do. Yes, the tools are easy but you can only do so much. Comparing XNA to Little Big Planet is like comparing Super Smash Brothers Brawl level editor with Unreal Engine 3.5. To even make a comparison shows you have a lack of understanding on both accounts.
4. XNA is a programming suite.You HAVE to have technical skills to get something up and running on it. Little Big Planet, you just have to know how to attach Material A to Danger B.
Gun Barrier @ Nov 3rd 2008 7:56PM
I agree to their new rules. They made the game, so no one should have the right to sell in-game-made content and make a profit.
Sheppy (of the Fidlious Clan of Wong) @ Nov 3rd 2008 8:00PM
As much as I want to complain, what right do I have to complain? Maybe some of you people remember this one period, where you bought Doom 2 or Duke Nukem 3D. And next to these games were discs like "Seven layers of Hell: Doom 2 .wad collection" or "Duke Nukem hits Washigton: Mod Pack." Even Marvel fully financed such an endeavor with their Rise of Apocolypse Quake add-on. And then, one day, all those discs suddenly disappeared. Was it because no one was buying? Quite the opposite, too many people were buying. Often grabbed from the user communities and thrown onto a disc, companies were profiting off the mod community.
How does this relate? The editors, actually. Most mods at the time used the game editors. Developers didn't mind the fan distributed stuff but as iD was suddenly faced with a lawsuit from MTV over one of these discs, not published by them, which featured beavisbutthead.wad, iD and many others had to do something.
And so they took these publishers to court which one them two distinct rights as editor providers. The first is that anything created with those editors was not considered a derivitive work and as such cannot be sold as their own product. This right actually extended to engines thus how people license engines nowadays rather than hack and copy code. And the second is the ability to sell or distribute created content with the use of these editors. Look close, this clause is in Unreal Editor 3.5's TOS.
Sony doing this isn't exactly shocking and mostly I think it will be used solely as promotional material. After all, Media Molecule has already talked about letting users SELL their levels through the PSN store should it rank high enough. I severely doubt they'll cockslap a community in this way.
Josh @ Nov 3rd 2008 8:06PM
"Steak" out?
DiRT @ Nov 3rd 2008 9:34PM
Drat. You beat me to it.
Chase @ Nov 4th 2008 6:50AM
http://ecx.images-amazon.com/images/I/71610F1MDNL._SS500_.gif
BigD145 @ Nov 3rd 2008 8:07PM
Um, duh? Totally predictable.
Jacksons @ Nov 3rd 2008 8:10PM
What a load of sensationalist bullshit. If you can't understand why they're taking full ownership of user created content in LittleBigPlanet, you're...
You know what? Forget it. Not even worth the effort.
Dani Reader @ Nov 3rd 2008 8:20PM
if it wasn't worth the effort to you, then you would have simply typed 'dicks' instead of three dots and a sentence, now wouldn't you?
Jacksons @ Nov 3rd 2008 8:33PM
I had intentions of actually explaining it, but some things shouldn't need explaining.
Evan @ Nov 3rd 2008 8:37PM
When I thought about creating a LBP level, I concluded that it would be better use of my time to work on one of my Flash projects. And this article explains why.
007craft @ Nov 3rd 2008 8:42PM
Wow. This mark guy must of been a wiz at writing essays in school. He turned something that could of basically been said in 3 lines, into an 8 paragraph article.
Chase @ Nov 4th 2008 6:52AM
It's all right... 'cause he's saved by the bell.
Californian @ Nov 3rd 2008 8:44PM
Nice and well-developed comment, Sheppy!
I think that this article is important in understanding the terms of use, but Sony does not, as others said, use this for "world domination", but rather for legal disputes, especially frivolous ones. I, for one, trust Sony to do with my content as they wish, and it would be nice enough to have my LBP level hearted a bunch of times, but if you were expecting to be paid, it might be a different story. In order that they don't shock anyone, it was important to put this clause in there so as to prevent anyone from making a level just to be paid for it in the future. I think it's much nicer that people would make the levels in order to develop the community, and have monetary gain as a secondary reason for doing it, but as long as the community stays lively, I'm happy!
Keep it reasonable, Sony, but keep it safe! You're just doing what is necessary!
(btw Sheppy, when you say, "And so they took these publishers to court which *one* them two distinct rights", do you mean *won*? Just wondering!)
Sheppy (of the Fidlious Clan of Wong) @ Nov 3rd 2008 11:37PM
Yeah, meant "won"
I'm retarded.
Chase @ Nov 4th 2008 6:53AM
*retartef
kingrock @ Nov 3rd 2008 9:15PM
Off Subject, except it's a SONY question...
I just caught a commercial for GTAIV and at the end it's tagged with "available now for xbox 360, sony playstation 3 computer entertainment system, and coming soon to pc".
Has Sony always used that title for the ps3 in ads?
Wirebrain @ Nov 3rd 2008 10:32PM
An interesting aside with the supposed ownership of these mods belonging to Sony is that if someone creates an incredibly offensive level, someone flips out and begins to sue, the person who created it is not held liable. After all, it's wholly the property of the company and the defense of "Well, it's user made content, we can't review all of it" is out the window.
Bakkster @ Nov 3rd 2008 11:19PM
Everyone talks about the stuff in the TOS for LBP, but I'm more interested in the TOS for GH4's music creator. Especially since it's actual music.
While one could argue that a game level is not art (although I wouldn't), music is firmly in the realm of art. Having not seen the TOS for the creator (no news site has posted it to my knowledge, anyone have a link?), I have no idea. Really, the question is whether you retain the copyright to the music you create while Activision licenses it, or do you surrender all rights to Activision, who now owns the copyright to everyone's music?
Sheppy (of the Fidlious Clan of Wong) @ Nov 3rd 2008 11:36PM
Actually, that's a real funny question because Activision promised to remove anything with copyrights BUT the moment you create anything, it's copyrighted by you. So it's a bit of a "wait, what?" moment no ones caught onto yet.
Dulce @ Nov 4th 2008 1:19PM
This is all madness. Now Im confused :(