The Truth About IP Ownership

Once in a great while, I manage to write something timely… or at least jump on a trend before it’s completely beaten to death. The commentary I posted on Lum and Psychochild’s RMT debate sparked similar articles on other sites, only for us all to be trumped by the Korean National Assembly as they consider making unauthorized real-money transfers (RMT) for game content illegal.

Castronova loves the news. Koster, ever the defender of user-generated content, is less enthused. I say it’s a good first step that has been a long time coming, but the only way such legislation is going to work in the rest of the world is if we begin to understand how intellectual property differs from material goods–and that ain’t gonna be easy.

The reason intellectual property seems like such a foreign concept to many in the Western world is that we come from a culture of ownership. We buy a house, we buy a car, we buy a pair of pants, and these things become ours to do with as we please. But intellectual properties like music, movies, and games don’t work this way. The $15 you spend for a CD or a DVD buys you the packaging and a hunk of plastic, but it doesn’t buy you ownership of the music or movie itself. All you’re paying for is a license to use the contnet within the guidelines established by the owner of the data. You have no legal right to redistribute that content to anyone who has not purchased a license from the content’s owner.

Perhaps this is ultimately why Americans have a hard time accepting microtransactions in MMOs. “Why pay for little bits of content when I already paid for the game? Didn’t I buy the box? Don’t I pay a subscription?” Yes and yes, but you still don’t own the game itself or any of the content within it. Eastern players don’t have a problem adopting the microtransaction model, maybe because they aren’t engrained from birth with the same sense of Manifest Destiny that is so prevalent in American culture. Don’t tread on me, don’t mess with Texas, and all that.

Those who are in favor of RMT in MMOs typically offer arguments focused on the player’s right to do what they want with the content they pay for. Joe pays his subscription fee and puts in the hours necessary to earn gold and items for his character, so why doesn’t he have the right to sell the stuff he acquires, or even the character itself, if he wants to?

Because, under the commercial adventure MMO licenses of which I am aware, the subscription fee buys the player absolutely no ownership of the game itself. The subscriber is paying for the right to use the provider’s servers and content, and even to personalize it within acceptable boundaries. But no degree of personalization gives the subscriber any ownership of the data–even if the subscriber uses it to come up with something unique within that game space.

The content provider is the only one who can set the limits on how the property they own can be used. If they want to allow RMT within specific guidelines, that’s their call to make. This is why, even though the idea of Station Exchange is abhorrent to me on a personal level, I cant’ argue with SOE’s right to set up such a system if they choose to do so. I don’t like it and would never use it, but Station Exchange is an example of a company establishing its own right to govern the distribution of its in-game property while giving the content personalizers a cut.

The IGEs of the world are taking content owned by someone else and profiting from the sale of it without being licensed to do so. It’s no different than someone deciding that they will print and sell Minnesota Vikings sweatshirts without getting a license first. No matter how much time, money, or emotion you commit to the Minnesota Vikings, that doesn’t give you the right to earn a profit from anything connected to that organization without getting permission to do so.

IGE would love nothing better than to become the licensed RMT provider in the MMO space. In fact, they have made contact with MMO makers in an attempt to establish that kind of relationship. But in the meantime, they’re more than happy to brazenly hock their services like a guy selling bootleg t-shirts on a street corner.

There’s lots of talk about what kind of legislation is needed in the MMO space. In my opinion, we need the informed enforcement of smart laws that clearly establish the content provider’s ownership of everything related to their intellectual property. It’s a hard sell to the Western playerbase, because the natural inclination is to see that character and the items earned in the game as the subscriber’s property. It isn’t. Your beloved character, its house, its inventory, and everything related to it is the property of the MMO maker. You can argue that it isn’t fair, but that’s simply how it is, and you agree to that every time you enter the game.

Second Life, in so many ways, is an aberration that cannot continue to exist in its current form. As with Mark Cuban’s point about YouTube, Second Life will eventually have to face the music (literally) for allowing the unlicensed distribution of copyrighted content. Lum’s joke about Suzanne Vega music streams hits the nail on the head; unless Ms. Vega and whoever else owns the rights to her music license the content, streaming her music is a form of theft.

Until Western consumers understand the concept of intellectual property–or have it forced upon them by strict enforcement of laws–RMT and IGE will go right on existing. But be aware: Metallica came off looking like hardasses when they pointed out their ownership of the music they make, and whoever makes the first real efforts to control their IP in the MMO space probably will as well.

Make no mistake about it; somebody has to do it, and it’s going to require a much bigger move than simply banning accounts. This is serious stuff.

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