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# Game
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In computer context game (also gayme, video game or vidya) is [software](software.md) whose main purpose is to be played and interactively entertain the user. Of course, we can additionally talk about [real life](irl.md) games such as [marble racing](marble_race.md) or [football](football.md). *Game* is also a mathematical term in [game theory](game_theory.md). Sadly most computer games are [proprietary](proprietary.md) and [toxic](toxic.md).
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Most generally game is a form of play which is restricted by certain rules, the goal of which is mostly [fun](fun.md), challenge and/or [competition](competition.md). A game may have various combinations of mental elements (e.g. competitive mental calculations, ...) and physical elements (based in [real life](irl.md), e.g. [football](football.md), [marble racing](marble_racing.md), ...); nowadays very popular games are [computer](computer.md) games, or video games (also gaymes or vidya, e.g. [Anarch](anarch.md), [minesweeper](minesweeper.md), [Doom](doom.md), ...), which are played with the help of a computer. *Game* is also a [mathematical](math.md) term in [game theory](game_theory.md) which studies games and competition rigorously.
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## Computer Games
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Computer game is [software](software.md) whose main purpose is to be played and interactively entertain the [user](user.md). Sadly most computer games are [proprietary](proprietary.md) and [toxic](toxic.md).
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Among [suckless](kiss.md) software proponents there is a disagreement about whether games are legit software or just a [meme](meme.md) and harmful kind of entertainment. The proponents of the latter argue something along the lines that technology is only for getting work done, that games are for losers, that they hurt MUH [PRODUCTIVITY](productivity_cult.md), are an unhealthy addiction, wasted time and effort etc. Those who like games see them as a legitimate form of relaxation, a form of [art](art.md) that's pleasant both to make and enjoy as a finished piece, and also a way to advancing technology along the way (note we are NOT talking about consumerist games here; any consumerist art is bad). Developing games has historically led to improvements of other kinds of software, mainly e.g. 3D rendering, physics simulation and virtual reality. If games are done well, in a non-[capitalist](capitalism.md) way, then **we, [LRS](lrs.md), fully accept games as legitimate software**; of course as long as their purpose is to help all people, i.e. while we don't reject games as such, we reject most games the industry produces nowadays. We further argue that **in games it is acceptable to do what in real life is unethical** (even to characters controlled by other live players) and that this is in fact one of their greatest aspect as they allow to satisfy natural needs that were crucial in the jungle but became harmful in advanced society, such as those for [competition](competition.md), violence, [fascism](fascism.md), egoistic behavior and others -- provided the player can tell a difference between a game and real life of course. As such, games help us build a [better society](less_retarded_society.md) in which people can satisfy even harmful needs without doing harm; in a game it is acceptable to torture people, roleplay as a [capitalist](capitalism.md) or even verbally bully other players in chat (who joined the server willingly knowing this is just a simulation, a roleplay), even though these things would be unacceptable to do in real life.
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Another kind of cool games are computer implementations of pre-computer games, for example [chess](chess.md), backgammon, go or various card games. Such games are very often well tested and fine-tuned gameplay-wise, popular with active communities and therefore [fun](fun.md), yet simple to program with many existing free implementations and good AIs (e.g. GNU chess, GNU go or [Stockfish](stockfish.md)).
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## Games As LRS
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### Games As LRS
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Games can be [suckless](suckless.md) and just as any other software should try to adhere to the [Unix philosophy](unix_philosophy.md). A [LRS](lrs.md) game should follow all the principles that apply to any other kind of such software, for example being completely [public domain](public_domain.md) or aiming for high [portability](portability.md). This is important to mention because, sadly, many people see games as some kind of exception among software and think that different technological or moral rules apply -- this is wrong.
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Of course, LRS games must NOT contain such shit as "[anti-cheating](anti_cheat.md) technology", [DRM](drm.md) etc. For our stance on cheating, see the article [about it](cheat.md).
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## Types Of Games
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### Types Of Games
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Besides dividing games as any other software ([free](free_software.md) vs [proprietary](proprietary.md), [suckless](suckless.md) vs [bloat](bloat.md), ...) we may further divide them by the following:
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- ...
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- ...
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## Legal Matters
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### Legal Matters
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Thankfully gameplay mechanisms cannot (yet) be [copyrighted](copyright.md) (however some can sadly be [patented](patent.md)) so we can mostly happily [clone](clone.md) proprietary games and so free them. However this must be done carefully as there is a possibility of stepping on other mines, for example violating a [*trade dress*](trade_dress.md) (looking too similar visually) or a [trade mark](trade_mark.md) (for example you cannot use the word *tetris* as it's owned by some shitty company) and also said patents (for example the concept of minigames on loading screens used to be patented in the past).
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Trademarks have been known to cause problems in the realm of libre games, for example in the case of Nexuiz which had to rename to [Xonotic](xonotic.md) after its original creator trademarked the name and started to make trouble.
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**Advice on cloning games**: copy only the gameplay mechanics, otherwise make it original and very different from the cloned game or else you're threading the fine legal lines. See this as an opportunity to add something new, something that's yours, and potentially to apply and exploit [minimalism](minimalism.md), i.e. if you're going to clone Doom, do not make a game about shooting demons from hell that's called Gnoom -- just take the gameplay and do something new, e.g. why not try to make it a mix of sci-fi and fantasy with procedurally generated levels which will additionally save you a lot of time on level design?
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**Advice on [cloning](clone.md) games**: copy only the gameplay mechanics, otherwise make it original and very different from the cloned game or else you're threading the fine legal lines. See this as an opportunity to add something new, something that's yours, and potentially to apply and exploit [minimalism](minimalism.md), i.e. if you're going to clone Doom, do not make a game about shooting demons from hell that's called Gnoom -- just take the gameplay and do something new, e.g. why not try to make it a mix of sci-fi and fantasy with procedurally generated levels which will additionally save you a lot of time on level design?
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## Some Nice Gaymes
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### Some Nice Gaymes
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[Anarch](anarch.md) and [microTD](utd.md) are examples of games trying to strictly follow the [less retarded](lrs.md) principles. [SAF](saf.md) is a less retarded game library/fantasy console which comes with some less retarded games such as [microTD](utd.md).
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{ I recommend checking out [Xonotic](xonotic.md), it's completely libre and one of the best games I've ever played, though it's [bloat](bloat.md). ~drummyfish }
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## Non-Computer Games
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TODO: board games (table comparing them), ...
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## See Also
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- [minigame](minigame.md)
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