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@ -121,9 +121,9 @@ Compared to mainstream games, a LRS game shouldn't be a consumerist product, it
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The paradigm of LRS gamedev differs from the mainstream gamedev just as the [Unix philosophy](unix_philosophy.md) differs from the [Window philosophy](windows_philosophy.md). While a mainstream game is a monolithic piece of software, designed to allow at best some simple, controlled and limited user modifications, a LRS game is designed with [forking](fork.md), wild [hacking](hacking.md), unpredictable abuse and code reuse in mind.
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Let's take an example. A LRS game of a real-time 3D [RPG](rpg.md) genre may for example consist of several independent modules: the RPG library, the game code, the content and the [frontend](frontend.md). Yes, a mainstream game will consist of similar modules, however those modules will probably only exist for the internal organization of work and better testing, they won't be intended for real reuse or wild hacking. With the LRS RPG game it is implicitly assumed that someone else may take the 3D game and make it into a purely non-real-time [command line](cli.md) game just by replacing the frontend, in which case the rest of the code shouldn't be burdened by anything 3D-rendering related. The paradigm here should be similar to that existing in the world of computer [chess](chess.md) where there exist separate engines, graphical frontends, communication protocols, formats, software for running engine tournaments, analyzing games etc. [Roguelikes](roguelike.md) and the world of [quake](quake.md) engines show some of this modularity, though not in such a degree we would like to see -- LRS game modules may be completely separate projects and different processes communicating via text interfaces through [pipes](pipe.md), just as basic Unix tools do. We have to think about someone possibly taking our singleplayer RPG and make it into an MMORPG. Someone may even take the game and use it as a research tool for [machine learning](machine_learning.md) or as a VFX tool for making movies, and the game should be designed so as to make this as easy as possible -- the user interface should be very simple to be replaced by an [API](api.md) for computers. The game should allow easy creation of [tool assisted speedruns](tas.md), to record demos, to allow [scripting](script.md) (i.e. manipulation by external programs, traditional in-game interpreted scripting may be absent, as mentioned previously), modifying ingame variables, even creating [cheats](cheat.md) etc. And, importantly, **the game content is a module as well**, i.e. the whole RPG world, its lore and storyline is something that can be modified, forked, remixed, and the game creator should bear this in mind (see also [free universe](free_universe.md)).
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Let's take an example. A LRS game of a real-time 3D [RPG](rpg.md) genre may for example consist of several independent modules: the RPG library, the game code, the content and the [frontend](frontend.md). Yes, a mainstream game will consist of similar modules, however those modules will probably only exist for the internal organization of work and better testing, they won't be intended for real reuse or wild hacking. With the LRS RPG game it is implicitly assumed that someone else may take the 3D game and make it into a purely non-real-time [command line](cli.md) game just by replacing the frontend, in which case the rest of the code shouldn't be burdened by anything 3D-rendering related. The paradigm here should be similar to that existing in the world of computer [chess](chess.md) where there exist separate engines, graphical frontends, communication protocols, formats, software for running engine tournaments, analyzing games etc. [Roguelikes](roguelike.md) and the world of [quake](quake.md) engines show some of this modularity, though not in such a degree we would like to see -- LRS game modules may be completely separate projects and different processes communicating via text interfaces through [pipes](pipe.md), just as basic Unix tools do. We have to think about someone possibly taking our singleplayer RPG and make it into an MMORPG. Someone may even take the game and use it as a research tool for [machine learning](machine_learning.md) or as a VFX tool for making movies, and the game should be designed so as to make this as easy as possible -- the user interface should be very simple to be replaced by an [API](api.md) for computers. The game should allow easy creation of [tool assisted speedruns](tas.md), to record demos, to allow [scripting](script.md) (i.e. manipulation by external programs, traditional in-game interpreted scripting may be absent, as mentioned previously), modifying ingame variables, even creating [cheats](cheating.md) etc. And, importantly, **the game content is a module as well**, i.e. the whole RPG world, its lore and storyline is something that can be modified, forked, remixed, and the game creator should bear this in mind (see also [free universe](free_universe.md)).
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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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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](cheating.md).
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## Legal Matters
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@ -135,7 +135,7 @@ Trademarks have been known to cause problems in the realm of libre games, for ex
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## Nice And Notable Gaymes
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Of [proprietary](proprietary.md) video games we should mention especially those that to us have [clonning](clone.md) potential. [Doom](doom.md) (possibly also [Wolfenstein 3d](wolf3d.md)) and other 90s shooters such as [Duke Nukem 3D](duke3d.md), Shadow Warrior and [Blood](blood.md) (the great 90s [boomer shooters](boomer_shooter.md)) were excellent. [Trackmania](trackmania.md) is a very interesting racing game like no other, based on kind of [speedrunning](speedrun.md), [easy to learn, hard to master](easy_to_learn_hard_to_master.md), very entertaining even solo. The Witness was a pretty rare case of a good newer game, set on a strange island with puzzles the player learns purely by observation. [The Elder Scrolls](tes.md) (mainly Morrowind, Obvlidion and Skyrim) are very captivating [RPG](rpg.md) games like no other, with extreme emphasis on [freedom](freedom.md) and lore; [Pokemon](pokemon.md) games on [GBC](gbc.md) and [GBA](gba.md) were similar in this while being actually pretty tiny games on small old handhelds. [GTA](gta.md) games also offered a great open world freedom and fun based on violence, sandbox world and great gangster-themed story. Advance Wars was a great turn based strategy on [GBA](gba.md) (and possibly one of the best games on that console), kind of glorified [chess](chess.md) with amazing pixel art graphics. Warcraft III was possibly the best real time strategy game with awesome aesthetics. Its successor, [World of Warcraft](wow.md), is probably the most notable [MMORPG](mmorpg.md) with the same lovely aesthetics and amazing feel that would be worth bringing over to the free world (even if just in 2D or only [text](mud.md)). [Diablo](diablo.md) (one and two) were a bit similar to WoW but limited to singleplayer and a few man multiplayer; there exists a nice libre Diablo clone called [Flare](flare.md) now. Legend of Grimrock (one and two) is another rare case of actually good new take on an old concept of [dungeon crawlers](dungeon_crawler.md). Half Life games are also notable especially for their atmosphere, storyline and lore. [Postal](postal.md) 2 was an excellent game. [Minecraft](minecraft.md) was another greatly influential game that spawned basically a new genre, though we have now basically a perfect clone called [Minetest](minetest.md) (but we still DO [need](needed.md) a non-bloated clone). [Dwarf Fortress](dwarf_fortress.md) is also worth mentioning as the "most complex simulation ever made" -- it would be nice to have a free clone. TODO: more.
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Of [proprietary](proprietary.md) video games we should mention especially those that to us have [clonning](clone.md) potential. [Doom](doom.md) (possibly also [Wolfenstein 3d](wolf3d.md)) and other [90s](90s.md) shooters such as [Duke Nukem 3D](duke3d.md), Shadow Warrior and [Blood](blood.md) (the great 90s [boomer shooters](boomer_shooter.md)) were excellent. [Trackmania](trackmania.md) is a very interesting racing game like no other, based on kind of [speedrunning](speedrun.md), [easy to learn, hard to master](easy_to_learn_hard_to_master.md), very entertaining even solo. The Witness was a pretty rare case of a good newer game, set on a strange island with puzzles the player learns purely by observation. [The Elder Scrolls](tes.md) (mainly Morrowind, Obvlidion and Skyrim) are very captivating [RPG](rpg.md) games like no other, with extreme emphasis on [freedom](freedom.md) and lore; [Pokemon](pokemon.md) games on [GBC](gbc.md) and [GBA](gba.md) were similar in this while being actually pretty tiny games on small old handhelds. [GTA](gta.md) games also offered a great open world freedom and fun based on violence, sandbox world and great gangster-themed story. Advance Wars was a great turn based strategy on [GBA](gba.md) (and possibly one of the best games on that console), kind of glorified [chess](chess.md) with amazing pixel art graphics. Warcraft III was possibly the best real time strategy game with awesome aesthetics. Its successor, [World of Warcraft](wow.md), is probably the most notable [MMORPG](mmorpg.md) with the same lovely aesthetics and amazing feel that would be worth bringing over to the free world (even if just in 2D or only [text](mud.md)). [Diablo](diablo.md) (one and two) were a bit similar to WoW but limited to singleplayer and a few man multiplayer; there exists a nice libre Diablo clone called [Flare](flare.md) now. Legend of Grimrock (one and two) is another rare case of actually good new take on an old concept of [dungeon crawlers](dungeon_crawler.md). Half Life games are also notable especially for their atmosphere, storyline and lore. [Postal](postal.md) 2 was an excellent game. [Minecraft](minecraft.md) was another greatly influential game that spawned basically a new genre, though we have now basically a perfect clone called [Minetest](minetest.md) (but we still DO [need](needed.md) a non-bloated clone). [Dwarf Fortress](dwarf_fortress.md) is also worth mentioning as the "most complex simulation ever made" -- it would be nice to have a free clone. TODO: more.
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**[Gamebooks](gamebook.md)** -- books that require the reader to participate in the story and make choices executed by jumping to different pages based on given choice -- are worthy of mention as an interesting combination of a [book](book.md) and a game, something similar to computer adventure games -- in gamebooks lies a great potential for creating nice LRS games.
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