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authorneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
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+ <TITLE> [Nel] Something I don't understand about the license agreement.</TITLE>
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+ <H1>[Nel] Something I don't understand about the license agreement.</H1>
+ <B>Dave Turner</B>
+ <A HREF="mailto:novalis%40novalis.org"
+ TITLE="[Nel] Something I don't understand about the license agreement.">novalis@novalis.org</A><BR>
+ <I>Tue, 20 Feb 2001 13:23:47 -0500</I>
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+<PRE>EagleEye wrote:
+&gt;<i>
+</I>&gt;<i> &gt; Nope. But be aware that the basic principles of your game design are
+</I>&gt;<i> &gt; automatically open, regardless of whether you use NeL or develop your
+</I>&gt;<i> &gt; own from scratch. What is proprietary to you is the 1000-rows database
+</I>&gt;<i> &gt; that describes your items, the recipes your artisans use to make items,
+</I>&gt;<i> &gt; the names and settings of the world, the artwork used to decorate the
+</I>&gt;<i> &gt; flag flying at the top of the keep.
+</I>&gt;<i> &gt;
+</I>&gt;<i> &gt; But not the &quot;there are three realms that are mortal ennemies of each
+</I>&gt;<i> &gt; other&quot; part. That, anyone can copy. Even if you were developping a
+</I>&gt;<i> &gt; game for a big company under death-before-you-speak agreements.
+</I>&gt;<i>
+</I>&gt;<i> This basically answers my question. You see, I realize that people can copy
+</I>&gt;<i> my ideas, but I'll be damned if they're gonna copy the work that I put into
+</I>&gt;<i> it to accomplish what I (will have) accomplished. If they want to copy my
+</I>&gt;<i> idea, they'll have to implement it themselves, not grab all of my WORK
+</I>&gt;<i> (because it's open source) and just &quot;compile and run&quot; my entire world. I
+</I>&gt;<i> don't care about the technology stuff, like those special gloves, or 3D
+</I>&gt;<i> goggle implementation... I just want it so that if someone wants to copy
+</I>&gt;<i> that skill tree of mine, they have to copy it from the ground up. Not just
+</I>&gt;<i> grab my source and say &quot;Okay, it's mine now.&quot; I'm not talking about
+</I>&gt;<i> copyrights...
+</I>&gt;<i>
+</I>&gt;<i> Look at it this way... I am copying some of the concepts from any number of
+</I>&gt;<i> other MUDs, MMOLRPGs, and such... the concept of player housing is in Ultima
+</I>&gt;<i> Online... I'm copying that, and making it better... What I'm not doing is
+</I>&gt;<i> taking their source code for how they implemented it, and using it for my
+</I>&gt;<i> own game... that stuff I have to do myself. I don't care if people copy my
+</I>&gt;<i> ideas, but I want to release them first, and I want them to have to put in
+</I>&gt;<i> some of their own effort to make their &quot;copy of my ideas&quot; a reality.
+</I>&gt;<i>
+</I>&gt;<i> &gt; &gt; *scratches head*
+</I>&gt;<i> &gt;
+</I>&gt;<i> &gt; /em massages Jared's shoulders.
+</I>&gt;<i>
+</I>&gt;<i> Hehe, thanks. :)
+</I>
+
+If someone is going to implement the same ideas, why should they waste
+their time implementing them from scratch if your code is already
+there? Remember that any improvements they make will go back to you
+(excluding the ASP loophole, but we're ignoring that). Also, they will
+have to give you credit (you have the copyright on your parts). So, why
+make them repeat the work? Isn't that just a waste of their time?
+Also, if they have to redo it, they won't have to release their stuff,
+so you won't get the benefit of their code. Also, they could well end
+up being less inventive, because they have to spend time just catching
+up, rather than really innovating.
+
+I understand that you want your world to be unique - one way you can do
+this is by having a less free license on media. This is what Nevrax is
+doing. Another way is to not release your plots - after all, plot is
+what makes a game (or ought to). Remember, nobody will play a game that
+is just like yours, but without your creativity.
+
+You can make money on free software, even sticking with the GPL. RMS
+did it for years, RedHat does it, Cygnus did it (now, RH owns them). I
+suggest that you seriously consider the benefits of free software from a
+totally open mind - trying to think of it from a different point of view
+- not &quot;How can I lock world up?&quot;, but &quot;How can I make my players
+happier?&quot;
+
+I think you'll find that even among proprietary games, the most open
+games had the best results - look at how customizable the Quake series
+is.
+
+Just my 2 cents.
+
+--
+-Dave Turner Stalk me: (215)-545-2859
+----------------------------------------------------------------------
+&quot;It is said that it is the curse of the neophobe to always see the
+symptoms as the disease, and to always make half measures&quot; - Pug
+
+</pre>
+
+
+
+
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