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author | neodarz <neodarz@neodarz.net> | 2018-08-11 20:21:34 +0200 |
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committer | neodarz <neodarz@neodarz.net> | 2018-08-11 20:21:34 +0200 |
commit | 0ea5fc66924303d1bf73ba283a383e2aadee02f2 (patch) | |
tree | 2568e71a7ccc44ec23b8bb3f0ff97fb6bf2ed709 /pipermail/nel/2001-June/000446.html | |
download | nevrax-website-self-hostable-0ea5fc66924303d1bf73ba283a383e2aadee02f2.tar.xz nevrax-website-self-hostable-0ea5fc66924303d1bf73ba283a383e2aadee02f2.zip |
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diff --git a/pipermail/nel/2001-June/000446.html b/pipermail/nel/2001-June/000446.html new file mode 100644 index 00000000..39beb40a --- /dev/null +++ b/pipermail/nel/2001-June/000446.html @@ -0,0 +1,73 @@ +<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> +<HTML> + <HEAD> + <TITLE> [Nel] Game Rules</TITLE> + <LINK REL="Index" HREF="index.html" > + <LINK REL="made" HREF="mailto:jcosby%40gscyclone.com"> + <LINK REL="Previous" HREF="000445.html"> + <LINK REL="Next" HREF="000448.html"> + </HEAD> + <BODY BGCOLOR="#ffffff"> + <H1>[Nel] Game Rules</H1> + <B>John Cosby</B> + <A HREF="mailto:jcosby%40gscyclone.com" + TITLE="[Nel] Game Rules">jcosby@gscyclone.com</A><BR> + <I>Sat, 30 Jun 2001 17:31:17 -0400</I> + <P><UL> + <LI> Previous message: <A HREF="000445.html">[Nel] Congratulations + concerns</A></li> + <LI> Next message: <A HREF="000448.html">[Nel] Game Rules</A></li> + <LI> <B>Messages sorted by:</B> + <a href="date.html#446">[ date ]</a> + <a href="thread.html#446">[ thread ]</a> + <a href="subject.html#446">[ subject ]</a> + <a href="author.html#446">[ author ]</a> + </LI> + </UL> + <HR> +<!--beginarticle--> +<PRE>I've been observing for a bit, and feel a need to jump in here. + +In many jurisdictions (America and England that I know of), the rules of a +game cannot be copyrighted. Specific presentation, game boards, pieces, +etc. may by trademarked and copyrighted, but the rules that define gameplay +cannot. + +This leads to an interesting notion when looking at making a game's source +code public. There is no legal protection for the rules themselves - the +graphics, user interface, etc. may be protected, though. + +In this fashion, Nel seems to have a business model that will work, in that +they will be charging to play on their servers using their bandwidth. If +the rules of the game are defined and implemented in source code, then those +rules may be taken and adapted or reused. If the rules of the game are +implemented in libraries using a public API, then those may be "protected" +in so far as the original source and documentation is not available, +although anyone who wants to reverse-engineer (on the basis of behavior, +given the licenses attached to EQ and UO) can come up with their own +implementation of what they believe the game rules to be. + +All because I wanted to reimplement a game Prodigy let die, years and years +ago.... + + + + +</pre> + + + + +<!--endarticle--> + <HR> + <P><UL> + <!--threads--> + <LI> Previous message: <A HREF="000445.html">[Nel] Congratulations + concerns</A></li> + <LI> Next message: <A HREF="000448.html">[Nel] Game Rules</A></li> + <LI> <B>Messages sorted by:</B> + <a href="date.html#446">[ date ]</a> + <a href="thread.html#446">[ thread ]</a> + <a href="subject.html#446">[ subject ]</a> + <a href="author.html#446">[ author ]</a> + </LI> + </UL> +</body></html> |