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[vox] [Fwd: Open Games]
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[vox] [Fwd: Open Games]

Karsten Wade wrote:
> I had this wild ass, wacky idea this weekend.  The current working title
> is 'Open Gaming Initiative' but that is admittedly a little lame and
> contrived.  We'll work on it ...
> Quick summary - open source gaming platform released under a custom
> license that allows players access to the source code as a part of level
> progression.  Ensures that developers are also gamers, and brings new
> developers into the fold.  Read below for the whole picture.
> If you are interested in discussing this further, I have started a public
> mailing list at http://phig.org/mailman/listinfo/opengames (opengames@phig.org).
> I am looking to gather a core group of people interested in developing
> this idea further.  I turn to you folks for two reasons -
> 1) to see if any of you are interested in getting involved or know of the
> perfect someone (if so, please fwd. this message)
> 2) to find out if I am way behind the curve and there is something already
> going on that I should join instead of wasting our time further
> Please take a few minutes to read the first draft (below the .sig here &
> at http://phig.org/opengames/ogi_draft.txt).  It is in pretty good shape
> for a draft, but a little rambly.  Discussions on the draft, idea,
> anything related should occur on the mailing list (because I am an
> archiving nut).
> tia - k'
>   ^                       |
>  ^ ^                     | |
> ^___^   Karsten  Wade   |___|
> |   |   phig@phig.org   ^   ^
>  | |   http://phig.org   ^ ^
>   |                       ^
> "As sharp as the leading edge
>      of a ball bearing."
> Open Gaming Initiative (working title)
> mailing list:          opengames@phig.org
> mailing list URL:      http://phig.org/mailman/listinfo/opengames
> Website:               http://phig.org/opengames
>   ## waiting for final naming decisions to register a .org
> Author:                Karsten Wade <phig@phig.org>
> Date:                  25 June 2001
> The Opening Gaming Initiative was created to develop in real time using
> open source methodologies the next generation of online gaming and
> communities.  This is done through collaborative development of one or
> more gaming engines, possibly licensed under a new, custom Open Gaming
> Initiative Public License.
> One of the unusual features of the OGI and it's associated license is that
> the source code is only as open as your game play.  Modules of source code
> are opened or made available through game play, in a similar manner to
> various adventure games where a player collects pieces to an overall
> puzzle through interactive game play.
> Besides the fun aspects of developing a gaming environment through this
> methodology, there are practical benefits:
> o The method insures that anyone developing either at the core or
> periphery of the project has some degree of proficiency at the games that
> they are developing.
> o It allows for earlier levels to release easier to manage modules of
> code, allowing newer developers and/or gamers to be introduced to the
> development process gradually or rapidly, depending on skill, interest and
> resources.
> o By further blending the worlds of work, play and community, we take
> steps and leaps closer to the critical mass that will be required to bring
> a true cybernetic world into existence [1].
> o Newer players can become programmers as they progress, and at a deeper
> and more meaningful level than any game yet.  Developers can create
> modules and advanced developer kits that progress beginner players not
> only through gaming philosophy but also tool creation and coding
> philosophy.  The same is true for story play.  Learning happens on many
> levels simultaneously.
> Another objective of the OGI is to meld together the various Open Source
> game engines on the back- and middle-end so that there can be
> interoperability and play, where possible.  By doing this, expertise in
> programming for one engine can carry over to other engines (for
> developers), and player tools can be used in a cross-game capacity (levels
> built for one game can be easily ported to another).  It might also be
> possible to find or create objects in one game and carry them over to
> another.
> An example of the sort of reaction we are looking for can be found in the
> latest Sim rage, 'The Sims'..  By making the easy creation of online
> communities and by distributing freeware development tools for designing
> levels, objects, etc., the Sim developers where able to spark a complex
> interest in players.
> Players of The Sims use these freeware tools to create shops, communities
> and objects, which they can then give, barter or sell to other players.  A
> player can populate an entire new house of AI characters with the latest
> furniture and accessories from another player's design outlet.  This
> allows for an interesting economy to evolve, where a system of
> micropayments would fit in easily.  At this point, the collective output
> of the community of players of The Sims is far greater than that of the
> game's developers.
> The idea of the OGI is to create a similar effect for open gaming.  In
> traditional open source development, the ability to "make a patch and
> submit it" is largely in the hands of those who know or are willing to
> learn the programming language.  The Sims has put the tools to "make a
> patch and play it" in the hands of average players; this falls in line
> with level creating tools of the first person shooters like Quake, Doom,
> etc.  By combining these ideas with a license that requires gameplay in
> order to access code, we are hoping to reach many different levels of
> players, and create a framework that evolves on its own.
> By focusing on an engine and open gaming licensing scheme, we leave the
> genre of game being played up to the players, and style of playing it
> (first person, third person, real-time strategy, etc.).  On the front end,
> games are laid out in traditional levels, with some of the play rewards
> being am increasingly deeper peek into what makes the game tick.
> Because a game story is as important as other play dynamics, another
> source item that can be revealed piecemeal to players is the plot and
> solutions/resolutions.  This can allow for another level of learning to be
> involved - the philisophy of the story author is passed on as YAM (Yet
> Another Meme).
> References:
> [1] Let us be sure we know what we mean when we talk about cybernetics:
> http://www.pangaro.com/published/cyber-macmillan.html

Joseph Estevao Arruda	|	www.valinux.com	
Corporate Alchemist	|	www.sourceforge.net	
VA Linux Systems	|	www.linux.com
z at valinux dot com	| 	www.enlightenment.org
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