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Eli Gottlieb

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About Eli Gottlieb

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  1. Eli Gottlieb

    Programmer-game concept

    This idea sounds a lot like Core Wars.
  2. Eli Gottlieb

    Ten games every designer should play

    My ten cents. These are games that simply had great gameplay or innovated in gameplay. 1.Zelda: Majora's Mask. Most people didn't like this game, but it makes one major innovation over Ocarina of Time: TIME TRAVEL. If I so wish, I can play all of Majora's Mask over from the beginning just be restricting myself from using a certain item at a certain point in my replay. This includes replaying rebuilding the Great Fairies and Temple bosses, and that is an innovation first seen in this game. It added replay value to the Adventure/RPG. 2.Bomberman 64: The Second Attack. This game's story mode demonstrated just what kind of wacky things you can do with a single power/weapon ie: elemental bombs. Wanting to get all the Elemental Stones got me to play extra levels, which in turn unlocked a different final boss. 3.Super Mario 64: See above. 4.All Kirby games with powers: Gave the player a fun AND tangibly useful reward for defeating even the most common enemies in a certain way. Later games extrapolated on this theme. 5.Mario World 2: Yoshi's Island: Had lots of cool environments to explore along with a neat double win condition: get to the end AND have Baby Mario with you. 6.Dance Dance Revolution: The obvious reasons. 7.Ape Escape: I slightly wierd but involved storyline sets up a set of diverse levels filled with normal enemies and ones you must capture. Doing so involves the use of the normal buttons as equip triggers and the second analog stick as using the current item. Best use of said analog control ever, IMHO. 8.Sonic Adventure 1&2: Demonstrated that platform action games CAN work in 3D, gave the player incentive to work for the big reward of an extra final boss. However, players were let down that we never got to play as Super Sonic or Super Shadow in normal levels. 9.Sonic 3&Knuckles: Decent challenge in normal levels with really hard bonuses that led to a huge payoff. Repeat in the &Knuckles portion for an even bigger payoff of Hyper Sonic. Possibly the best platformer ever and covered everything #8 failed to. 10.Pokemon. Clearly demonstrated how NOT to put replay value in a game. However, it makes up for it by introducing the "trained monster" dynamic. IMHO, we can never really put the player in the character of an avatar with an involved story in an RPG. However, if AI was developed to make NPCs such as our monsters who fight for us behave socially, it's quite possible players could develop a pseudo or even real friendship with their monsters.
  3. Eli Gottlieb

    Open Source Survey

    OK, to clarify, the outputs of GPL'd programs don't fall under the GPL. So if a CAD program is used to design a house the house gets licensed by the human designer. And did you ever think there was another reason for the viral clause? It prevents fragmentation. With it, projects remain unified because someone can't simply add a function, call it theirs alone, fork it, and sell it. So they contribute back to the community. An example of not having a viral clause is the BSDs. They were written "Do whatever you want with the programs and source code but give us credit.". Lo and behold, there are no less than 4 BSD operating sytems, with code from the BSDs always being wripped out and put into other sytems and programs. Also, if you take a look at GPL code, and "rewrite" code that does the same thing and would have the same pseudo-code, but doesn't compare line-to-line with the GPL code, then you haven't created a dirivative work and aren't covered by the GPL. Unless you're copying truly massive amounts of code it isn't that much work, less than developing the code yourself!
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