Game

   Most generally game is a form of play which is restricted by certain
   rules, the goal of which is typically [1]fun, providing challenge and/or
   [2]competition (and sometimes more, e.g. [3]education, training etc.). A
   game may have various combinations of mathematical/mental elements (e.g.
   competitive mental calculations, mathematically defined rules, ...),
   physical elements (based in [4]real life physics, e.g. [5]football,
   [6]marble racing, ...) and even other types of elements (e.g. social,
   psychological, ...); nowadays very popular games are [7]computer games, a
   type of video games (also gaymes, video gaems or vidya, e.g. [8]Anarch,
   [9]minesweeper, [10]Doom, ...), which are played with the help of a
   computer. Other types of games are e.g. board games (such as [11]chess),
   various sports ([12]football, athletics and so on), card games (such as
   [13]poker), parlour games, puzzles and so on. An entity (human, computer,
   animal, ...) playing a game is called a player and his ability to play it
   well is called [14]skill; however some games may involve pure
   [15]randomness and chance which may limit or even eliminate the need of
   skill (e.g. [16]rock paper scissors). Game is also a [17]mathematical term
   in [18]game theory which studies games and competition rigorously.

   A fun take at the very concept of a game is [19]Nomic, a game in which
   changing the game rules is part of the game. It leads to all kinds of
   mindfucks.

   What does a good game look like? It is [20]simple, [21]LRS and
   [22]beautiful, with only a few rules, but has great depth and provides
   endless hours of [23]fun and challenge -- so called [24]easy to learn,
   hard to master. From mathematical point of view the game's simple rules
   open up a complex world that's deep enough to keep exploring forever --
   for this reason it's best if solving the game is for example [25]NP hard
   and players therefore have to look for [26]heuristics for playing it
   efficiently. A good game is [27]free, owned by no one, belonging to the
   people, and lives its own life by relying on self imposed goals rather
   than "content consumption" in form of constant [28]updates and centralized
   control by some kind of "owner" (as is the case with capitalist games) --
   i.e. despite having a goal, the game doesn't try to hard force the player
   to do something, but rather opens up a nice environment (in which the main
   goal is but one of many fun things to do) for player's own creativity
   (once the player beats the game, he may e.g. try to beat it [29]as fast as
   possible, play it with some deliberate limitation, try to play it as bad
   as possible, combine it with other games etc.). One such nice game is
   possibly [30]racetrack. For competition it's probably best if the game is
   symmetric, i.e. all players have (at least as much as possible) equal
   conditions (same weapons, same goals, ...) -- this ensures that the game
   always stays balanced, even when new tricks are being discovered as these
   can be utilized by everyone.

  Types Of Games

   It's quite hard to exactly define what a game is, it is a [31]fuzzy
   concept, and it is also hard to categorize games. Let us now define a
   simple classification of games by their basic nature, which will hopefully
   be suitable for us here:

     * [32]mathematical games: Games taking place in an abstract mathematical
       space, with exactly defined rules. Though mathematical games may of
       course be represented in real life (e.g. by physical chess pieces made
       of wood or a physical Rubik's cube), such a representation is only a
       helper for the player and doesn't rule the game out of this category.
       Mathematicians try to solve these games in various ways, e.g. by
       trying to construct an [33]algorithm for perfect play or proving that
       with perfect play one of the players can always secure a win.
          * [34]computer games: Mathematical games that practically REQUIRE a
            computer (and usually have been design as such) to be played due
            to the computations involved being very numerous and/or complex
            -- for example [35]Doom.
          * non-computer mathematical games: Mathematical games that do not
            require a computer (though of course their computer
            implementations may exist) as the calculations involved can be
            practically performed without it -- for example [36]chess.
     * [37]real life games: Games taking place in real life, i.e. usually
       making use of real world physics or other laws (e.g. social ones) --
       for example [38]football or [39]marble racing.
     * hybrid games: Various combinations of mathematical and real life
       games, e.g. [40]chess boxing.

   Furthermore many different ways of division and classifications are widely
   used -- for example computer games may be divided as any other software
   ([41]free vs [42]proprietary, [43]suckless vs [44]bloat, ...), but also by
   many other aspect such as their genre, interface, platform etc. The
   following are common divisions we find usually among computer games, but
   often applicable to other typed of games also:

     * by genre:
          * [45]minigames
          * [46]shooters
          * [47]role playing
          * [48]tower defenses
          * [49]racing
          * [50]platformers
          * [51]strategy
          * [52]adventures
          * [53]sport
          * [54]sandbox
          * ...
     * by game design:
          * [55]easy to learn, hard to master
          * [56]hard to learn, easy to master
          * [57]easy to learn, easy to master
          * [58]hard to learn, hard to master
          * [59]symmetric vs asymmetric gameplay
          * ...
     * by number of players:
          * [60]zero player
          * [61]single player
          * [62]multiplayer
          * [63]massively multiplayer
     * by [64]information:
          * [65]complete information
          * [66]incomplete information
     * by interface/graphics/world representation:
          * [67]2D
          * [68]3D
          * [69]"pseudo3D"/primitive3D
          * [70]command line/text
          * audio
          * ...
     * by importance of skill:
          * purely skill based
          * involving chance
          * purely chance based
     * by time management:
          * [71]realtime
          * [72]turn based
     * by platform
          * [73]real life
          * [74]computer ([75]console vs [76]PC, ...)
          * [77]pen and paper
     * by budget/scale/financing:
          * hobbyist/amateur
          * [78]indie
          * [79]AAA
     * by [80]business model:
          * [81]freeware
          * [82]shareware
          * [83]free to play
          * [84]subscription, [85]"software as a service"
          * buy once
          * [86]pay to win
          * [87]pay what you want/donation
          * [88]adware
          * [89]spyware
          * [90]rapeware
          * ...
     * ...

Computer Games

   [91]Computer game is most commonly understood to be [92]software whose
   main purpose is to be played and, nowadays in most cases interactively,
   entertain the [93]user; in a wider sense it may perhaps be anything we
   might call a game that happens to run on a computer (e.g. game theory
   games that serve research rather than entertainment etc.). Let us
   implicitly assume the former now. Sadly most such computer games are
   [94]proprietary and [95]toxic, as anything that's a subject of lucrative
   [96]business under [97]capitalism.

   Among [98]suckless software proponents there is a disagreement about
   whether games are legit software or just a [99]meme and harmful kind of
   entertainment. The proponents of the latter argue something along the
   lines that technology is there only to get real work done, that games are
   for losers, that they hurt MUH [100]PRODUCTIVITY, are an unhealthy
   addiction, wasted time and effort etc. Those in support of games as
   legitimate software see them as a valid form of relaxation, a form of
   [101]art that's pleasant both to make and enjoy as a finished piece, and
   also a way to advancing technology along the way (note we are NOT talking
   about consumerist games here; any consumerist art is bad). Developing
   games has historically led to improvements of other kinds of software,
   especially e.g. [102]3D rendering, physics simulation and virtual reality.
   If games are done well, in a non-[103]capitalist way, then we, [104]LRS,
   fully accept and support games as legitimate software; of course as long
   as their purpose is to help all people, i.e. while we don't reject games
   as such, we reject most games the industry produces nowadays. We further
   argue that in games it is acceptable to do what in real life is unethical
   (even to characters controlled by other live players) and that this is in
   fact one of their greatest potential: to allow satisfying natural needs
   that were crucial in the jungle but became obsolete and harmful in
   advanced society, such as those for [105]competition, violence,
   [106]fascism, [107]egoistic behavior and others -- provided the player can
   tell the difference between a game and real life of course. As such, games
   help us build a [108]better society in which people can satisfy even
   harmful needs without doing actual harm; in a game it is acceptable to
   torture people, roleplay as a [109]capitalist or even verbally bully other
   players in chat (who joined the server willingly knowing this is just a
   simulation, a roleplay), even though these things would be unacceptable to
   do in real life.

   Despite arguments about the usefulness of games, most people agree on one
   thing: that the mainstream AAA games produced by big [110]corporations
   (and nowadays basically just all commercial games, even the small ones,
   especially e.g. mobile games) are [111]harmful, [112]bloated, [113]toxic,
   badly made and designed to be highly malicious, consumerist products whose
   sole purpose is to rape the user. They are one of the worst cases of
   [114]capitalist software ([115]rapeware). Such games are never going to be
   considered anywhere near good from our perspective (and even the
   mainstream is turning towards classifying modern games as [116]shit), not
   even if they do some good.

   PC games are mostly made for and played on [117]MS Windows which is still
   the "gaming OS", even though in recent years we've seen a boom of
   "[118]GNU/[119]Linux gaming", possibly thanks to Windows getting shittier
   and shittier every year. While smallbrains see this as good, in fact it
   only leads to more windowization of GNU/Linux, i.e. games will just move
   to GNU/Linux, make it the new place of business and destroy it just as
   surely (indeed for example [120]Valve is already raping it, by 2023
   "Linux" is already almost unusable as it became more mainstream and
   popular). Many normies nowadays are practicing "mobile" or console gayming
   which may be even worse, but really choosing between PC, consoles and
   phones is like choosing which kind of torture is best to endure before
   death. Sadly most games, even when played on [121]GNU/Linux, are still
   [122]proprietary, [123]capitalist and [124]bloated as hell. So yeah, the
   world of mainstream and even mainstream indie games is one big swamp
   that's altogether best to be avoided.

   { If you are really so broken that you HAVE TO play proprietary games to
   live a meaningful life, the least harmful way for everyone is to
   [125]SOMEHOW GET YOUR HANDS ON old DOS games, or maybe games for some old
   consoles like [126]gameboy, [127]playstation 1 etc., or at worst some pre
   2005 Windowzee gaymes, and play them in [128]dosbox/[129]wine or engine
   recreations like [130]OpenMW etc. Yeah it's dirty, proprietary, non-free
   shit, but at least you don't need a supercomputer, you won't be tortured
   by ads, robbed by microthefts or bullied into consuming Internet. It's
   best if you just use this method to slowly rid yourself of your gayming
   addiction to be finally free. Also make sure to absolutely NEVER pay for a
   proprietary game -- NO, not even an indie one. Give the money to the
   homeless. ~drummyfish }

   We might call this the great tragedy of games: the industry has become
   similar to the industry of drug abuse. Games feel great and can become
   very addictive, especially to people not aware of the dangers (children,
   retards, ...). Today not playing latest games makes you left out socially,
   out of the loop, a weirdo. Therefore contrary to the original purpose of a
   game -- that of making life better and bringing joy -- an individual "on
   games" from the capitalist industry will crave to constantly consume more
   and more "experiences" that get progressively more expensive to satisfy.
   This situation is purposefully engineered by the big game producers who
   exploit psychological and sociological phenomena to enslave gamers and
   make them addicted. Games become more and more predatory and abusive and
   of course, there are no moral limits for corporations of how far they can
   go: games with [131]microthefts and lootboxes, for example, are similar to
   gambling, and are often targeted at very young children and people prone
   to gambling addictions. The game industry cooperates with the hardware and
   software industry to together produce a consumerist hell in which one is
   required to constantly [132]update his hardware and software and to keep
   spending money just to stay in. The gaming addiction is so strong that
   even the [133]FOSS people somehow create a mental exception for games and
   somehow do not mind e.g. [134]proprietary games even though they otherwise
   reject proprietary software. Even most of the developers of free software
   games can't mentally separate themselves from the concepts set in place by
   capitalist games, they try to subconsciously mimic the toxic attributes of
   such games (bloat, unreasonably realistic graphics and hardware demands,
   content consumerism, [135]cheating "protection", language filters and safe
   spaces, ...).

   Therefore it is crucial to stress that games are [136]technology like any
   other, they can be exploiting and abusive, and so indeed all the high
   standards we hold for other technology we must also hold for games. Too
   many people judge games solely by their externals, i.e. gameplay, looks
   and general fun they have playing them. For us at [137]LRS gameplay is but
   one attribute, and not even the one of greatest importance; factors such
   as [138]software freedom, [139]cultural freedom, [140]sucklessness, good
   internal design and being [141]future proof are even more important.

   A small number of games nowadays come with a [142]free engine, which is
   either official (often retroactively freed by its developer in case of
   older games) or developed by volunteers. Example of the former are the
   engines of ID games ([143]Doom, [144]Quake), example of the latter can be
   [145]OpenMW (a free engine for TES: Morrowind) or [146]Mangos (a free
   server for [147]World of Warcraft). Console [148]emulators (such as of
   Playstation or Gameboy) can also be considered a free engine for playing
   proprietary games.

   Yet a smaller number of games are completely free (in the sense of
   [149]Debian's free software definition), including both the engine and
   game assets. These games are called free games or libre games and many of
   them are clones of famous proprietary games. Examples of these probably
   (one can rarely ever be sure about legal status) include
   [150]SuperTuxKart, [151]Minetest, [152]Xonotic, [153]FLARE or [154]Anarch.
   There exists a wiki for libre games at https://libregamewiki.org and a
   developer forum at https://forum.freegamedev.net/. Libre games can also be
   found in Debian software repositories. However WATCH OUT, all mentioned
   repositories may be unreliable!

   { NOTE: Do not blindly trust libregamewiki and freegamedev forum, non-free
   games ocassionaly DO appear there by accident, negligence or even by
   intention. I've actually found that most of the big games like
   SuperTuxKart have some licensing issues (they removed one proprietary
   mascot from STK after my report). Ryzom has been removed after I brought
   up the fact that the whole server content is proprietary and secret. So if
   you're a purist, focus on the simpler games and confirm their freeness
   yourself. Anyway, LGW is a good place to start looking for libre games. It
   is much easier to be sure about freedom of suckless/LRS games, e.g. Anarch
   is legally safe practically with 100% certainty. ~drummyfish }

   Some games are pretty based as they don't even require [155]GUI and are
   only played in the text [156]shell (either using [157]TUI or purely
   textual I/O) -- these are called TTY games or command line games. This
   kind of games may be particularly interesting to [158]minimalists,
   hobbyists and developers with low ([159]zero) budget, little spare time
   and/or no artistic skills. Roguelike games are especially popular here;
   there sometimes even exist GUI frontends which is pretty neat -- this
   demonstrates how the [160]Unix philosophy can be applied to games.

   Another kind of cool games are computer implementations of non-computer
   games, for example [161]chess, [162]backgammon, [163]go or various card
   games. Such games are very often well tested and fine-tuned gameplay-wise,
   popular with active communities and therefore [164]fun, yet simple to
   program with many existing free implementations and good AIs (e.g. GNU
   chess, GNU go or [165]Stockfish). What's more, they are also many times
   completely [166]public domain!

   { There is a great lost world of nice old-style games that used to be made
   for old dumb phones with [167]Java (J2ME) -- between about 2000 and 2010
   there were tons and tons of quality Java mobile games that had e.g. entire
   magazines dedicated solely to them. These games are mostly lost and
   impossible to find, even videos of them, but if you can somehow get your
   hands on some of those old magazines, you're in for a great nostalgia
   trip. Check out e.g. Stolen in 60 seconds, Alien Shooter 3D, Gangstar
   ([168]GTA clone), Playman World Soccer, Paid to Kill, Tibia Online,
   Ancient Empires, Legacy (dungeon crawler), Townsmen, Juiced 3D, Midtown
   Madness and myriad of others. ~drummyfish }

  Games As LRS

   Computer games can be [169]suckless and just as any other software should
   try to adhere to the [170]Unix philosophy. A [171]LRS game should follow
   all the principles that apply to any other kind of such software, for
   example being completely [172]public domain or aiming for high
   [173]portability and getting [174]finished. This is important to mention
   because, sadly, many people see games as some kind of exception among
   software and think that different technological or moral rules apply --
   this is wrong.

   If you want to make a simple LRS game, there is an official LRS [175]C
   library for this: [176]SAF.

   A LRS game will be similar to any other [177]suckless program, one example
   of a design choice it should take is the following: while mainstream games
   are built around the idea of having a precompiled engine that runs
   [178]scripts written in some interpreted language, a LRS/suckless game
   wouldn't use run-time scripts but would rather have such "scripts" written
   as a part of the whole game's source code (e.g. in a file scripts.h), in
   the same language as the engine (typically [179]C) and they would be
   compiled into the binary program. This is the same principle by which
   suckless programs such as [180]dwm don't use config files but rather have
   the configuration be part of the source code (in a file config.h). Doing
   this in a suckless program doesn't really have any disadvantages as such
   program is extremely easy and fast to recompile, and it brings in many
   advantages such as only using a single language, reducing complexity by
   not needing any interpreter, not having to open and read script files from
   the file system and also being faster.

   Compared to mainstream games, a LRS game shouldn't be a consumerist
   product, it should be a tool to help people entertain themselves and
   relieve their stress. From the user perspective, the game should be
   focused on the fun and relaxation aspect rather than impressive visuals
   (i.e. photorealism etc.), i.e. it will likely utilize simple graphics and
   audio. Another aspect of an LRS game is that the technological part is
   just as important as how the game behaves on the outside (unlike
   mainstream games that have ugly, badly designed internals and mostly focus
   on rapid development and impressing the consumer with visuals).

   The paradigm of LRS gamedev differs from the mainstream gamedev just as
   the [181]Unix philosophy differs from the [182]Window philosophy. 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 [183]forking, wild [184]hacking, unpredictable abuse and
   code reuse in mind.

   Let's take an example. A LRS game of a real-time 3D [185]RPG genre may for
   example consist of several independent modules: the RPG library, the game
   code, the content and the [186]frontend. 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 [187]command line 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 [188]chess where there exist separate
   engines, graphical frontends, communication protocols, formats, software
   for running engine tournaments, analyzing games etc. [189]Roguelikes and
   the world of [190]quake 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 [191]pipes, 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 [192]machine learning 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 [193]API for
   computers. The game should allow easy creation of [194]tool assisted
   speedruns, to record demos, to allow [195]scripting (i.e. manipulation by
   external programs, traditional in-game interpreted scripting may be
   absent, as mentioned previously), modifying ingame variables, even
   creating [196]cheats 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 [197]free universe).

   Of course, LRS games must NOT contain such shit as "[198]anti-cheating
   technology", [199]DRM etc. For our stance on cheating, see the article
   [200]about it.

Legal Matters

   Thankfully gameplay mechanisms cannot (yet) be [201]copyrighted (however
   some can sadly be [202]patented) so we can mostly happily [203]clone
   proprietary games and so free them. However this must be done carefully as
   there is a possibility of stepping on other mines, for example violating a
   [204]trade dress (looking too similar visually) or a [205]trade mark (for
   example you cannot use the word tetris as it's owned by some shitty
   company) and also said patents (for example the concept of minigames on
   loading screens used to be patented in the past).

   Trademarks have been known to cause problems in the realm of libre games,
   for example in the case of Nexuiz which had to rename to [206]Xonotic
   after its original creator trademarked the name and started to make
   trouble.

   Advice on [207]cloning games: copy only the gameplay mechanics, otherwise
   make it original and very different from the cloned game or else you're
   threading the fine legal lines. See this as an opportunity to add
   something new, something that's yours, and potentially to apply and
   exploit [208]minimalism, i.e. if you're going to clone Doom, do not make a
   game about shooting demons from hell that's called Gnoom -- just take the
   gameplay and do something new, e.g. why not try to make it a mix of sci-fi
   and fantasy with procedurally generated levels which will additionally
   save you a lot of time on level design?

Nice And Notable Gaymes

   Of [209]proprietary video games we should mention especially those that to
   us have [210]clonning potential. [211]Doom (possibly also [212]Wolfenstein
   3d) and other 90s shooters such as [213]Duke Nukem 3D, Shadow Warrior and
   [214]Blood (the great 90s [215]boomer shooters) were excellent.
   [216]Trackmania is a very interesting racing game like no other, based on
   kind of [217]speedrunning, [218]easy to learn, hard to master, 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. [219]The Elder Scrolls (mainly Morrowind, Obvlidion and
   Skyrim) are very captivating [220]RPG games like no other, with extreme
   emphasis on [221]freedom and lore; [222]Pokemon games on [223]GBC and
   [224]GBA were similar in this while being actually pretty tiny games on
   small old handhelds. [225]GTA 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 [226]GBA (and
   possibly one of the best games on that console), kind of glorified
   [227]chess with amazing pixel art graphics. Warcraft III was possibly the
   best real time strategy game with awesome aesthetics. Its successor,
   [228]World of Warcraft, is probably the most notable [229]MMORPG 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 [230]text). [231]Diablo (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 [232]Flare
   now. Legend of Grimrock (one and two) is another rare case of actually
   good new take on an old concept of [233]dungeon crawlers. Half Life games
   are also notable especially for their atmosphere, storyline and lore.
   [234]Postal 2 was an excellent game. [235]Minecraft was another greatly
   influential game that spawned basically a new genre, though we have now
   basically a perfect clone called [236]Minetest (but we still DO [237]need
   a non-bloated clone). [238]Dwarf Fortress is also worth mentioning as the
   "most complex simulation ever made" -- it would be nice to have a free
   clone. TODO: more.

   [239]Gamebooks -- 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
   [240]book and a game, something similar to computer adventure games -- in
   gamebooks lies a great potential for creating nice LRS games.

   As for the [241]free (as in freedom) libre games, let the following be a
   sum up of some nice games that are somewhat close to [242]LRS, at least by
   some considerations.

   Computer games: [243]Anarch and [244]microTD are examples of games trying
   to closely follow the [245]less retarded principles while still being what
   we would normally call a computer game. [246]SAF is a less retarded game
   library/fantasy console which comes with some less retarded games such as
   [247]microTD. If you want something closer to the mainstream while caring
   about freedom, you probably want to check out libre games (but keep in
   mind they are typically not so LRS and do suck in many ways). Some of the
   highest quality among them are [248]Xonotic, 0 A.D., [249]openarena,
   [250]Freedoom, Neverball, SupertuxKart, [251]Minetest, The Battle for
   Wesnoth, Blackvoxel, [252]Lix etcetc. -- these are usually quite
   [253]bloated though.

   As for non-computer games: these are usually closer to LRS than any
   computer game. Many old board games are awesome, including [254]chess,
   [255]go, [256]shogi, [257]xiangqi, [258]backgammon, [259]checkers etc.
   [260]Gamebooks can be very LRS -- they can be implemented both as computer
   games and non-computer physical books, and can further be well combined
   with creating a [261]free universe. Some card games also, TODO: which
   ones? :) Some games traditionally played on computers, such as
   [262]sokoban, can also be played without a computer. Pen and pencil games
   that are amazing include [263]racetrack, pen and pencil football etc. Nice
   real life physics games include [264]football, [265]marble racing etc.

See Also

     * [266]minigame
     * [267]demake
     * [268]game engine
     * [269]brain software
     * [270]open console
     * [271]fantasy console
     * [272]SAF
     * [273]chess
     * [274]gamebook
     * [275]tangram
     * [276]game of life
     * [277]minesweeper

Links:
1. fun.md
2. competition.md
3. education.md
4. irl.md
5. football.md
6. marble_racing.md
7. computer.md
8. anarch.md
9. minesweeper.md
10. doom.md
11. chess.md
12. football.md
13. poker.md
14. skill.md
15. randomness.md
16. rock_paper_scissors.md
17. math.md
18. game_theory.md
19. nomic.md
20. simple.md
21. lrs.md
22. beauty.md
23. fun.md
24. easy_to_learn_hard_to_master.md
25. np_hard.md
26. heuristic.md
27. free_culture.md
28. update_culture.md
29. speedrun.md
30. racetrack.md
31. fuzzy.md
32. math.md
33. algorithm.md
34. computer.md
35. doom.md
36. chess.md
37. irl.md
38. football.md
39. marble_racing.md
40. chess_boxing.md
41. free_software.md
42. proprietary.md
43. suckless.md
44. bloat.md
45. minigame.md
46. shooter.md
47. rpg.md
48. tower_defense.md
49. racing.md
50. platformer.md
51. strategy.md
52. adventure.md
53. sport.md
54. sandbox.md
55. easy_to_learn_hard_to_master.md
56. hard_to_learn_easy_to_master.md
57. easy_to_learn_easy_to_master.md
58. hard_to_learn_hard_to_master.md
59. symmetry.md
60. zero_player.md
61. single_player.md
62. multiplayer.md
63. mmo.md
64. information.md
65. complete_information.md
66. incomplete_information.md
67. 2d.md
68. 3d.md
69. pseudo3d.md
70. cli.md
71. realtime.md
72. turn_based.md
73. irl.md
74. computer.md
75. console.md
76. pc.md
77. pen_and_paper.md
78. indie.md
79. aaa.md
80. business_model.md
81. freeware.md
82. shareware.md
83. free_to_play.md
84. subscription.md
85. saas.md
86. pay_to_win.md
87. pay_what_you_want.md
88. adware.md
89. spyware.md
90. rapeware.md
91. computer.md
92. software.md
93. user.md
94. proprietary.md
95. toxic.md
96. business.md
97. capitalism.md
98. kiss.md
99. meme.md
100. productivity_cult.md
101. art.md
102. 3d_rendering.md
103. capitalism.md
104. lrs.md
105. competition.md
106. fascism.md
107. egoism.md
108. less_retarded_society.md
109. capitalism.md
110. corporation.md
111. harmful.md
112. bloat.md
113. toxic.md
114. capitalist_software.md
115. rapeware.md
116. shit.md
117. windows.md
118. gnu.md
119. linux.md
120. valve.md
121. gnu.md
122. proprietary.md
123. capitalist_software.md
124. bloat.md
125. piracy.md
126. gameboy.md
127. playstation.md
128. dosbox.md
129. wine.md
130. openmw.md
131. microtransaction.md
132. update_culture.md
133. foss.md
134. proprietary.dm
135. cheating.md
136. tech.md
137. lrs.md
138. free_software.md
139. free_culture.md
140. suckless.md
141. future_proof.md
142. free_software.md
143. doom.md
144. quake.md
145. openmw.md
146. mangos.md
147. wow.md
148. emulator.md
149. debian.md
150. stk.md
151. minetest.md
152. xonotic.md
153. flare.md
154. anarch.md
155. gui.md
156. shell.md
157. tui.md
158. minimalism.md
159. zero.md
160. unix_philosophy.md
161. chess.md
162. backgammon.md
163. go.md
164. fun.md
165. stockfish.md
166. public_domain.md
167. java.md
168. gta.md
169. suckless.md
170. unix_philosophy.md
171. lrs.md
172. public_domain.md
173. portability.md
174. finished.md
175. c.md
176. saf.md
177. suckless.md
178. script.md
179. c.md
180. dwm.md
181. unix_philosophy.md
182. windows_philosophy.md
183. fork.md
184. hacking.md
185. rpg.md
186. frontend.md
187. cli.md
188. chess.md
189. roguelike.md
190. quake.md
191. pipe.md
192. machine_learning.md
193. api.md
194. tas.md
195. script.md
196. cheat.md
197. free_universe.md
198. anti_cheat.md
199. drm.md
200. cheat.md
201. copyright.md
202. patent.md
203. clone.md
204. trade_dress.md
205. trade_mark.md
206. xonotic.md
207. clone.md
208. minimalism.md
209. proprietary.md
210. clone.md
211. doom.md
212. wolf3d.md
213. duke3d.md
214. blood.md
215. boomer_shooter.md
216. trackmania.md
217. speedrun.md
218. easy_to_learn_hard_to_master.md
219. tes.md
220. rpg.md
221. freedom.md
222. pokemon.md
223. gbc.md
224. gba.md
225. gta.md
226. gba.md
227. chess.md
228. wow.md
229. mmorpg.md
230. mud.md
231. diablo.md
232. flare.md
233. dungeon_crawler.md
234. postal.md
235. minecraft.md
236. minetest.md
237. needed.md
238. dwarf_fortress.md
239. gamebook.md
240. book.md
241. free_software.md
242. lrs.md
243. anarch.md
244. utd.md
245. lrs.md
246. saf.md
247. utd.md
248. xonotic.md
249. openarena.md
250. Freedoom.md
251. minetest.md
252. lix.md
253. bloat.md
254. chess.md
255. go.md
256. shogi.md
257. xiangqi.md
258. backgammon.md
259. cheskers.md
260. game_book.md
261. free_universe.md
262. sokoban.md
263. racetrack.md
264. football.md
265. marble_racing.md
266. minigame.md
267. demake.md
268. game_engine.md
269. brain_software.md
270. open_console.md
271. fantasy_console.md
272. saf.md
273. chess.md
274. gamebook.md
275. tangram.md
276. game_of_life.md
277. minesweeper.md