> (1):  The OGL requires that you "clearly identify" the portions of the
> work which are Open Game Content.  This is a challenge if the work is a
> compiled binary; you may not know or be able to clearly identify which
> bits are actually OGC and which are not.  This issue is partially
> related to #2, below, becuase the OGC portion of your work may be
> substantially larger than you suspect.

Hi Ryan,

Since we already discussed problems of clear identification of binaries before
and without much progress, I'd like to offer new angle on this problem.

Why "clear identification" has to be done about binaries, source code, etc?
After all, end user of any software interacts with it via user interface
screens, not by reading source code or looking through the binary with hex
editor. Therefore, if application GUI is specially constructed to clearly mark
what screens/data *displayed* to end user is OGC - won't it solve the problem?

Realistically, all OGC right now exist in text form. So we have to clearly
identify this text, thats all. Any software with OGC will end up showing one way
or another this text to end user (like in character sheet window, monster
stat-block dialog, feat selection list, etc). By clearly identifying any and all
instances of such display, software will clearly identified all OGC data it
used. For example, if software will mark certain windows and dialogs with "Full
content of this window is OGC", I think end user will have very good
identification of OGC data. ( If he chooses to reuse this OGC, its up to him how
he wants to do so - by writing down everything in such windows on piece of
paper, or by making screenshots of all marked application windows )

May be this will be more problematic for dynamic OGC data (like combat rules
resolution), but IMHO this will be a good method for incorporating static OGC
into software products without going into source code/binaries problems. What do
you think?

- Max

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