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Game Engine Marketing Models Compared

death00 writes: "GameDev has an interesting story about the success of Garage Games Torque engine (the engine behind Tribes 2). I especially find it interesting to see the number of developers working on high-quality games based on the Torque engine. The basic premise is that Garage Games gives a full license of the Torque engine to a team for a project for $100 USD per developer. The only caveat is that you must publish any finished works through Garage Games. Perhaps id software might consider doing this with the Quake III engine once the Doom III engine comes out. From my understanding, the Quake III engine currently licenses for significantly ($250,000 USD) more than that. Instead of waiting 2 more years and GPL'ing the full source, why not license it for cheap after Doom III comes out, then GPL later?"

243 comments

  1. Simple... by Moridineas · · Score: 3, Insightful

    How is this a good question? It's simple.

    why not license it for cheap after Doom III comes out, then GPL later?

    Easy, they want to make money from it! If they can charge $250,000 and sell copies of it, there's clearly demand for that product and as a result id gets money (again, this is their goal). It's not like id gets anything from other companies licensing their software OTHER than money.

    1. Re:Simple... by prefect42 · · Score: 1

      Missing the point that they could force them to release the finished product through ID if they actually want to make any money off it.

      That would become the revenue stream.

      jh

      --

      jh

    2. Re:Simple... by Moridineas · · Score: 3, Insightful

      You know the old saying a bird in the hand is better than two in the bush? In this case, 250k in the bank is better than any amount in the air. There's no guaranteed a finished product will emerge. Not to mention that for $100 John A H4x0r could get the source and gnutella it (hey information wants to be free right, I bet he'd even have supporters on slashdot for "opening" the doom source code), and then id's lost their state of the art 3d technology advantage.

    3. Re:Simple... by Anonymous Coward · · Score: 0

      perhaps bill could licence out the Windows NT "engine" for $250,000, after all theres a demand for Windows, isnt there?

    4. Re:Simple... by levik · · Score: 2

      Well, I think it's probably because iD isn't really into publishing. (If memory serves GT is the publisher of most of their games).

      --
      Ñ'
    5. Re:Simple... by Cutriss · · Score: 3, Insightful

      However, anyone looking to make money on it had best look out. id might lose a few bucks here and there on some small indie developers, but you can bet that id's lawyers will be watching anything that breaks $10K in sales and do some checks to verify if it's using the engine. If they find out that it is, you can bet that the suits will fly.

      Bear in mind - You're not paying $250K for a license to use the software. You're paying $250K for a license to redistribute works based on the software. If someone tried to jump the gun, id might find the beans spilled with their new graphics engine, but you can bet that legally, they'll have every right to stop people from publishing anything moneymaking based on it without prior consent (Read: payment)

      --
      "Mod, mod, mod...and another troll bites the dust."
    6. Re:Simple... by friedmud · · Score: 1, Redundant

      Actually I'm pretty sure that Activision does most of their stuff.

      Derek

    7. Re:Simple... by wizarddc · · Score: 3, Informative

      I think the author of the article wants to keep the Doom III engine super expensive. He's talking about making their current engine, the Quake III engine, license on the cheap before they GPL it like they did with the Quake I engine. But you make a good point. Except for the legal ramifications, the software could easily be shared. But generally, those legal ramifications are enough to convince anyone who will be publishing a game through id to think twice before sharing that 3d engine.

      --
      Th
    8. Re:Simple... by metlin · · Score: 3, Insightful

      Good point.

      Another thing is that you're also paying for the expertise, something that id has gathered over the years.

      A good 3d game engine which can make use of the latest technology, one that makes hardware designers consider your game as a test subject is something that does not happen everyday.

      The primary reason id is where it is because of that expertise, which is what keeps them coming up with better technology & products everytime.

      Although an el33t Jack h4x0r kid might be able to get the code and do something worthwhile, just how long would it last?

      Forget the legal ramifications, there is a high probability that even before somebody does something worthwhile with it, id would have come up with something much better, guess which would sell better?

      Besides, it's not just the 3d engines that count, gameplay does count too. id has a double shot advantage in that area, I feel.

    9. Re:Simple... by wo1verin3 · · Score: 1

      technically they already do.

      You can build many programs based on the windows "engine". Such popular programs as mIRC and ICQ operate under this engine.

    10. Re:Simple... by dswan69 · · Score: 1

      Not so simple. They could easily have more flexible options taking into account the capital available to a developer. For example why not a much lower fee combined with a share of the game profits?

    11. Re:Simple... by p7 · · Score: 1

      I am sure that Id does negotiate a royalty on each copy of the game. The $250000 is just to cull out the those that aren't serious and to cover themselves if the game tanks.

    12. Re:Simple... by AndyChrist · · Score: 1

      Yeah, but if someone makes a game with that and tries selling it, through anyone other than ID, they've made themselves into a big fat juicy lawsuit target.

  2. Not that much by PissingInTheWind · · Score: 5, Insightful
    For top-notch 3D technology like the Q3 engine, it seems to me that 250 000$ isn't that much. Just try to imagine how much would cost a few programmers to develop a similar engine... if you can find comptent enough programmers.

    Of course, the price tag puts it out of hobyist's reach, but we all know that, eventually, we'll be allowed to look at the source for free.

    Go Id!

    --

    A message from the system administrator: 'I've upped my priority. Now up yours.'
    1. Re:Not that much by jtdubs · · Score: 1, Informative

      Q3 technology is NOT top-notch. It WAS, for a game engine. But no more.

      It's poly-counts are very low for today's game's standards. BSP+PVS, with indoor geometry only, is a bit antiquated. It supports no REAL lighting/shadowing model. There's no support for pixel and vertex shaders. The AI is almost non-existant. The network code and latency are mediocre by today's standards.

      The Q3 engine is OLD. So is the tech behind it.

      Now, it is mature, and it does expose a relatively usable API for mod developers and such.

      But, just to implement all the Q3 tech, including BSP+PVS, Q3 Shaders and a loader for the Model files and Map files would take two good 3D engine programmers about a week.

      Justin Dubs

    2. Re:Not that much by topham · · Score: 1, Redundant

      Your funny. A week?

      Yeah, if they had all the design documents and source code sitting in front of them.

      Your funny.

    3. Re:Not that much by Zathrus · · Score: 5, Insightful

      But, just to implement all the Q3 tech, including BSP+PVS, Q3 Shaders and a loader for the Model files and Map files would take two good 3D engine programmers about a week

      Including the extensible modules? And the network code? And the sound code? And everything else?

      And have it be virtually bug free?

      Yes, as you said, it's old now. But you also said that it's mature, and that's one thing that can't be replicated in a week. Or a month. Probably not even a year.

      Hell, you want to talk about an old codebase? Look at Half-Life. It's still based on Q2, and it's still one of the most popular online games.

      Dropping $250k for a stable core is nothing if you're serious about things. Sure, you'll have to extend it to bring it up to current standards, but RtCW did just that and did quite well in the market. So has SoF and SoF2, amongst others.

      Yes, the Q3 core is old, and shows it. But I think you drastically underestimate how long it would take to redevelop it from scratch. There's quite a number of open source (under various licenses) game cores out there, and they've taken considerably longer than a month to make and aren't approaching Q3's capabilities yet. Yes, I suppose you could argue that they're not made by "good 3D engine programmers", but that doesn't help the situation for a fledgling company now does it?

    4. Re:Not that much by CaffeineAddict2001 · · Score: 2

      For the graphics stuff, easily a week. I did it in 2 and I'm not "good" by any standards.

    5. Re:Not that much by jtdubs · · Score: 1, Informative

      Okay kid.

      I implemented a basic BSP+PVS engine that supported Q3 maps and shaders in a weekend.

      I did NOT implement Q3 models. Nor sound. Nor networking. Nor a stable API for mod developers.

      But, a basic BSP+PVS engine that supports Q3 maps and shaders CAN and HAS been developed in a weekend. I've DONE it.

      Two good engine coders, in a week, should be able to do the same. Plus add in Q3 models.

      It still doesn't help them get a mature API for mod folks, but it is a working tech demos.

      Justin Dubs

    6. Re:Not that much by jtdubs · · Score: 2, Interesting

      I wasn't arguing over the same thing that you are responding too.

      I agree, making a mature engine takes time. I agree, paying money for a stable core and codebase IS worth it.

      No, I didn't mention implementing the networking, or sound, or mod system. In fact, I mentioned NOT implementing them.

      But, like I said. The tech IS old. The graphics functionality can be written in a week. I did it in a weekend.

      It's the rest of the codebase, and the maturity, that makes it worth buying.

      Justin Dubs

    7. Re:Not that much by DrVxD · · Score: 2

      > But, a basic BSP+PVS engine that supports Q3 maps and shaders CAN and HAS been developed in a weekend
      And what are your license terms?

      --
      Not everything that can be measured matters; Not everything that matters can be measured.
    8. Re:Not that much by prefect42 · · Score: 1

      Can I safely assume you're not a developer? If you are, how much to hire, you sound outlandishly good.

      jh

      --

      jh

    9. Re:Not that much by topham · · Score: 3, Insightful

      And doesn't mean the results can actually be used in a GAME ENGINE. not a fucking viewer.

    10. Re:Not that much by qurob · · Score: 1

      Just because I can write a OpenGL Teapot viewer, doesn't mean Nintendo should hire me.

      Basically, you're writing a model viewer ,and a program to import the Quake III textures, light maps....

      After you draw/load one poly, you just loop to do the rest.

      Does your viewer run at an insane speed?

    11. Re:Not that much by The+Axe · · Score: 2, Informative

      Half-Life is _NOT_ based on the Quake2 engine. Rather, Valve licensed the Quake1 engine and replaced most of it with their own code. Valve did license the Q2 engine, but never used it.

    12. Re:Not that much by Anonymous Coward · · Score: 0

      Part of the Q3 engine's beauty is the fact it FLIES on "ancient" hardware like my Celery 850/GF2MX. Your weekend project would probably run like a PowerPoint slideshow on my rig.

      Hail Carmack!

    13. Re:Not that much by Reality+Master+101 · · Score: 2

      But, a basic BSP+PVS engine that supports Q3 maps and shaders CAN and HAS been developed in a weekend. I've DONE it.

      You don't know what you're talking about. Yes, you can put together a toy quickly that displays Q3 maps. Come back when you have a fully optimized GAMING engine with full collision detection, including all the "details" you left out. And by the way, make it run FAST on lower end hardware.

      Yeah, maybe the rest of the industry are just idiots for not being able to throw these things together in "a week".

      Gee, you wouldn't be young and inexperienced would you? Nah, you must be an industry veteran.

      --
      Sometimes it's best to just let stupid people be stupid.
    14. Re:Not that much by Munra · · Score: 1

      My funny what?

    15. Re:Not that much by jsse · · Score: 2, Funny

      But, a basic BSP+PVS engine that supports Q3 maps and shaders CAN and HAS been developed in a weekend. I've DONE it.

      It's nothing compare to my perpetual space station that support the life of entire human race I built at lunchtime. I just didn't launch it - I mean launching it to space, not launching it under GPL.

      Forget about asking a copy of it. I just built it - i've DONE it, all you've to do is trust me.

    16. Re:Not that much by Zathrus · · Score: 2

      Right you are... I remembered incorrectly.

      I didn't play HL much -- I bought it, noted that they had numerous bugs in their network code and felt the inventory system sucked wind, and returned it directly to Sierra.

    17. Re:Not that much by jtdubs · · Score: 2

      You'll note in my original post that I didn't say you could write a game engine in that time.

      I said you could write a 3D engine with a lot of the features of quake 3, namely BSP+PVS, Shaders and quake Maps and Models in a week or two.

      And this is still true.

      You can put words in my mouth and then tell me they are wrong all you want.

      Justin Dubs

    18. Re:Not that much by jtdubs · · Score: 2

      I DO know what I'm talking about. I AM developing a 3D engine.

      In fact, you agreedf with me. I said you could develop a 3d engine support BSP+PVS and Q3 maps and shaders in a week. You then agreed with me.

      Then you said, "but you couldn't do it with features X and Y that you never said you could do it with and therefore you were wrong."

      This makes no sense.

      The details are, like I said, what make the Q3 engine a good purchase. It's mature and has lots of features. But it's graphics technology is old and can be hacked together in a week.

      Justin Dubs

    19. Re:Not that much by Reality+Master+101 · · Score: 1, Flamebait

      You'll note in my original post that I didn't say you could write a game engine in that time.

      What bullshit. Quit backtracking, and just admit you shot off your mouth without any thought. Let's review what you said:

      "But, just to implement all the Q3 tech, including BSP+PVS, Q3 Shaders and a loader for the Model files and Map files would take two good 3D engine programmers about a week."

      You'll note the key phrase "ALL THE Q3 TECH". ALL the Q3 tech == a gaming engine in ALL its glory. And a gaming engine is more than a badly optimized toy renderer that displays maps.

      --
      Sometimes it's best to just let stupid people be stupid.
    20. Re:Not that much by KelsoLundeen · · Score: 3, Interesting

      How about putting a demo of your weekend project up on your website so we can take a look at it?

  3. GPL now by prisen · · Score: 1

    $250,000? Sounds like they made enough money already. I can think of at least 4 games that use the Q3 engine...that's quite a chunk of cash.

    1. Re:GPL now by prefect42 · · Score: 2, Insightful

      But they're in the business of making money, not doing good for the people. If they can make more money out of it by not GPLing it, then they should keep it.

      Also, how long did it take to develop the Quake III engine? How many people? They're free to recoup their costs as they like.

      jh

      --

      jh

    2. Re:GPL now by gazbo · · Score: 1

      You think that $1,000,000 is quite a chunk of cash for a business? It's nothing. Really, for a business of any size at all, $1,000,000 will barely cover operating costs for a couple of years. And that's assuming very few staff, very small offices, and no production costs.

    3. Re:GPL now by joib · · Score: 3, Insightful

      Um, you know, most businesses bigger than Bobs Lawnmower Repair Shop will use that $1000000 quicker than you can say 'cash flow problems'.

    4. Re:GPL now by prisen · · Score: 1

      Not like that's their only income (duh), and I'm sure more than 4 games have been licensed. I was merely stating that I'm sure they've milked enough cash from one source and can more or less afford to GPL it rather than make a "petty" $100 or $200 per developer.

    5. Re:GPL now by nelsonal · · Score: 1

      For a bigger business, 1 m covers costs for a few days or less.

      --
      Degaussing scares the bad magnetism out of the monitor and fills it with good karma.
    6. Re:GPL now by The+Axe · · Score: 1

      You're forgetting the 5% royalties that has to be paid for each game... Most games the use the Q3 engine make quite a bit of income. Not to mention, some companies use the Q3 engine to develop more than one game (although, I think id Software has some special licensing for this...). Raven comes to mind right away.

    7. Re:GPL now by joshsisk · · Score: 1

      That's only $1,000,000.

    8. Re:GPL now by Anonymous Coward · · Score: 0

      yeah jackass, i think we figured that one out already, where have you been?

  4. GPL Quake3 ?? Ummm why? by zaqattack911 · · Score: 2, Insightful
    If they can make money off of Quake3, why on earth would they GPL it?

    ID software is in business to make money.

    Unless of course by "GPL Later" you mean 15 years from now when quake3 will seem like pacman compared to other games.

    --me

    1. Re:GPL Quake3 ?? Ummm why? by biglig2 · · Score: 3, Informative

      Well, they GPLed the Quake engine pretty quickly - I think it not unreasonable for them to keep the Q3 engine closed a while longer - shouldn't the community encourage companies who GPL their stuff after they've moved on? It's bette rthan keeping it closed forever.

      --
      ~~~~~ BigLig2? You mean there's another one of me?
    2. Re:GPL Quake3 ?? Ummm why? by codexus · · Score: 2

      They've already GPL'ed quake2. Did ID software do it to make money? I don't think so.

      --
      True warriors use the Klingon Google
    3. Re:GPL Quake3 ?? Ummm why? by Anonymous Coward · · Score: 1, Insightful

      GPLing engine doesn't mean that you can't continue selling it. When you are using GPLed engine to create game, the result must be also under GPL. How many companies making shelf-games are willing to do this? They would rather buy (and still can buy) license without GPL attached.

    4. Re:GPL Quake3 ?? Ummm why? by Anonymous Coward · · Score: 0

      you are pretty damned stupid arent you...

      Quake and Quake 2 were GPLed within 4 years of it's release.. quake3 engine will be GPL'd probably in 24 months.

      Hell, all of the half life series is based on the quake 2 engine..

      please get a clue before posting... I'm betting you are one of those people that would wakl into downtown beruit and ask "you guys having a war here or something?"

    5. Re:GPL Quake3 ?? Ummm why? by onion2k · · Score: 2

      Because as soon as they start flogging the Doom 3 engine the revenue from the Q3 engine will basically cease. So they wait a little while, until the press has died off, and give it away GPL'ed.. wahey.. we're in the press again.

      Thats how business works.

    6. Re:GPL Quake3 ?? Ummm why? by Zathrus · · Score: 4, Insightful

      If they can make money off of Quake3, why on earth would they GPL it?

      They won't. id is not stupid.

      But, based off past procedures, you can expect the Q3 source to be GPL'd within 1-2 years of the Doom3 release. They did it with Wolfenstein, they did it with Doom (sans sound code), and they did it with both Q1 and Q2.

      But, like I said, they're not stupid. It's released well after its licensing value is near zero and under GPL. Want to make a commercial game using the old Q2 engine? Sure -- pay id Software $10k (a heavily reduced price) and you can have the exact same code as what's under GPL -- except that you're not bound by the GPL.

      It's one of the few ways to make the GPL work for companies to make money. Of course, even then, you'll get rabid idiots decrying the fact that it's not GPL from the start, and that you can actually get a non-GPL license in exchange for cash.

      Fortunately most people are sane and simply thank id Software for contributing to the public knowledge base in such a manner.

    7. Re:GPL Quake3 ?? Ummm why? by DrVxD · · Score: 2

      > , why on earth would they GPL it?
      Same reason they GPL'd Doom, Quake, Quake 2.
      Basically, not only is Carmack one of the best programmers on the face of the planet, he's also a really great guy.

      --
      Not everything that can be measured matters; Not everything that matters can be measured.
    8. Re:GPL Quake3 ?? Ummm why? by aero6dof · · Score: 1
      But, based off past procedures, you can expect the Q3 source to be GPL'd within 1-2 years of the Doom3 release. They did it with Wolfenstein, they did it with Doom (sans sound code), and they did it with both Q1 and Q2.
      But that was an era where graphical game engine advances were happening fairly quickly. Now there are diminishing returns from graphical advances and game companies are just starting to look at better gameplay. I would guess that game engines (especially their graphical subsystems) will get updated at a slower rate than in the past. Because of this, I don't think that the Q3 source will be released as quickly as past engines.
    9. Re:GPL Quake3 ?? Ummm why? by joshsisk · · Score: 1

      Why don't you get a clue - Half-Life is based on Quake 1, not 2. And they rewrote MOST of it.

    10. Re:GPL Quake3 ?? Ummm why? by Chad+Page · · Score: 1

      The software might be moving slower - for now - but the hardware is still moving quickly. This year there are at least 3 new video card designs (not just refreshes) and it's going to take quite a while for games to use them all. Carmack has a lot of new toys to play with for Doom 3, and it's going to be a very large jump from Q3.

    11. Re:GPL Quake3 ?? Ummm why? by Bungie · · Score: 1

      They GPL'd the Quake code only because it had already been leaked all over the net. If it had not been stolen from Sierra's FTP site, the code would probably not have been GPL'd so quickly.

      --
      The clash of honour calls, to stand when others fall.
    12. Re:GPL Quake3 ?? Ummm why? by MORTAR_COMBAT! · · Score: 2

      you can sell a GPL game without including all the GPL source on the CD or in the box. just include a "business reply mail" envelope which asks for a check for $10 for shipping, handling, and CD burning, and a source CD will be sent by mail.

      --
      MORTAR COMBAT!
  5. Not id's business by Anonymous Coward · · Score: 1, Insightful

    id is in the business of making games, not publishing them. Activision publishes them. It takes a whole different expertise to get games on the shelf and sell them than it does to come up with new technology. id's business, which it excels at, is the technology, and if they wanted to be in the publishing business I'm sure they already would be.

    So don't expect to get a commercial Q3 source code license for $100 any time soon.

    1. Re:Not id's business by qurob · · Score: 1


      Back when iD published their own games, they were very successful too.

      Too bad 'Shareware games' don't exist at the level that they did in the 90's. Apogee, iD, Epic.....*sigh*

    2. Re:Not id's business by aronc · · Score: 1

      Actually.. shareware more or less took over. When was the last time you saw a game that was released that didn't have a demo come out for it? Demos == shareware "levels".

      --

      jello.
      aka aron.
  6. Standard Slashdot Answer by Anonymous Coward · · Score: 4, Funny
    I, too, feel that companies should license out their products for peanuts. How stupid is id for licensing their Quake III game engine for ~$250,000?!? Doesn't id know that information wants to be free? I think its time for a boycott! Give me GPL or give me a pirated copy!!!

    Next thing you know the RIAA is going to start asking consumers to start paying for music...the bastards!

    1. Re:Standard Slashdot Answer by Anonymous Coward · · Score: 0

      Action must be taken

      Make people (expecially me) pay 4 fun is just a naughty form of prostitution
      => ID = WH***S

    2. Re:Standard Slashdot Answer by madman2002 · · Score: 1

      hmmm, obviously you missed the point of the article. The Torque engine is licensed for peanuts because any game made using the engine myust be published through the makers of the engine, Garage Games. Now I'm not a genius but I think the royalties they'd recieve from just ONE successful game would be WELL over $250,000. If id sold their engine for a lower price (hell it wouldn't even have to be too much lower) and set up the same rights to publishing deal, they'd make a LOT MORE MONEY. Personally I'm all for open source and Free software but I understand that in the game industry it's simply not practical. I hope to go into the industry once and you can damn well be sure I plan on getting paid, but if it's up to me the source for any game I'm involved in will be GPLed and released AFTER the game has been out for a while just like id does now.

      BTW, I haven't heard anyone on /. say that the RIAA are bastards for wanting people to pay for their music....I have heard people call them bastards for trying to get the power to bypass the justice system and blast P2P networks off the net simply because they have "reason to believe" that piracy is occuring.

      --


      http://www.gamedev.net/reference/articles/article1 015.asp A spin on the old, if Microso
    3. Re:Standard Slashdot Answer by p7 · · Score: 1

      My guess is that Id recieves royalties off every copy of a licensed title. Look at it like the royalties Id recieves is probably less than that from a Garage Games licensee, but that is made up by the fact that the upfront cost is much higher. Since the Id license is a more significant investment, it is mainly licensed by professionals who plan on having very high volume sales. If the Licensee sees their game making significantly more than $250000 then they probably get a better deal using the Id License.

    4. Re:Standard Slashdot Answer by Anonymous Coward · · Score: 0

      Well, GG is also the publisher of the game. And if you dont think Publishers dont get themselves a nice cut your insane.

  7. Looks to be a couple reasons why id doesn't by yeoua · · Score: 2

    "The basic premise is that Garage Games gives a full license of the Torque engine to a team for a project for $100 USD per developer. The only caveat is that you must publish any finished works through Garage Games."

    I don't think id publishes their own games. Doesn't activision do that? So rather than taking a percent on profits that Garage Games seems to be doing, id is taking the lump before, which seems like the better route as your pretty much guaranteed that lump, even if the game tanks.

    1. Re:Looks to be a couple reasons why id doesn't by DrVxD · · Score: 2, Redundant

      According the id's website, the license for Q3 is based on:

      For a single title license, we charge a $250,000 guarantee against a 5% royalty of the wholesale price for the title.

      Now, IANAL, but that reads to me as 5% of the wholesale price (i.e. per unit royalties), with a minimum of $250,000 paid up front. So they're gaurenteed the lump and, if your games is a success, they get royalties too.

      Of course, you can also license Quake/Q2 for non-GPL projects for a flat fee of $10,000

      (Oh, and the link doesn't work properly since /. is modifying the anchor tag. But at least it gets to the right page.)

      --
      Not everything that can be measured matters; Not everything that matters can be measured.
  8. Doom 3 licensing by BigGar' · · Score: 1

    Perhaps a very cheap non GPL license on Quake 3 would still compete too much for licensing with Doom3 that gpl'd code wouldn't. In addition I doubt iD wants to mess with marketing a bunch of previous engine games while trying to work with the new one. I think they'd rather wait a bit longer release the code GPL'd and not have mess with it any more.

    --


    Shop smart, Shop S-Mart.
    1. Re:Doom 3 licensing by Neon+Spiral+Injector · · Score: 2

      What's so hard about marketing multiple game engines?

      Get the Doom III engine fresh from our coder's heads only $250,000.
      Now reduced the famous Quake III engine, $125,000.
      Act now, supplies are limited.

      Do I get the job?

    2. Re:Doom 3 licensing by drzhivago · · Score: 1

      First off, id has only been GPLing their old games/engines after 2 generations have passed. So, Quake 3 won't get GPLed at least until after they start working on the next game after Doom 3.

      But that won't matter to professional game developers. They want the latest and best, and that would be Doom 3 or what comes after. Sure, the hobbyist and small time developers would love to get their hands on the Q3 engine for cheap, but that is mutually exclusive from the big time devs.

      Oh, and id does zero marketing. They leave that up to the publisher, which is Activision for the most part.

    3. Re:Doom 3 licensing by topham · · Score: 2

      They are willing to license the older engines for $10,000. Q3 Engine is an active product, why license it for less than $250K?

    4. Re:Doom 3 licensing by DrVxD · · Score: 2

      > Perhaps a very cheap non GPL license on Quake 3
      Such as the $10,000 non-GPL license for Quake & Quake2? I expect to see the same treatment for Q3 when Carmack & co. deem that to be the right thing to do.

      --
      Not everything that can be measured matters; Not everything that matters can be measured.
  9. Alternative Licensing Scheme by LaNMaN2000 · · Score: 1

    This license would seem more suited to id's business model than the GPL and should be considered as a replacement. Not only would iD open up a new revenue stream for older game engines, but also the community would continue to learn and benefit from the open sourced system (while being able to produce non-commercial titles without restriction).

    If anything, opening the source while employing this licensing scheme would be more make the code more useful to the community by allowing for commercial titles to be released using the code (the GPL's requirement that all derivative works be licensed under the GPL makes commercial development unfeasible).

    The only worry, from iD's perspective is that licensing older engines would cannibalize the lucrative sales of the most recent engine.

    --

    ByteMyCode.com: A Web 2.0 code sharing community.
  10. What the fuck? by Lukey+Boy · · Score: 1, Flamebait

    This is pretty much an advertisement, which in turn points to what's pretty much a press release. Nice post guys! Go ahead, mod my ass down. You know this story eats it.

    1. Re:What the fuck? by Anonymous Coward · · Score: 0, Interesting

      Actually, the article *is* a press release, which should make you very suspicious when it comes to discussions regarding GG's financial situation.

      The engine's actually quite good, but I think GG's business model is terribly flawed. Even with a good engine, game development is *very* expensive, in large part due to asset creation. If you're committing to a release-grade game in the FPS/3rd person/RTS/whatever mold, then engine licensing or development really shouldn't be your greatest concern.

      Nice idea, though. *shrug*

  11. Shameless plug for Crystal Space by Jorrit · · Score: 5, Interesting

    I'm the project manager of Crystal Space so my opinion on that 3D engine doesn't really count :-)

    However I think that you should at least take a look at it. It is now becoming VERY mature and the API has stabilized about 95%. Several projects are now using it with great success.

    Crystal Space is an Open Source and portable 3D Engine licensed under LGPL. It runs on GNU/Linux, Windows, MacOS/X, ...

    Crystal Space has lots of features. In latest release (beta release) we also have support for shaders (bump mapping, per pixel lighting, things like that) and many other new things.

    Crystal Space also has a VERY active user community and an IRC room that you can visit (#CrystalSpace on the OpenProjects network).

    The url is http://crystal.sf.net

    Greetings,

    --
    Project Manager of Crystal Space (http://www.crystalspace3d.org). Support CS at http://tinyurl.com/cb3x4
    1. Re:Shameless plug for Crystal Space by Wolfier · · Score: 2

      How is its speed? Last time I looked at it its speed lagged significantly behind, say, that of Quake 2 / 3 games for some visually comparable scenes, even with hardware acceleration...

    2. Re:Shameless plug for Crystal Space by Anonymous Coward · · Score: 0

      Id makes $250 000 on each license they sell, why don't you?

    3. Re:Shameless plug for Crystal Space by postalrat · · Score: 1

      what crystal space really needs is a good example of it in work. a game if thats what its targeted at.

      i dont know how well a game engine would do even if it came out of id software without a game attached to it.

    4. Re:Shameless plug for Crystal Space by Anonymous Coward · · Score: 0

      Isn't it kind of stupid to give away what companies abviously pays $250.000 a copy for?

    5. Re:Shameless plug for Crystal Space by Jorrit · · Score: 2

      If I didn't make it Open Source Crystal Space wouldn't have been as it is now. I didn't have the time to do this all alone. I have a fulltime job (unrelated to this) and I wasn't prepared to risk stopping that job to work fulltime on CS.

      So instead I released CS Open Source. And since then it kept growing.

      Greetings,

      --
      Project Manager of Crystal Space (http://www.crystalspace3d.org). Support CS at http://tinyurl.com/cb3x4
    6. Re:Shameless plug for Crystal Space by Jorrit · · Score: 2

      Well we're always working on speed. There is a new visibility culling plugin in CS right now which is roughly based on dPVS. It is fully dynamic (no precalculated BSP/octree or anything) and should be very fast when it is finished. At the moment it is already doing well but I still have a lot of work todo.

      Also we're busy improving the OpenGL renderer a lot. Using vertex buffers, and OpenGL extensions when available. Expect to see speedups there as well.

      Greetings,

      --
      Project Manager of Crystal Space (http://www.crystalspace3d.org). Support CS at http://tinyurl.com/cb3x4
    7. Re:Shameless plug for Crystal Space by ianweeks · · Score: 1

      Aren't these companies stupid to pay $250K for something they can get for free?

    8. Re:Shameless plug for Crystal Space by Dan+D. · · Score: 2
      The CS developers just held a contest for this precise reason. When the contest results are announced, you should find games' links on the result site. (For the purpose of the contest all games are open source of some kind.)

      --
      People who quote themselves bug the crap out of me -- Me.
    9. Re:Shameless plug for Crystal Space by FortKnox · · Score: 1

      I hate criticising something thats free, so let me start off by saying great project, and making it open source. I can't give enough kudos to you guys.

      Why I wouldn't use crystal space is a rather silly reason. Its just a 3D engine. I want an engine that handles graphics, sounds, communications (game communication) and input. Much like how DirectX and SDL work. What I'd suggest is find an audio, comm, and input engines that are open source and integrate them all together into one giant engine. That way you have one project that handles everything, and I don't have to worry about taking time to plug multiple engines into my project. That way, I spend all my time on the game itself, not the technologies.

      --
      Good quote, too many chars. Seriously, the slashdot 120 char limit sucks!
  12. Was the Tribes 2 Engine any good though? by Anonymous Coward · · Score: 0

    I played T2 a few times and I couldn't really evaluate the graphics/engine quality to any extent because the game was so horrible. From an aesthetic point of view (I don't care about gigatexels or polys or whatnot) how pretty was the T2 engine compared to, say, SOF2/Wolf/JK2/Q3A?

    1. Re:Was the Tribes 2 Engine any good though? by Anonymous Coward · · Score: 0

      Tribes 2 is optimized for large landscapes.

      Quake 3 and derivatives are optimized for small chambers.

  13. Not only THAT engine... by qurob · · Score: 1


    But other games used the Wolfenstien Engine, and a couple of games used the Doom engine, and a bunch used the Quake/Quake II engine.

  14. Wrong model ... by Anonymous Coward · · Score: 0
    ... for Id, anyway, since they neither engage in nor have any interest in distribution, and most other models -- e.g., recovering a percentage of a large number of low-margin products, such as GG -- would be feasible for what is still a small shop.

    Still, there's a lot of useful engines and tools out there for the taking. My favorite (unreleased) engine is the OSX-centric Dim3, which looks like it's going to be a fantastic tool for rapid prototyping. Imagine the workflow benefits of prototyping assets and gameplay without having to stall the pipe waiting for development.

  15. Success? by Anonymous Coward · · Score: 2, Insightful

    I don't see how you can call this a success. The article says that there's hundreds of game projects based on their engine. id Software makes more money selling just ONE Quake3 license.

    Maybe they'll make more once some of these games ship, but I doubt it, considering how small of a percentage of games are profitable.

    1. Re:Success? by topham · · Score: 2

      Thats probably exactly what they want, hopefor. They want the next hit, while iD limits the engine to those with purpose (money/ thought out project, etc) these guys are throwing it against the wall and seeing what sticks.

      For good or bad. The downside? It could mean their name gets attached to some really bad games.

      If they are smart they will publish those they think aren't very good under a different name.

    2. Re:Success? by ShaggusMacHaggis · · Score: 1

      I believe the profits are split 50/50 between the developer and garage games (i could be wrong that that). If that is the case, and someone makes "the next hit" using this engine, 50/50 is quite good. (really good actually). I believe the normal split is 20/80? (80 percent going to publisher) ? I could be wrong on that. It might be more like 30/70

      If I remember correctly, Sierra actually gets first dibs on all games published using the Torque engine. If sierra doesn't want to publish it, then the developer can go out on their own.
      (or maybe next is through Garage Games, then after that they can go out on their own, not sure)

    3. Re:Success? by nelsonal · · Score: 1

      They have the rights to publish games under their engine, that doesn't mean that they can't sell those rights, or leave them unpublished if the game is so crappy that it would reflect badly upon the publisher.

      --
      Degaussing scares the bad magnetism out of the monitor and fills it with good karma.
    4. Re:Success? by joshsisk · · Score: 1

      If they are smart they will publish those they think aren't very good under a different name.

      If they don't think they are good, they probably won't publish them.

  16. Makes Sense by siskbc · · Score: 2, Insightful

    Actually, the suggestion makes sense.

    1. THe value of the Quake III engine will drop dramatically when the Doom III engine comes out.
    2. id would get an easy way to increase their market share as a publisher. What better way than to tempt gamers with a free (or nearly free) engine?
    3. Would keep the company who made Tribes from doing the above. Which would you rather use - QIII or tribes engine? Which sounds more prestigous on the promo?
    4. Would be a great talent "minor-league" - virtually give the engine to anyone and it will encourage new up-and-coming developer teams, who will work with id.

    All in all, there would be a number of advantages for id. QIII won't be worth as much in a year or so, why not do it?

    Admittedly, I doubt they will. Companies have a kneejerk reaction to giving anything away, especially something they're selling for $250,000 now.

    --

    -Looking for a job as a materials chemist or multivariat

    1. Re:Makes Sense by Anonymous Coward · · Score: 0

      3. Would keep the company who made Tribes from doing the above. Which would you rather use - QIII or tribes engine? Which sounds more prestigous on the promo?

      Tribes, in a half a heartbeat. The V12 engine has far better support for terrain geometry (albeit, at the cost of Quake2-level interior geometry). It's easier to script for, too.

    2. Re:Makes Sense by Anonymous Coward · · Score: 0

      3. Would keep the company who made Tribes from doing the above. Which would you rather use - QIII or tribes engine? Which sounds more prestigous on the promo?

      Well, the engines aren't even comparable. The tribes engine is meant for huge outdoor landscape maps while the Quake3 engine is primarily meant for indoor rendering.

      You could spend time hacking up the engines to get the best of the other world but then again why did you just shell out $$$ for the engine?

    3. Re:Makes Sense by joshsisk · · Score: 1

      They've already released the Doom and Q1/2 engines, so why do you think they won't eventualy do the same with Q3?

  17. Apples and oranges... by levik · · Score: 3, Insightful
    I'm sure Garage Games would be more than happy to lisence its engine to peple for $250,000. The only problem is, they know full well that for that much money, a company can go out and get themselved the Q3 engine, and nobody would look at their offering, because "everyone knows Quake3 is the best".

    So the chose this alternate model. The $100/developer model will probably not work too well for iD, who offer the services of John Carmack for a day to all lisencees, as well as a lot of email support, etc. Would it be worth it for JC to make a trip to teach 4 developers to use the engine, get $400 in return, and then have the game cancelled in developement?

    Besides, iD doesn't really do publishing. They publish through GT Interactive as far as I recall, so this revenue stream is not viable at all.

    --
    Ñ'
  18. Tribes 2 vs Quake III engine by ShaggusMacHaggis · · Score: 5, Informative

    Remember, the Torque engine is based on the Tribes 2 engine, but includes many more fixes and tweaks. IMHO, The Torque engine is right up there with Q3, and in some cases better. When is the last time you have seen the Q3 engine render true outdoor scenes, complete with terrian, and not enclosed in a "box"?

    The torque engine also has amazing networking code. Even if you hated the Tribes games, they have always had the best networking code out of any multiplayer game out there.

    GG have also been contracted out to finish the final Tribes 2 patch. Apparently they are getting something other than money in return for doing the patch. Perhaps rights to use certain code from the Tribes 2 engine (Sierra made them take out some code from Tribes 2).

    Rumors are that GG has been contracted out to do the next Tribes PC game as well.

    1. Re:Tribes 2 vs Quake III engine by baywulf · · Score: 1

      As I understand it, "Return to Castle Wolfenstein" is based on the Quake 3 engine. And there is certainly some beautiful outdoor terrian scenes in that game.

    2. Re:Tribes 2 vs Quake III engine by ShaggusMacHaggis · · Score: 1

      It doesn't have what I consider to be "true" outdoor scenes, because if you notice, there will always be something that blocks your path, like huge "rocks" which really serve as a wall around the entire level. This is not the case in Tribes2. (or Tribes1 for that matter)

    3. Re:Tribes 2 vs Quake III engine by The+Axe · · Score: 1

      RtCW is based off the Team Arena engine, which is an enhanced Q3 engine with support for outdoor terrain. When you license the Q3 engine, you're really getting the Q3A: TA engine, since that is the latest version, and uh, improves quite a bit on the original.

    4. Re:Tribes 2 vs Quake III engine by Anonymous Coward · · Score: 0

      That might have more to do with the focus of each game.

    5. Re:Tribes 2 vs Quake III engine by KewlPC · · Score: 1

      Actually, there is no Q3:TA engine.

      The changes made for Team Arena (such as the terrain engine) were put back into the Q3 engine proper. Anybody with the latest version of plain old Q3 can do outdoor terrain maps just like in Q3:TA.

  19. Support by Anonymous Coward · · Score: 2, Insightful


    I think the price differential buys you one very important thing: support.

    Do you think Garage Games is going to help every $100 USD developer out there, much less address any bugs/changes initiated by that developer?

    I know developers who licensed the Unreal and Quake engines got direct support from the developers, as well as successive version with bug changes and feature additions.

  20. take two good 3D engine programmers about a week. by Anonymous Coward · · Score: 0

    Bang!

    There's the starting gun. You've got two weeks, on your own. Tell you what, we'll cut you some slack. How about three weeks, then.

    Slightly more seriously, how about positioning the Q3 engine against some others for features and performance. How about Crystal Space, for instance?

  21. A better idea... by Linuxthess · · Score: 1
    Some of you guys mentioned that ID isn't a publisher, and doesn't want to get into the business. I agree totally.
    ID should GPL out the 3D engine for a pittance to developers, and demand royalties when it's published!
    They don't get the lump sum of 250K, but let them take a nice 10%-20% of every game published, and they'll be alright.

    -----

    --

    I sig, therefore I was.
    1. Re:A better idea... by Wabin · · Score: 1

      Umm... then it would not be the GPL. Time for a primer on licensing...

      --
      Most exciting phrase in science: not "Eureka!" but "Hmm... That's funny..." -Asimov (abridged for \. limits)
    2. Re:A better idea... by DrVxD · · Score: 2

      > They don't get the lump sum of 250K, but let them take a nice 10%-20% of every game published, and they'll be alright.
      That isn't what id do. The Q3 license is based on a $250,000 against 5% of royalties. So they take 5% of the game, with a MINIMUM of $250,000. Remember, Carmack has a collection of exotic cars to feed (and more power to him!)

      --
      Not everything that can be measured matters; Not everything that matters can be measured.
  22. First off. by Anonymous Coward · · Score: 1, Interesting

    iD Software aren't publishers, and they've shown no interest in becoming publishers. iD Software is essentially John Carmack, and that means iD Software is all about the Engine. Period.

    Secondly, they've already licenced the Quake III Engine to who knows how many developers, if they turn around and start selling the thing for $100, the lawsuits will come flying fast and furious.

    Third, there's no WAY Carmack will ever consider releasing the code to the engine until all of his licencees have released their games based on that engine. He's said as much on numerous occasions.

    Fourth, that $250,000 get's you alot more than the engine. It get's you access to Carmack, and as I recall, he (and iD Software) will help them implement up to two engine features exclusive to their product.

    Fifth, there's no need to do it at all, you already have all kinds of tools released to do major modification work with the engine. The only thing you don't have is the engine source code, which apparently does have value, since they can charge $250,000 for it, and they're not having any trouble selling that.

    Sixth, they've already got a great talent "minor-league", it's in all the Mod Developers, and level designers already working with the QuakeIII Engine, and the Tools already released, and it's been working pretty well for them, and other developers too, for that matter.

    So there is no compelling reason for them to make this about face on the engine licencing issue, what they are doing now, serves them quite well.

    1. Re:First off. by martyn+s · · Score: 1

      There's no way anyone could sue ID software just because they changed their business model and lowered prices.

    2. Re:First off. by Anonymous Coward · · Score: 0

      Most of your points are more relevant for the top-tier engine in id's aresnal. This will soon not be the case for QIII.

      Obviously, id isn't a publisher...now...this is more of a "could do" not "will do." A lot of musicians form their own labels, why not game developers?

      Engine w/o source code ain't much to build a game on, and Mod Developers haven't really ever been known to take the next step and start putting out games.

      Obviously the people who make Tribes think, and I tend to agree, that with better tools people other than the "big boys" could make some decent games.

      As far as lawsuits, there's nothing that says that I have to sell the same product to everyone for the same price. Besides, as you say, some of that $250,000 is getting Carmack, which you won't get, I presume, for $100.

      Consider this scenario. A company (id, whatever) makes the source to the engine available. Some group makes a decent, if raw, game with it. They come to id, id likes it, id backs them and gives them some resources to polish the game, id releases it. At this point, id has little really invested in the game, and since the game is using a slightly older engine, it's going for the $20-$25 price point anyway. If it sells, great, id has a new developer they can throw more resources at for their next title. If not, nothing much lost.

      Substitute whoever for id. It really isn't a terrible idea, and it might break the stranglehold that a few developers have on gaming right now due to a really high financial barrier to entry in the market.

    3. Re:First off. by Anonymous Coward · · Score: 0

      There's no way McDonalds could get sued for advertising "100% beef" by somebody who assumed that "100% beef" == "very good for you so eat 7 per day"

  23. Real World by Anonymous Coward · · Score: 5, Interesting

    Welcome to the Real World... where professional programmers have to fill out all kinds of paperwork and attend all kinds of meetings.

    Just getting the features of such an engine approved takes months when you are doing it for a large corporation. Even a small company would require enough paperwork to take up a week or 2. Lets say these programmers make $80,000 a year.

    The first month is all in "feel good" meetings and move-ins and proceedures and such.

    Lets say that this company is using ISO 9000, ok...

    Requirements. The clients (in this case the company) meet and gather the artists/programmers/so forth. They discuss what the game should do, physics, characters, so forth... to the degree that it will affect the engine. They go to buttloads of meetings for a couple of months.

    Specifications. The file formats, the colors, the network protocols... This happens AFTER requirements, and since it's a group write, it takes a while too.

    Design/Implement. Yeah, this would be quick and easy, but you need documentation for everything. You need to get everything approved by higher ups.

    Re-Implement. Artist A needs feature B that wasn't mentioned in the requirements or specs.

    Document. Before anybody can use it effectively, you need them to know what it is. This takes a long time.

    Just the MEETINGS required to start programming take more than a week if you're going to sell it. Now, if you're in your house and know exactly how you want EVERYTHING before you start, a week is probably more than fair. Profesional programmers in the environments that ID is selling to? You can't write an engine for what they're selling that for.

    1. Re:Real World by RickHunter · · Score: 3, Insightful

      Well, your figure there puts development of the game engine alone at, what, six months? Now, look at it from the point of view of a company making a game. That's six months where they can't use screenshots to feed a hype machine. That's another six months tacked onto their release date. Another six months for their chosen technology to become obsolete, another six months for someone else to beat them to market.

      Don't you think trimming those months off the start of the development cycle is worth $250,000? They apparently do. And that's not even considering the publicity from being able to say "we use the Quake 3 engine!"

    2. Re:Real World by Anonymous Coward · · Score: 0

      There are video game companies that use ISO 9000?!? Can you point to one, 'cause that concept floors me...

    3. Re:Real World by Anonymous Coward · · Score: 0

      My point was that cost/benefit favors buying the engine.

  24. Other Engines by LightningTH · · Score: 2

    There are other engines like Genesis3D which is open source and free.

    Destiny3D is in development (suppose to be going to beta in the next few months) but is only $40 and is being written to compete with things like Quake 3 and Doom 3. Of course I'm a bit one sided due to being on the development team.

    1. Re:Other Engines by logicvice · · Score: 1

      The Nebula Device is another open source realtime 3D game/visualization engine.

  25. on teh cheap? by Anonymous Coward · · Score: 0, Funny

    Whaaaa??? And give up the "$250,000 XCOPY"???
    Then I'd have to give up my 10 Ferarris and 7 Vipers and 17 C5's and my 8000 square foot house where I live alone (well just me and the bevy of chicks I keep around).

    How can you even ask that of me????

  26. Translation...... by smileyy · · Score: 5, Funny

    I'd like to license the Quake III engine because it rocks, but I'm too much of a cheap bastard to do so. Maybe if I post that on /. id will magically change their economic model for me.

    --
    pooptruck
    1. Re:Translation...... by p3d0 · · Score: 1

      Yup. This has to be the dumbest question I have ever seen on this site. "Why does ID charge $250,000 when they could charge $100?"

      --
      Patrick Doyle
      I mod down every jackass who puts his moderation policy in his sig. Oh, wait a sec....
    2. Re:Translation...... by Chan · · Score: 1

      I thought the point of the article was to suggest that id go with the $100 per plan instead of GPL at the end of the Q3 engine's life. That actually seems like a step backwards for a company that is cool with releasing its old sources under GPL.

      --
      (nil)
    3. Re:Translation...... by p3d0 · · Score: 1
      Then how do you explain this?
      Instead of waiting 2 more years and GPL'ing the full source, why not license it for cheap after Doom III comes out, then GPL later?
      --
      Patrick Doyle
      I mod down every jackass who puts his moderation policy in his sig. Oh, wait a sec....
    4. Re:Translation...... by Chan · · Score: 1

      Uh, failure to read the whole thing? %-) I realized this right after I posted and looked back up at the article... Oh well.

      --
      (nil)
    5. Re:Translation...... by p3d0 · · Score: 1

      LOL. Been there.

      --
      Patrick Doyle
      I mod down every jackass who puts his moderation policy in his sig. Oh, wait a sec....
  27. The really disappointing reality of GPL Quake by jvmatthe · · Score: 5, Insightful

    Often the free software development model is criticized for simply rebuilding what has been done already. And I feel that the release of the Quake engines and DooM engines have exemplified this very inadequacy.

    I had hoped that we would see some really brilliant things come out of the GPL releases of these codebases, and, in reality some very good, cleaned-up clients have been developed. I certainly enjoy the mouselook, higher resolutions, and enhanced levels that have been developed from the DooM engine (see DooMWorld to see the kind of stuff that's out there). The improved QuakeWorld client I'm aware of is pretty nice. And Q^2 has a good Quake 2 client.

    But these are just the obvious extensions of what was already done. The community now has (for the most part) all the source and tools that went into making Half-Life, the most successful game to come out of all of these codebases. Yet, to my knowledge, no project has arisen from the community to mold the next such game. How about another story-driven game that people would compare to Deus Ex? Or an all-out action game in the same vein as Soldier of Fortune? Or how about a freaking free software teamplay game that we compare to Counterstrike so that Linux users can play a team-oriented online FPS using free software only and not rely on WINE or WINEX? Or meld two free software projects and connect a Z-machine interpreter with the Quake engine and make a text-command driven story with a 3D view of the action?

    These are things that would demonstrate just how momentous and visionary the release of the Quake source under the GPL was. Yet, all the community has managed to come up with is Quake++.

    People slam my posts for being negative lately. That I'm ripping on people that have done good work. That's fine, I've got the skin for it. (Try USENET...) I admit that some really find refactoring and coding has gone into redoing the Linux Quake clients. But really, I hear plenty of bitching about how Linux (and other free OS) don't have good games and don't get the attention of the big game companies. Yet, when empowered to do new and exciting things and to make your own games, the group is content to simply recompile Quake for the Zaurus and call it a day. That's good work, for sure, but it's not the kind of work that's going to move free software forward and make it the kind of interesting world that non-free software people take a real interest in.

    Again, I'm not making a judgment about the quality of the work that has been done. It's great. But now that you have the best raw materials from John Carmack, can we see real creativity out of the free software gaming world? (FWIW, I think CrystalSpace has done a good job of attracting some interesting new development.)

    1. Re:The really disappointing reality of GPL Quake by tsaotsao · · Score: 1

      I think it's asking a lot to expect that GPL first person shooters would be innovative when even commercial first person shooters are derivative and boring.

    2. Re:The really disappointing reality of GPL Quake by back_pages · · Score: 1

      Counterstrike is trash. Unreal Tournament runs on Linux, though I'm not sure if you can still get a copy of it. At any rate, Infiltration is reality FPS as they should be. Aim with the gun, not a video game crosshair. No running around like you're on cocaine. Weapons fire where they are pointed. It's a community driven project and as far as I know, open source.

    3. Re:The really disappointing reality of GPL Quake by Bozovision · · Score: 1
      Yet , to my knowledge, no project has arisen from the community to mold the next such game.

      Do Counter-Strike or Day of Defeat mods count? Personally I think both are better than Half-Life because they have real-people and I've been addicted to them for the last 8 months.

      Jeff

    4. Re:The really disappointing reality of GPL Quake by robson · · Score: 2

      jvmatthe: I see what you're getting at, and agree for the most part, but I wanted to take issue with one bit:

      How about another story-driven game that people would compare to Deus Ex? Or an all-out action game in the same vein as Soldier of Fortune?

      Deus Ex took professional, full-time game developers 3 years to make with a licensed engine. Solider of Fortune took (I believe) about 1.5 years with a licensed engine.

      High-quality single-player content is incredibly time-consuming to produce. I'm not saying good single-player games can't/haven't/won't come from the community, but it may be unreasonable to expect professional-quality, professional-length single-player games from folks who don't have the resources to work on them full-time. (But hey, feel free to prove me wrong! :)

    5. Re:The really disappointing reality of GPL Quake by Anonymous Coward · · Score: 0

      You make some excellent points (and also propose some fantastic ideas--I like the z-machine idea myself).

      However, in fairness, there's a couple of things to remember:

      (1) As someone else posted, gaming in general seems to be in some sort of innovation lapse. I too would like to see more interesting games come out of community projects, where people are presumably more free to experiment (c.f. a early story about the indie game jam--interesting stuff). However, if I'm disappointed that the community isn't developing these things, it's probably because the commercial game dev world isn't providing the innovation either. True, there's some innovation, but it seems to be progressing at a snail's pace. I don't know that I can fault the community for not producing games when commercial games aren't much more innovative.

      (2) Even having said that, I would argue there is innovation and experimentation, but it tends to be of a particular sort, that's highly technical and oriented toward graphics, engine internals, UI, and the like. Things like Blueprint Quake, Java Quake, pencil-shaded FPS, and so forth and so on fit into these categories. The experimentation is more with the visual arts and technical components, and I'd say it's not too shabby in that regard. It's not too surprising, either, seeing as how (1) obsession with graphics has saturated gaming criticism and evaluation, and (2) most people I know who are interested in participating in open-source game development are compsci students who are interested in comp graphics: engine design, nuances of various graphics programming techniques, etc. The people who get involved with open-source gaming generally don't seem interested in genre innovation, they're interested in innovating technical things like execution speed, UI, display quality, and so forth.

      (3) The open-source gaming community seems incredibly fragmented to me for some reason, much more so than other open-source communities. Check out the number of games projects under sourceforge, for example. I'd argue that one of the reasons you don't see more progress in open-source gaming is because it's just so damn difficult to identify whether or not what you're thinking of is related to something someone else is doing. So everybody ends up doing their own thing, rather than cooperate, and nothing gets done.

      I guess that overall, I agree with you and also am amazed that people haven't taken the Quake engines and applied them more to radically new genres, like adventure gaming, tactical FPS, RTS, and so forth (again, however, c.f. things like the indie game jam). However, I'm also amazed at how messed up the gaming community seems to be in general, and aren't sure that I feel any more dumbfounded about open-source game dev than anything else in gaming.

    6. Re:The really disappointing reality of GPL Quake by Drakker · · Score: 1

      One of the main problem slowing the pace of open source gaming is the lack of artists. Very few artists are technical enough to know about linux/open source/free stuff in general. Beside, artists get out of school thinking they're gonna be paid millions, its very hard to convince then to work for free on an open-source project that runs on an OS they probably never heard of.

    7. Re:The really disappointing reality of GPL Quake by Drakker · · Score: 1

      How about Urban Terror? (urbanterror.net) It's way more advanced and realistic than counter-strike will ever be, and it runs on linux, provided you got a copy of Quake 3. Oh, and its fun and doesnt include the 99% cheaters proportion you got used to while playing counter-strike.

    8. Re:The really disappointing reality of GPL Quake by Patoski · · Score: 1

      The community now has (for the most part) all the source and tools that went into making Half-Life, the most successful game to come out of all of these codebases. Yet, to my knowledge, no project has arisen from the community to mold the next such game.

      The real secret why there hasn't been an Open Source game as stunning as half life is one that all Open Source game developers know.

      Artists that are willing to license their material under the GPL or a similar license are very rare.

      Talented and experienced artists are difficult to find but doubly so for Open Source/Free Software projects. Artists have been conditioned to be paranoid about their work and aren't easily swayed over to the GPL as the benefit to themselves is not readily apparent (as very few people are currently sharing art with them). Also, factor in that the tools needed to created high quality 3D content often run into the thousands of $'s and you have another limiting force on the available pool of artists (this seems to be changing slowly). This is why there are amazing 3D engines like CrystalSpace and OGRE to drive content but you see comparatively few games built on them with production values as high as commercial game offerings.

      I've been trying to bootstrap an effort by the WorldForge project to provide a GPLed/FDLed repository of art, music and sound effects. We have a very good start and some high quality media but more is needed if we're to have a thriving indie gaming scene any time soon.

      --
      G. Washington on Government "it is force. Like fire, it is a dangerous servant and a fearful master."
    9. Re:The really disappointing reality of GPL Quake by jpt.d · · Score: 2

      That is in reality just a Unreal mod.

      --
      What we see depends on mainly what we look for. -- John Lubbock Now search for that bug slave!
    10. Re:The really disappointing reality of GPL Quake by joshsisk · · Score: 1

      I think the problem (if you want to call it that) is that, generally, any time talent emerges from the community, they get hired by a games company.

      This is fine with me, since that talented individual gets to make games and gets paid.

    11. Re:The really disappointing reality of GPL Quake by stubear · · Score: 3, Informative

      I think you should go through design school before you speak for the lot of us. I believe there is a VERY small minority of designers who truly believe they will have the impact of Paul Rand, Jan Tschihold or Saul Bass. The rest of us just don't like our work being ripped off by a group of people who lack talent to truly appreciate or understand our work. Being a graphic designer or artist is not about being able to use Photoshop, it is being able to communicate with visual and/or typographic elements.

      Now, this is not to say that we won't get involved with OSS projects. In fact, I am currently the project lead for the OBOS creative design team. I've developed some ideas for a new GUI for the OS and am currently in the process of coming up with some new methods for working with a computer through a GUI. I'm donating my time and effort, not because I want to give the OSS community graphics they can rip off but because I have skills this project (and many other OSS projects frankly) could use. I also want to test out some ideas I have in GUI design and I can't do that without a project such as this. Since I don't program and none of the programmers can design this is seemingly a win-win situation for this group.

    12. Re:The really disappointing reality of GPL Quake by Drakker · · Score: 1

      "The rest of us just don't like our work being ripped off by a group of people who lack talent to truly appreciate or understand our work."

      So, basicaly, youre saying that contributing to an OSS project is like giving away your work for free to a lot of people that will use it for their project? Yes, thats the way OSS works too. I dont see whats wrong with that either, code is an art form too, so why is it okay to release code for free and not graphical art?

      "Being a graphic designer or artist is not about being able to use Photoshop, it is being able to communicate with visual and/or typographic elements."

      Yes, I totaly agree with you on that point, thats a very hard challenge, though I wont go anywhere photoshop when I draw, I know that it takes a lot of talent and practice to express stuff with a pen and paper. Though I would never ever call myself an artist...nor is it my goal in life, it's just a hobby that I learned by myself. (I'll say it again: I'm not an artist). Though, if I had the talent a few of my friends got, I'd sure contribute to a few games. Too bad they dont understand the principle of OSS and sharing.

      "Now, this is not to say that we won't get involved with OSS projects. In fact, I am currently the project lead for the OBOS creative design team. I've developed some ideas for a new GUI for the OS and am currently in the process of coming up with some new methods for working with a computer through a GUI. I'm donating my time and effort, not because I want to give the OSS community graphics they can rip off but because I have skills this project (and many other OSS projects frankly) could use. I also want to test out some ideas I have in GUI design and I can't do that without a project such as this. Since I don't program and none of the programmers can design this is seemingly a win-win situation for this group."

      All I can say is go ahead. Thats great. But I dont understand the part that says "I'm donating my time and effort, not because I want to give the OSS community graphics they can rip off"... if you give it away, how can they rip it off?

      But frankly, its too bad that you are a part of the very small minority of artists/designers that ever heard about OSS and that is willing to contribute one way or another. Maybe you can give a clue to your fellow artists? :)

    13. Re:The really disappointing reality of GPL Quake by stubear · · Score: 2

      So, basicaly, youre saying that contributing to an OSS project is like giving away your work for free to a lot of people that will use it for their project? Yes, thats the way OSS works too. I dont see whats wrong with that either, code is an art form too, so why is it okay to release code for free and not graphical art?

      I never said one way or the other whether it was ok to release code or not. I find that the debate to use an open or closed license ridiculous and to villify one group or company for using a license you disagree with to be even more absurd.

      What I did say is many OSS proponents do not fully appreciate what it is I, and others inmy profession, do. I am a graphic designer with experience and knowledge in GUI design and when I tell a programmer, that clearly lacks skill as a UI designer, their application needs to be better designed from a user standpoint I expect them to listen and not aruge.

      If the OSS community wants designers to help, they are going to have to make concessions. This is for pratcical reasons as much as respecting what it is designer do. How would you as a programmer feel if someone else mangled your code beyond belief and you were blamed for it? If someone knows I designed a UI and someone else comes along and mangles it for their own purposes, it is very likely that my name will be associated with it in a negative way. I now have to become proactive in defending the original work I did and claiming no relation to the mangled work. Believe me, it's a mess and yes, it has happened to me both on a professional level and on work I have done for myself.

      But frankly, its too bad that you are a part of the very small minority of artists/designers that ever heard about OSS and that is willing to contribute one way or another. Maybe you can give a clue to your fellow artists? :)

      I think programmers need as much a clue as designers do. Many don't want to contribute because our advice is often times not heeded and when it is the implementation is half-assed. I would argue that programmers need to grow up and learn that they might know how to code but they don't know everything there is to know about designing an application :)

      My apologies if this sounded argumentative and reporachful, this was not my intent. I'm writing this quickly and have not taken enough time to thoroughly consider my answers. Consider this a rough draft that I would be happy to clear up if you want to take the time to hunt down my e-mail through the OBOS project, perhaps take a peek at the work I have done already.

    14. Re:The really disappointing reality of GPL Quake by Anonymous Coward · · Score: 0

      Opportunity - DOD/CS clone based on the released ID code.

    15. Re:The really disappointing reality of GPL Quake by Anonymous Coward · · Score: 0

      You're right and I think the best avenue to explore is multi-player, because you don't need a plot.

    16. Re:The really disappointing reality of GPL Quake by Anonymous Coward · · Score: 0


      First, the quake 3 source is already out there and available. you can download it and tweak it to your hearts content, but you can't profit from it. For that you have to get the license.

      Second About a year ago, quake 3 was licensed differently, I think it was $350,000 + a percentage royalty. I think the accounting headache and overhead of trying to figure out how many units others sold made them abandon the royalty concept and take the flat fee.

      Third, there is a new network game based on Q3A that's like the next counterstrike. It's called urban terror (www.urbanterror.net) and is fast growing in popularity.

      I suspect UT will be the next community built game that goes legit and turns a profit (like counterstrike did).

      Finally, quit all your bitchin people. very RARELY has the open source community created anything that was better than it's corporate driven counterpart. Is Linux really "better" than Mac OS X which is also built on unix? Is it really superior to windows XP (bill gates hatred aside)?

      Is GIMP better than photoshop? The answer to all is no, they are not better. That doesn't mean that they're worse.

      I have a snekay suspicion that cheapness motivates a lot of the behavior in the open source community. People don't want to pay for photoshop, and set out to build a free version of the same thing. It obviously requires skill, but that skill could have been used to develop something new, that has never existed before.

      Back to Q3, we all know it's an awesome game engine, and that the open source alternatives, while good, can't compare. Who cares if it has a feature that Q3A doesn't have? It obviously wasn't so hard for the makers of wolfenstein to turn a multiplayer only game into a single player one, with better graphics, etc. If your serious about making a game, meaning that you hope to sell 500,000 copies at $50 apiece, who cares about $250,000? That's peanuts. The only people who care are the people who like to noodle around and waste time instead of being productive.

      Sheesh. Oh, yeah, one more thing, Tribes blows, "better than quake 3"? Yeah, maybe if you're a mental case or a drug addict, or both.

  28. Whatever by Anonymous Coward · · Score: 0

    I can't wait until school starts and you have to go back to class. Your statements are juvenile dick-waving, and completely false.
    I'm sure you have implemented a next-generation game engine that is better than Carmack's. So let's see it. Oh, and where is your Ferrari?

  29. Your not just paying for a license..... by Kelsur · · Score: 1

    Im currently part of a dev team and we are planning on making a game using the d3 engine when it comes out, we were originally thinking of purchasing the q3 engine to use for the game but decided to put it off.

    This is why ID can charge 250k for their enging. First of all you are not required to publish the game with ID which is all the better because if you were forced to do that then it would be difficult for a game development company to break into the industry. Second you are not buying license to the engine you bought the entire engine. This means any changes you make in the engine do not have to be given to ID when your done and after all of your development if a company wants to license out their new modified engine to other companies they have the full rights to do so. ID allows this because they believe doing this will allow companies that have bought the engine from them to raise the money to buy the next engine and develop a game from it when comes out.

    Ive worked with several games for mod development and I can say that ID probably does the most to support the community that develops for their games. They have provided full documentation for their shader system and their editor for q3 while most other games have half-ast documentation at best. Not to mention that 250k buys you a full day with all of the ID staff in question and answer sessions about anything in the engine.

    A final point is that ID has been in the industry from its conception so you know without a doubt you are getting a product from a company which has been around for a while and will continue to be around for a while to come.

    1. Re:Your not just paying for a license..... by The+Axe · · Score: 1

      Remember, id isn't a publisher at all; I think Q2 and up have been published with Activision. You probably have to find your own publisher for the game.

  30. Dear Mr. Carmack: by FreeLinux · · Score: 5, Funny

    As you can see from this long list of postings, you are not running your business correctly. Your apparent success is obviously just an illusion. Since you are an engineer we can certainly understand that you may have mis-interpreted your success as being success. After all, you cannot be expected to be both an engineer and a shrewd business man.

    We strongly recommend that you abandon your present business practices and adopt one of these recommendations. The most prevalent recommendation is that you stop charging for your work and give it away. At the very least you should discount the price of your work so that it is in no way profitable. Since this is supposed to be a majority rule society, it is obvious that you must adopt this strategy.

    This recommjendation is in spite of the fact that the majority of the recommendations come from people that have no record of success to demonstrate the validity of their recommendations. Indeed, most of these recommendations come from people who have no business experience beyond a high school business class and certainly have never been in the position of running a successful company.

    None the less, it must be painfully obvious to a person of your intelligence that you must change your business policy immediately. To continue with your present practice is obviously folly.

    Sincerely,

    The community.

    1. Re:Dear Mr. Carmack: by Kelsur · · Score: 1

      You do realize that John Carmack is not the CEO of this company and he is exactly what you said an Engineer. While he has a say in the price of the engine he does not have sole say in its price.

    2. Re:Dear Mr. Carmack: by Anonymous Coward · · Score: 0

      "You do realize that John Carmack is not the CEO of this company..."

      Ummm... Close enough:

      http://www.idsoftware.com/business/home/team/

    3. Re:Dear Mr. Carmack: by Colin+Bayer · · Score: 1

      You do realize that your sarcasm detector's broken?

      --
      Want Linux games? HERE.
    4. Re:Dear Mr. Carmack: by Anonymous Coward · · Score: 0

      omfg.

      HAH!

      I really really really hope you don't get modded flamebait or troll for that.

      Please continue the mocking. ;)

    5. Re:Dear Mr. Carmack: by Anonymous Coward · · Score: 0
      Carmack is a nigger. And so are you, jewboy.

      Too many jews, not enough gas ...

    6. Re:Dear Mr. Carmack: by Anonymous Coward · · Score: 0

      You do realize he was F'ing KIDDING, right?!

    7. Re:Dear Mr. Carmack: by Wolfier · · Score: 2

      Sidenote:

      You do realize that Bill Gates is not the CEO of Microsoft and he is exactly what you said an Engineer....oh well

  31. $250,000 in perspective by Junks+Jerzey · · Score: 3, Insightful

    A typical A-class game costs 3 to 10 million dollars to develop. I'd say that 3 million is too low a figure in today's market, though it was typical several years ago. Let's say 4 million is a base figure. $250,000 is 6% of the total budget. That's it. Six percent.

    I'm not saying that the Quake III engine is state of the art, or anywhere near the only choice out there (frankly, it's the only engine that most gamers know about), but in the overall scheme of things, $250,000 isn't that much.

    The engine, of course, is only maybe 20% of the work required to make a game. Fanboy-types refuse to believe this, but it's true. Art creation is much more time consuming, for example. And there's lots and lots of coding that has nothing to do with the core engine. I'd estimate that graphics-type code is maybe 10-15% of a typical game. For complex games that are less gameplay-shy than Quake, this could easily be under 5%. The reaction to that is usually "But what else is there besides the graphics?" which is greatly amusing to those of us developing games for a living.

    1. Re:$250,000 in perspective by Sycraft-fu · · Score: 2

      In many cases liscencing an engine from another company, be it the newest Quake engine, Unreal engine or whatever, can actually end up SAVING money. It very well may cost more than the quarter million or however much that particular company wants to try and develop your own engine with similar features, speed and stability. This is doubly true if the company working on the game is mainly designers/artists/msuicians and only a couple programmers.

      Besides, this is a capatalism wer are working in here, if the quarter million for the latest Quake engine is too much, well people will stop buying it and Id will have to revise their pricing structure.

  32. Simple answer by coupland · · Score: 2

    I've got a simple answer for you: because id Software doesn't want to be in the publishing business. And unlike LithTech they don't really even want to be in the engine business, they simply take advantage of licensing opportunities when they arise. I'm sure id has known for years that they'd make a killing if they were nothing but an engine and technology company but they've consistently stated that they're a games company and engine licensing is simply icing on the cake. Not that I don't agree with your comments, I just don't think id is the company to work the way you suggest.

  33. Because... by RedWolves2 · · Score: 1

    If you license the rights to the engine and can then publish your work out to market you stand to make more money then to let someone else publish it and rake in the profit.

    It kind of reminds me of the RIAA (Those F&#%s).

  34. Unreal/UT/Unreal II by kin_korn_karn · · Score: 2

    What about the Unreal* engines? They get licensed from time to time, but there's no info about that in this article.

    Technologically the Unreal engines have been superior to the Quake* engines from the start, but they used a different design model (everything is compiled UnrealScript) that makes them a little harder to work with than the old faithful BSP-type engines.

    1. Re:Unreal/UT/Unreal II by Anonymous Coward · · Score: 0

      As much as I like UT, Unreal and Unrealtournament are slow as fucking hell. Unreal did use a "BSP-type" engine.

      You're not just trolling, are you?

  35. Game engine issues by fils · · Score: 1


    What was it, "first class games"? Never even heard of these games that the posting talks about. Sounds like a self serving post, would be curious to know the details of who posted it.

    I don't know if id get's 1/4 million per license but if so it's not too bad for the Q3 A/TA engine (Alice, FaKK2, Star Trek EF and expansion, Medal of Honor (and upcoming expansion), RTCW (and upcoming Enemy Territory), Jedi Knights II, Solder of Fortune II, upcoming Star Trek EF II) have I missed any... read's like a who's who of top shelf games. Of course id get's even more of the take for RTCW and the upcoming Enemy Lines or whatever game as they developed the game and didn't really license it I guess.

    The markets seems to be run by three main players: id, the unreal engine and litchtech (garage doesn't really rate inclusion in this group I feel, others might disagree, but with only tribes 2 as a real top shelf game to it's credit, I don't include it).

    Of these id seems to be the most agreeable to many slashdot types. Using opengl rather than directX, dedicated to cross platform issues, linux server always there, and with the GPL'ing of Quake and Quake II I guess we all look forward to GPL'd Quake 3 some day, though the mod groups seems to be able to do amazing things even without the core source code.

    The split right now seems to be the unreal engine pusing for really high polygon counts and and the new Doom III engine (also to be used in Quake IV I hear) pushing the texture/lighting issues more. Both look really good, I favour the Doom III not only because I like the company, but from what I have seen of both, it has a more cinematic feel to it.

    I suspect both (and lithtech with NOLF and all) will do well as the market for this type of stuff continues to expand.

    Personally, I look for the VRML/X3d stuff to continue to falter and any real succefull 3d matrix esq on-line environment to be born out of game engines like these or perhaps the MMORPG people or the GPL'd projects related to MMORPG work.

    take care

  36. Give it away... I don't understand business... by MosesJones · · Score: 2

    Wow, and Wow again, sometimes the Slashdot community takes the biscuit. Lets examine the facts

    Id as history of producing cool games, licensing the engine, releasing things to open source and... MAKING MONEY.

    They are selling Q3 for 1/4 million dollars a pop. Think of the number of games out there using this, now imagine the customer relations that Id will have if having shelled out all that cash Id release it for free within 6 months, so by the time your game is even halfway through development Joe and Ted are releasing games based on Q3.

    Then Id want to license DoomIII's engine, and everyone says "no f-in way we'll just wait a year and you'll Open Source the f-er" and Id suffer problems and Slashdot posts the "Id is dead" post and all the people who wanted the world for free be-moan their passing and wonder if all of the games will now be free.

    Business is about money, if Id can shift it for $250,000 then let them, if Tribes could then you bet they would. Also Id aren't a publisher so that model doesn't work anyway.

    AAARRRRGGGGGGHHHH sometimes the bone-headedness of the "it must be free" lobby makes me scream.

    If you want to be free then work for free and live off dust bunnies. I'd prefer to have a roof over my head.

    --
    An Eye for an Eye will make the whole world blind - Gandhi
    1. Re:Give it away... I don't understand business... by Anonymous Coward · · Score: 0

      id, like BSD, is dying.

  37. apples and oranges by Anonymous Coward · · Score: 0
    don't try and appeal to people with a trollish remark about the RIAA (perhaps though, you are trying to convince yourself). This business model is sound for many reasons, but best of all it has the key quality for a free market... CHOICE. RIAA, while technically giving (from its member orgs) artists choice is in fact a monopoly organization. Their combined front is less a policing action within than an enforcement agent without to the point that vendors and distributors are actually punished if they do not go exclusively with RIAA. This means that the Mom'n'Pop Recording, inc. does not stand a chance unless it joins the RIAA. However by joining they would be forced to forgoe much of their unique an independent manner of business and service. Perhaps they were more centered around being a fair management service that has a stepped system for allowing the artist to either sell all (as is the norm now) or only sell rights for certain songs, or perhaps just a particular time.... or even better a straight percentage deal so that both get an equivelent benefit depending on the sales. Now Mom-n-Pop Inc. cannot do that in the RIAA.

    If McDonalds starts charging more for fries, then I guess I either pony up the cash or go to someone else. My rights and liberties have not been infringed and I have enough integrity, courage and honor (not to mention logic and reason) to not find some way to force them to lower their price outside of competition.

    1. Re:apples and oranges by RedWolves2 · · Score: 1

      Thanks for the offtopic replay, mr. RIAA Spokesman.

      I like Wendy's fries better anyways.

  38. Devaluing the engine by Anonymous Coward · · Score: 0

    If fanboys get hold of the engine cheaply and use it to make a pile of lame games, won't that devalue the big sticker on the front that says "made with quake three"?

    By charging a load of cash for the engine, it ensures that only the pros can afford it, and that quality is ensured and id don't get associated with a load of crap.

  39. Re:humpday quiz time! by JudgeFurious · · Score: 1

    1. Red Barchetta from Moving Pictures
    2. Subdivisions from Signals
    3. Working Man from Rush
    4. Closer to the Heart from Farewell to Kings
    5. Tom Sawyer from Moving Pictures

    Try something more challenging.

    1) anarchist reactionary running-dog revisionist
    hindu muslim catholic creation/evolutionist
    rational romantic mystic cynical idealist
    minimal expressionist post-modern neo-symbolist

    --
    Appended to the end of comments you post. 120 chars.
  40. Uh, can't they do both? by Anonymous Coward · · Score: 0

    Can't they sell it for £$250,000 then based upon the merits of ID software, get the game published through them? (perhaps with a discount).

  41. The registration database has this message: by Glock27 · · Score: 5, Interesting
    "database busy, please try back in a few minutes. do not hit refresh it will only complicate the problem, thanks GG"

    Looks like lots of Slashdotters are signing up...I will be as soon as I get the chance!

    What a great looking product for such a low price! I agree with GG that this should lead to some real innovation (for a change) and will also let some new game development stars emerge who wouldn't have had the budget otherwise. AWESOME!

    Also, Slashfolk, don't miss the fact that this engine uses open technologies (OpenGL/OpenAL), is already available on Windows and Mac, and a Linux client is in the works.

    Too cool, I can't wait to get them my $100 so I can start playing... =)

    (BTW on the id issue - give it a rest. I suspect id prefers to not have the support hassles this would entail...id is making plenty of money already!)

    --
    Galileo: "The Earth revolves around the Sun!"
    Score: -1 100% Flamebait
    1. Re:The registration database has this message: by Tom · · Score: 2

      and a Linux client is in the works.

      What are you smoking? I'm working on a Torque project, on Linux, as we speak. The engine has had Linux support pretty much from the start.

      --
      Assorted stuff I do sometimes: Lemuria.org
    2. Re:The registration database has this message: by Glock27 · · Score: 2
      What are you smoking?

      I can neither confirm nor deny that I'm smoking anything. ;-)

      I'm working on a Torque project, on Linux, as we speak. The engine has had Linux support pretty much from the start.

      Er, I read this, which clearly says "Linux server, Linux client under development". Sorry if I got it wrong, I was just going by the website. Its good to hear that the Linux client is further along than that! :-)

      Do the various tools work under Linux as well?

      --
      Galileo: "The Earth revolves around the Sun!"
      Score: -1 100% Flamebait
    3. Re:The registration database has this message: by Tom · · Score: 2

      Do the various tools work under Linux as well?

      Partly. All the built-in tools (level and gui editor, etc) work just fine, of course.
      The external tools (exporters, etc) don't. Then again, it's not much of a loss because they're for windos programs anyway. Most of them should run in wine, though. I know for sure the map2dif one does.

      --
      Assorted stuff I do sometimes: Lemuria.org
  42. Why would I.D. want to publish games? by coene · · Score: 2

    Id makes games, and for each game they make typically licenses the 3D engine for a secondary revenue stream. Id is NOT a publisher, they have Activision for that.

    Id is a small company, and they are very focused on large, time consuming tasks. They make 1 game at a time. Why would they want to publish a bunch of smaller games from people that have no way to pay them outside of royalties? This is a job for their publisher possibly (Activision), but Id doing it themselves probably wouldent make any sense. It would spread their resources too thin and stray from doing the things that makes them 1) Happy 2) Rich. Sounds like a no-win to me.

    The Quake3 engine is still very good technology, used in a lot of up-and-coming games. I dont think they can easily just drop the cost like that. I mean, how would you feel if you paid $250,000 for the Q3 engine last week, and now you can get it for $100? A bit angry?

    This is something Activision may consider doing (if they can work it out with Id). For minimal investment on their part, it makes a lot of sense so long as they have the capabilities to manage it.

    1. Re:Why would I.D. want to publish games? by WitchDrAsh · · Score: 1

      iD don't make games, not good ones anyway, they make engine demos that the community then takes and makes excellant, I have only ever been impressed with DooM, their single players stories sucked ass and the multiplayer has always been much of a much-ness.

  43. cachet of leading the industry by _|()|\| · · Score: 3, Interesting
    It's not like id gets anything from other companies licensing their software OTHER than money.

    Actually, every successful licensee is an advertisement that increases the reputation of id technology. In fact, id has gone so far as to cultivate this in licensing Quake 3: "QUAKE III Arena engine licensees are part of an exclusive club that will remain exclusive because we are capping the total number of licensee companies."

    Effectively, Raven, Ritual, et al. compete, as well as pay, for the privilege of showing off id's latest engine.

    1. Re:cachet of leading the industry by borzwazie · · Score: 2

      In addition to exclusivity, I wonder if id does this to help limit the amount of support they will be liable for. After all, they're not a big company, and probably pretty busy doing their own work.

      --

      "We apologize for the inconvenience."

  44. Re:Why would Id want to publish games? by coene · · Score: 2

    Oops, just realized i used I.D. in the caption (how the hell did I get that?). I really should learn to stop posting slashdot before I've fully woken up :)

  45. Re:Mods by Bush_man10 · · Score: 1

    Modes are an amazing thing. I've played Bid for Power which is a mod for quake II. This game blew my mind away as to what they did with just mods. If anyone remembers the article Making Games Live Longer With Mods posted on slashdot it goes to show that Mods are powerfull things.

    For a hobbyist modding would be great because like you said it's free. Hell even Team Fortress is making money off being a mod. They get to use the Quake engine without paying any fees :)

    --
    "I believe in everything in moderation. Including moderation." -Dean DeLeo, Stone Temple Pilots
  46. Hmm... by Fizzlewhiff · · Score: 2

    Instead of waiting 2 more years and GPL'ing the full source, why not license it for cheap after Doom III comes out, then GPL later?

    If I had code that people were willing to pay $250k for I don't think I'd drop my price any time soon. Especially if it was code that people were going to use to develop a product which will compete with my product.

    --

    'Same speed C but faster'
  47. I know very little about id software by karb · · Score: 1
    But, if I remember correctly, they have somewhere between 15 and 30 employees, and make somewhere between 15 and 30 million a year.

    If id wanted to expand, I'm sure they could. That much money with so few employees means they aren't a pseudo-publisher because they don't _want_ to become a pseudo-publisher. Doing anything other than what they do now would probably involve at least tripling their staff.

    Besides, having tech support for people who've paid you a quarter million and having tech support for people who've paid you $100 are two entirely different worlds. Most people who have 250k to throw around already know what they're doing.

    --

    Jack Valenti and the MPAA are to technology as the Boston strangler is to the woman home alone

  48. Bad Editorial by DrVxD · · Score: 5, Informative

    > From my understanding, the Quake III engine currently licenses for significantly ($250,000 USD) more than that
    Either your understanding is incorrect, or you've misrepresented it. Unfortunatly, most of the posters here assumed you were correct. An overview of the license model can be found at id's website. It's actually a $250,000 gaurentee against 5% of wholesales. (You get much more than the license for that of course - you get all of id's developers for a day long Q&A session too). Alternatively, non-GPL projects can license Quake or Quake 2 for a flat fee of $10,000.

    --
    Not everything that can be measured matters; Not everything that matters can be measured.
  49. Check the real terms! (Was: Re: Not that much) by CandyMan · · Score: 1

    The price is not just $250.000. It is (I quote from idsoftware's own website) $250,000 guarantee against a 5% royalty of the wholesale price for the title. I guess licensees like Soldier of fortune II and Medal of Honor are bringing in much more than a quarter million each.

    --
    http://barrapunto.com/ - News for nerds, en español
  50. Depends on when and where you want your money by Frobozz0 · · Score: 2, Insightful

    This is interesting, because it brings to light the differences in business models. I see the guys at ID software with a much better plan. They don't have to sell the product. The problem with Garage Games method is that there is no guarantee of income, and they have to invest their own income to publish the game. They only make money if the game is a commercial success. The better it does, the more money they make. ID, on the other hand, has a guaranteed flat income.

    This really comes down to marketing leverage. Garage Games is not as large, or well know. In order to increase their credibility and the proliferation of their technology they have to take risks. The benefits can be very lucrative-- but are in no way guaranteed. I think you'll see Garage Games adopt a different model when they become as sucessfull as ID, because most business men you talk to will take guaranteed income as the cash cow any day. But good luck to their in either case-- I love Tribes.

    --
    "Politicians find new names for institutions which under old names have become odious to the people."
  51. Success? by Schnapple · · Score: 3, Informative
    I bought Torque back when it came out (it was called the V12 engine back then). I've gotten sidetracked with other things (my real job and a side business) so I haven't been able to give it enough attention to be able to produce anything with it, but I hope to get back to it soon.

    The article/press release states that they have 10,000 people in their community but it doesn't say whether these people all bought licenses. Anyone can visit the site and sign up for free, giving them forum access (except to the SDK forums). I have no doubt they've sold thousands of licenses to the Torque engine, but not everyone who's a member of GarageGames has licensed it.

    When you get the source you can use the preconfigured projects to build an "example" - a fully working program and some demo levels. It compiles on Linux, Windows, and Mac and for Windows at least you can use Visual C++ 6 (I think Visual C++ .NET/7 also works if you tweak it a bit), CodeWarrior and now MiniGW (which is free). GarageGames for some time now has been saying thet would release a "demo" of the engine, basically the binaries of the example. They've since stated that they want to hold off until Version 1.2, but that hasn't arrived yet (current version is 1.1.2). They do have a demo of Realm Wars, a community project, which pretty much "serves" as the demo.

    The reason the demo is significant is because the Torque engine, like Tribes 2, is heavily scripted. A scripting language powers all the "important" stuff, like game code, to a higher degree than say Quake 3. Having access to the scripting language (the compiler is built into the engine) means you can make more or less a completely different game touching no engine code. The downside being that unless you place in controls or distribute compiled scripts only, everyone gets access to your code.

    If you buy the engine then you're paying $100 for engine code you may never touch. The demo has all the scripts neccessary to make a new game. Of course the downside is that you can't then legally charge for your game or modification, which depending on your idea may be important. Also, if the engine limits anything then you're stuck unless you bought the engine.

    Still, Torque is 1000x better than free engines, cheaper than a non-GPL license for Quake 1 ($10,000 and it's an old engine) and it has lots of neat community features built in (I'd wager a bet that you'd have much more fun with it than trying to talk to Epic about Unreal - GarageGames is more used to newbies - like me).

    Still, I do wonder how it is they're calling it a "success" so far. Don't get me wrong - I love the engine and I love the ethic GarageGames has, but they were thinking it was going to be six months before a game was published - here we are one year later and no games have been finished - and only 2-3 I can name off hand I know of are nearly done. I know $100 x however many they sold is a bit but as I understand it a lot of that went to the lawyers that got the funsies with the Tribes 2 licensing done. GarageGames is the place now doing the final fixes to Tribes 2, so they have that revenue coming in (which, since GG consists of former Dynamix employees, makes sense) but other than that I hope people start finishing some games soon, or else they're going to have problems staying afloat.

    Still, when Tribes 2 came out, many people's hardware couldn't take it. Now the hardware has surpassed it and so now the engine looks and plays really good - the Torque technology is sound and hopefully people get to experience that soon.

  52. [Trolling Stones] nice! by Anonymous Coward · · Score: 0

    full credit! goal!
    I can't go more challenging for two reasons:
    1) I called it the radio station staples version, so I only list lyrics from songs constantly played on the classic rock station here.
    2) I don't really know any more challenging songs. I don't have any Rush albums, so those lyrics are all from memory.

    I have a good one for tomorrow. It's not Rush, but it's definitely not easy.

  53. release it then by Twister002 · · Score: 2, Insightful

    If your game engine that you threw together in a weekend, that I'm sure has support for all video cards, works so great. Put it up for download so we can look at it.

    I'm sure it's 100% bug free of course.

    Why not spend ANOTHER weekend and work on the network engine, physics engine, or model support? Whip out an AI over lunch.

    --
    "For a successful technology, honesty must take precedence over public relations for nature cannot be fooled." -Feynman
    1. Re:release it then by jtdubs · · Score: 2

      Yes, it does support all video cards. All video cards that support OpenGL 1.3. Which abstracts away the problem of supported video cards.

      Networking, Physics and Model support are more complicated problems. There is no standard way of implementing Physics and Models. There are many competing ideas for models. Some prefer skeletal animation. Some do keyframe stuff without skeletons. Either way, this stuff is relatively difficult and there is no standard "one way" to do it.

      Physics has never been done well in a game. The most I've ever seen is BASIC rigid body dynamics with connection points between various hulls. Full rigid body dynamics takes more time, but, I am working on it. I hope to have a GOOD physics and collision detection implementation is about a year.

      BSP+PVS w/ Q3 maps and shaders do have one well-known way to do it. And it's easy. And it can be done in a week.

      Justin Dubs

    2. Re:release it then by jtdubs · · Score: 2

      Oh, that reminds me. A friend and I are working on a 3D engine.

      We just started not that long ago. No real algorithms yet. We aren't satisfied with BSP+PVS. We are doing for octrees w/ occlusion culling. Which isn't implemented yet.

      All we have right now is simple Quadtree based terrain. But we have a good framework to build on. And we are abstracted away from the underlying API's relatively well. Still a lot more work to do there.

      But, it's up and running. Works on OS X, Win32, FreeBSD, OpenBSD, Solaris and Linux.

      It's under the MIT license and will be made public as soon as we have a bit more functionality and the GL 2.0 renderer up and running.

      Should be by Christmas.

      Justin Dubs

    3. Re:release it then by KelsoLundeen · · Score: 3, Funny

      You and Duke Nukem Forever, huh?

    4. Re:release it then by Reality+Master+101 · · Score: 2

      Yes, it does support all video cards. All video cards that support OpenGL 1.3. Which abstracts away the problem of supported video cards.

      Now we KNOW you haven't done anything very complex. :)

      Physics has never been done well in a game.

      Egad, you're right! No one has EVER thought of doing realistic physics before!

      I hope to have a GOOD physics and collision detection implementation is about a year.

      So let's contrast those last two statements. No one has ever done realistic physics. I hope to have it done in a year (in my spare time, presumably) in my nonexistent gaming engine.

      Look dude, I'm not trying to destroy your dream, but bragging about things that "you're working on" as if they are already done just makes you look like an idiot.

      When you've actually done something of significance (beyond a simple geometry viewer that any 3rd year CS student can do), then you can bag on current engine technology. Until then, maybe you should turn down the arrogance and the "know it all"-ness a little bit.

      --
      Sometimes it's best to just let stupid people be stupid.
    5. Re:release it then by jtdubs · · Score: 2

      Dude. Carmack uses OpenGL. He had to do some hacks for speed because he didn't have OpenGL 1.3 or 1.4. There are some new, satndard extensions in them that make things faster that he didn't have. I do, so I used them.

      Most complex games are written in either OpenGL or Direct3D. What, do you think everyone writes there own software renderer?

      If you care, I've written a simple textured poly software renderer as well as a simple (no reflections/refractions) ray tracer.

      No game HAS done good physics before. Not because they can't. Because they didn't need to. Game companies aren't willing to devote hte time and effort into physics because they don't need it to make money. Physics isn't that important in the final experience.

      I AM devoting the time to it. And should have it working well in a year. I say this because i've implemented most of it before in smaller chunks.

      I've implemented OBB and ABB trees and done collisions with them. I've done poly/poly collisions.

      I've implemented simple rigid body dynamics. Keep track of angular and linear momentum. Accumulate forces. Determine torque and displace components. Take into account intertia tensor.

      It's not that bad. It's just that most people don't want to do it.

      Justin Dubs

    6. Re:release it then by Reality+Master+101 · · Score: 2

      Most complex games are written in either OpenGL or Direct3D. What, do you think everyone writes there own software renderer?

      No, I think each video card has its own bugs and idiosyncracies. You seem to think that every card works exactly identically. Carmack has to do a whole slew of kludges for different types of cards in order to make each one work right.

      Saying OpenGL shields you from knowing about what hardware you are running is like saying "I write in standard SQL" or "Java is write once, run anywhere". Great in theory, but the practice is a different matter.

      --
      Sometimes it's best to just let stupid people be stupid.
    7. Re:release it then by jtdubs · · Score: 2

      Before a card can be marked as OpenGL 1.3 complient it must be able to run the full OpenGL 1.3 test suite perfectly.

      This test suite includes the core OpenGL api and all of the required extensions ARB_, NV_ and otherwise.

      If it can't pass them, it isn't complient.

      The engine I have will run on any OpenGL 1.3 complient video card correctly.

      I have tested it on TNT2, GeForce2, GeForce3, ATI Radeon 7500, ATI Radeon Mobile.

      And on the following OS's:

      Linux, FreeBSD, OpenBSD, Solaris 8, Mac OS X, Win2k, WinXP.

      So, not nearly as thoroughly as Quake 3 has been tested, but not bad for a home developer.

      Yes, I could probably optimize it more by writing portions of it for each video card separately. Or, I could hand-code chunks of it is assembler for each supported processor.

      But, I figure, that's the point of standards. I am standards complient. If the video card is too, it will run correctly.

      Justin Dubs

    8. Re:release it then by Reality+Master+101 · · Score: 2

      I am standards complient. If the video card is too, it will run correctly.

      Heh. Well, try and not be too disappointed when you find out reality doesn't quite match the theory.

      --
      Sometimes it's best to just let stupid people be stupid.
    9. Re:release it then by askii64 · · Score: 0
      No game HAS done good physics before.


      Pontifex (the sequal to Bridge Builder) has pretty convincing physics, at least to me. Of course, the whole game idea was created around a physics engine, but there are at least some game with good physics. I also have heard somewhere that UT2002 will have an accurate physics engine.

      --

      -This quite possibly mangled, stupid, demented comment was brought to you by Askii64.
    10. Re:release it then by Wolfier · · Score: 2

      I'm with jtdubs on this issue.

      Two years ago I worked for a company on a project to write an OpenGL 1.2 driver from scratch, for a video card company's chip (I cannot tell you its name, let's just say it has a Voodoo Banshee level performance)

      Near the beginning of the development, we wrote VERY simple OpenGL programs to test the driver, rendering at most 10 triangles at a time, triggering features like stencil buffer, texture, etc.

      Near the end of the development, we used GLQuake and Quake 2 for testing, as well as the suite from SGI.

      Even if your card / driver works with the SGI suite, it might not work with the games - but it DOESN'T mean that the game developers should tailor their games to work with all video cards - yes, even in the real world.

      The reason? With standards like OpenGL, the responsibility of keeping things compatible shifts from the game / engine developers to the shoulders of device driver developers.

      Did Carmack predict the coming of the almighty Radeon 9700 or the GeForce4 or the crappy SiS video chips or the newest Trident chips when he wrote Quake2? No. Does it work for these chips? Yes, all of them. It's a proof that nowadays, game developers no longer need to ensure compatibility on video cards as long as the game follows a standard. They may still like to study the most popular chips for speed optimizations, but after that the same code base still works for other video cards nonetheless, albeit maybe a little slower.

      Someone still have to work hard to ensure compatibility - but these people are no longer the game programmers but driver developers.

      Turned out, the flaws exhibited in the games were still bugs in our driver not taking care of multiple states properly - and it was eventually fixed. However, it had absolutely nothing to do with Carmack's code not working with the new chip.

      You get the idea :)

  54. Blitz3D by Anonymous Coward · · Score: 0

    Blitz3D is what you seek...

  55. Translation by Anonymous Coward · · Score: 0

    I want free games as good as Valve's million dollar opus. Come on free software people, make me some art and not charge me!

  56. Could it be...? by Anonymous Coward · · Score: 0

    "why not license it for cheap after Doom III comes out, then GPL later?"

    To make money?

  57. Support! by Midnight+Ryder · · Score: 3, Insightful

    Actually, as a Torque licensee, the support has been pretty good. But because of the way the GG team has set things up, they don't have to answer all the questions - instead, you post to the forums online, and sometimes the community addresses the issue, sometimes the GG team does. All depends on who's fastest on the draw it seems. (I have, however, seen some newbie questions go unanswered - mainly because if they would have bothered using the 'search' function, they would have found the answer right off. RTFM & RTFW! Jeez people!)

    I've been happy as hell with it all - it's worked great, I've definitely gotten more than $100 in value out of it, and both the community support and GG's support has been great.

    --

    Davis Ray Sickmon, Jr - looking for something to read? Check out my three free novels at MidnightRyder.org

  58. GarageGames has a lot of hype, but not much meat. by Anonymous Coward · · Score: 0

    Success? Hardly. Ignoring its unproven marketing scheme the fact that this product has been out for more then a year and it still has no finished projects does not bode well.

    I've been working part time as a game developer and I've been able to published two games using an off the shelf 3D game engine (3DGameStudio from www.conitec.net ). Each game took 2 or 3 people 4-6 months to finish. Fast turn around, reliable product, great support, and no strings attached. All this for $75 to $200 (depending on features). There are plenty of other 'cheap' engines out there (free-$200), but this is the only one I know of to have several commercially published games.

    Ick! That sounded like a plug. If you are starting a game project take a long honest look at your abilities, write down a design, and then download all the engine trial/demo you can get your hands on. Pick the one that you think will finish your project for you.

  59. Bzzzt, wrong. by Inoshiro · · Score: 2

    "Look at Half-Life. It's still based on Q2, "

    Half-life was based on the Quake 1 code. Please stop repeating this untruth about Half-life. Half-life came out in 1997, the same year that Quake 2 did. Quake-2 based engines didn't start to show up until 1998/1999 (remember King Pin? Sin?).

    How can it be Quake-1 based? Valve did a lot of good work on it:
    "An updated version of the Quake engine provides true 16-bit color graphics (the other games use eight-bit textures, even with 3D accelerators). The demo version of the game had rooms that showed off its ability to mix multiple light sources, and though it doesn't necessarily enhance gameplay, it's still impressive. The game uses skeletal mapping to animate the characters, which gives them realistic movement. Their techniques have also allowed them to up the polygon count of each creature (up to 6,000 for a single robot in one location - though it was the only thing moving in the room)."

    In the right hands, practically any engine can make a compelling game. As long as you have more plotline than effects :)

    --
    --
    Internet Explorer (n): Another bug -- that is, a feature that can't be turned off -- in Windows.
    1. Re:Bzzzt, wrong. by Jagasian · · Score: 2

      Pong, Sokoban, and Tetris have less plotline than effects... yet they all seem to be great games! True classics! When will people realize that a game doesn't have to be based on reallife, games don't need storylines... games need to be fun to play.

      Computer game developers need to take a long look at board games, sports games, and old video games. Those "games" truely are games, while many recent "games" are more movie or simulation than game. Soccer has no plot, yet billions enjoy it!

      Now, if you can make a real game and put a story in it, more power to ya. Hey, if you can put a kitchen sink in too, that would be great.

    2. Re:Bzzzt, wrong. by KitWalker · · Score: 1

      Just some corrections on your release dates: Yup, Quake 2 came out in December 1997. Half-Life was *supposed* to come out in November 1997. However, Valve didn't like the way the game was going so they tossed a lot of it out and started again. November 1998 is when it finally went gold. As for Sin, yep, that was in 1998, but it beat Half-Life to the shelves and it was based on Quake source, not Quake 2 source.

  60. mod parent up by Krilomir · · Score: 1

    This is a common mistake. Most people think that Half-Life is based on Quake2, but it really is modified Quake1 source.

  61. somewhere between the two extremes by JayDoggy · · Score: 1

    My last original project used the RenderWare graphics engine, which is interesting in that it hasn't been mentioned here, and it is a nice middle ground between these two extremes (Doom3/Unreal2's incredibly high sticker price and Garage Game's extra value meal). For something like $50k/SKU (which is of course negotiable if you're willing to trade on points for the royalties) you get a pretty robust rasterization engine, with reasonably good docs and a nice pedigree (used in GTA3 and THPS3 to name the two current biggies).

    I've also heard similar things about Intrinsic's Alchemy solution, but I haven't used it first-hand.

  62. Get Real by Anonymous Coward · · Score: 0

    While I applaud Garage Games for trying a new approach (and I've worked with most of the guys on the team), the fact is that they are far from a success.

    They have one game close to completion, "Realm Wars". And this game is just a cheap Tribes knockoff. Description: "Customize your character and leap into frantic multiplayer combat!" Wow. Bet that will sell a million.

    I don't know where people got the impression that there are lots of great games out there just waiting to be made. There aren't. Just like the vast majority of the public can only create crappy fan fiction, juvenile screenplays, and awful poetry.

    I'd wager 99% of the people who licensed this engine have the ultimate goal of producing a knock-off of some other game. That's not a money-making venture, particularly in the dead PC gaming market.

  63. What is meant by "license on the cheap" by doublem · · Score: 3, Informative

    A lot of people are tearing the following line: "Instead of waiting 2 more years and GPL'ing the full source, why not license it for cheap after Doom III comes out, then GPL later?"

    This hostility is clearly based on a misreading of the post.

    What the poster appears to be doing is suggesting id delay the GPL release of the engine in order to license it cheaply AFTER they are no longer charging a quarter million for it.

    This would mean the GPL version would be a couple of years later, and id's publisher would be licensing the QIII engine for a few hundred to a few thousand well after they would have otherwise released it as GPL.

    The idea is to have id squeeze a few more dollars out of the engine, instead of giving it away.

    And all the English challenged ./ers get their knickers in a twist, thinking the poster wants ID to give away something instead of charging for it.

    The poster is suggesting id charge for something that they would otherwise be giving away.

    --
    "Live Free or Die." Don't like it? Then keep out of the USA
  64. Not a story - it's a press release by cowboy+junkie · · Score: 2

    I hate to be picky here, but what was on GameDev.net was a press release from Garage Games, not an actual story. So while we go there expecting an unbiased piece about 'game engine marketing models compared', what we get is what Garage Games was spinning.

  65. Errr... yes.... but why? by RAruler · · Score: 2

    I really don't see the point of a bunch of people having the Quake 3 source code. Unless your going to make something so mind boggling different from Quake 3 you don't need to have the source code, the mod community has shown this. Reaction Quake 3 or Quake 3 Urban Terror are great mods, they have very little in common with the 'standard' Quake III game. If you are gunning to make money, making a really cool mod is probably the best way to go, it worked for Counter-Strike didn't it? and unless you plan on porting Quake 3 to your toaster the source code is probably more than you'd need, afterall the sourcecode to Quake / Quake 2 has been available for a while now and i've yet to see any groundbreaking improvements.

    --

    --
    Insert Witty Sig Here
  66. Maybe, maybe not by brokeninside · · Score: 1

    Are you privy to the license contract? If not, how do you know that lowering the price would not violate the terms?

    1. Re:Maybe, maybe not by martyn+s · · Score: 1

      Perhaps it does, but I've never heard of any such thing, so I'd disagree with anything that just assumes the license has such a provision. Unless of course, that's standard practice. So, if it is, tell me, otherwise, I don't really believe it.

    2. Re:Maybe, maybe not by brokeninside · · Score: 1
      Perhaps it does, but I've never heard of any such thing


      How many contracts for business deals concerning hundreds of thousands of dollars have you seen?

      I'd disagree with anything that just assumes the license has such a provision.


      So would I. I was asking whether or not you were privy to the contract and hence be in a position to know if the contract contained such language.

      Unless of course, that's standard practice. So, if it is, tell me, otherwise, I don't really believe it.


      Both price protection and limited availability frequently play an important role in the licensing of vertical software. I'd be surprised to find out that such is not the case for 3d engines costing hundreds of thousands of dollars. Admittedly, these clauses are much more important for software costing millions of dollars.
    3. Re:Maybe, maybe not by siskbc · · Score: 1

      Anyone paying multimillion-dollar contracts for software generally gets custom software, so this isn't even comparable. I guarantee that id didn't completely give away their ability to market the engine how they see fit. Who has the upper hand - the company with the game engine or the developer who has nothing without it?

      --

      -Looking for a job as a materials chemist or multivariat

  67. Developer suicide? by Myco · · Score: 2
    Okay, perhaps I'm not understanding something here. I didn't see anything in their press release about the whole "$100 but you must publish through us" scheme, so maybe there is a critical fact missing here, but as I read it there is a huge problem for any developer choosing to use an engine under this sort of license.

    $100 is cheap, great. But the main investment in such a project is the developers' time. Lots and lots of time. Now, typically, if you've made a great game you have the option to shop it around to a lot of different publishing companies. Most of them will say no, but you might get lucky if your game is good and your pitch is good (naturally, in the real world you'd generally do this before developing the game, but the point remains the same). Main point, getting published ain't easy.

    So is Garage Games going to guarantee that they will publish any game produced with their engine? If so, they have no quality control and a few rotten apples (or a whole lot) will spoil their public image. If not, then any developer who spends all the time developing for this publisher-specific engine stands a very real risk of being screwed. If Garage Games says "no," the developer has no recourse -- they can't shop the game around to other publishers, because of the license.

    No developer should be stupid enough to place the fate of their project in such a position, where it can be arbitrarily killed by someone with no involvement in the project (yeah, I know, lots of companies work that way internally, but it's different here).

    So maybe I'm missing something. I sure hope so. But I can't see how they could use a scheme like this to publish games in a professional manner without screwing a lot of developers. Not to badmouth them -- I'm sure they're nice guys! But it seems like the only way this business model could survive would be to do that. Someone tell me the flaw in this logic, please.

    1. Re:Developer suicide? by Nspectre+Anatomy · · Score: 1

      When GG first hit the scene and discussions were flying around the Tribes boards, it became my understanding that GG gets FIRST OPTION to publish your game.

      If they don't like it, you're free to shop it around.

    2. Re:Developer suicide? by nukey56 · · Score: 1
      Taken from section 6(d) of the eula:


      Licensor shall pay to Licensee fifty percent (50%) of the Net Proceeds from the use and distribution of the Games through the Website or other electronic delivery mechanism. For purposes of this Agreement, "Net Proceeds" shall mean all monies received by Licensor for the sale, license or use of the Games If Licensor sells or licenses Licensee's Game as part of a compilation or collection of games, Licensee shall receive its pro rata share of the payments for such compilation or collection. For sales and licenses of Games through "box" or "hard" media channels, the parties shall negotiate in good faith to determine a fair royalty payment and related terms, with the minimum amount being paid to the Licensee being eighty percent (80%) of the Net Proceeds.


      Compared to a standard developer/publisher pay ratio, this is relatively high. I believe the norm is around 15-20% developer.

      As for getting your game published, this is by far the easiest route one can take. Any game which is deemed profitable by GG will be published, much like any other publisher. Profit does reign supreme here. However, GG has the added advantage of being able to showcase their technology within a game they publish, and has added incentive to publish quality games.

      As for placing the fate of your project in the hands of one publisher, consider this. If you go the other route, either spending years to develop an engine, or $250,000 for a AAA engine, and then have to shop around for a publisher who might reject your huge investment in time, you're still taking a risk. Either route you choose, risks exist. However, if you make quality games, you shouldn't have much to worry about.
  68. Amem, brother by Pac · · Score: 3, Informative

    It is always good to hear from fellow warriors in the the ancient and bloody crusade agaisnt the NIH syndrome.

    People are so quick to dismiss money and effort already expended, specially by others. Marketing and technology people, in one of the few issues they fight side by side, also seem to like the sense of power and control a in-house development project gives you. So any defect in a piece of technology is enlarged, all good points forgotten when you want to sell you petty adventure to the board.

    One year down the road, when the board is in everybody's necks about ROI and other little corporate details, you can almost believe all that blood and fear will teach people a lesson. But no, in the next project or in the next company you will see the same people adapting their reasons to the new scenario.

  69. The developers already moved on by mactari · · Score: 3, Insightful

    You don't need GPL to get creative with gaming by a long shot, and the good "freeware" game writers had already moved on to the latest and greatest by the time Q1 & 2 were released as GPL.

    What made Quake so great was the ease with which it could be customized. Take Team Fortress for instance. A better multiplayer fps has yet to be released. Team Fortress Classic for Half-Life and even Return to Castle Wolfenstein are commercial releases that do very little innovation on a theme developed by people that didn't get paid a cent.

    The point being that Quake 1-3 were so open to gameplay modification that the GPL doesn't entice people who are donating free time to making games any more than the games did on initial release. Heck, Quake 3 even releases the same tools id created to make the games to end users. Why do I need to look at the code to combine z-Machine interpreters when Quake 3 already has the hooks for my customizations?

    The same thing's going to happen with Doom 3, I'd imagine. Quite simply, all the "opening/freeing" of the Quake code did was make it possible for hardcore programmers to bring it to other platforms. The gameplay talent already have all the tools they needed to move to the next level and more recent games. That's part of the beauty of the way id programs.

    --

    It's all 0s and 1s. Or it's not.
  70. because id's model is better. by OrangeTide · · Score: 1

    It is easier to manage and more profitable. Fewer customers and less overhead needed to manage the customers. I'd rather sell 4 things for $250k than 10,000 things for $100. I would get a much bigger net gain on the $250k things because it takes nothing to manage 4 customers.

    --
    “Common sense is not so common.” — Voltaire
  71. Re:WOW! SLASHDOT HAS ADS IN THE COMMENTS NOW TOO! by Anonymous Coward · · Score: 0


    WOW! YOU"RE REALLY STUPID!

    Piss off, Troll Boy. A notice about a free, open source project that is on-topic for the story is hardly an "ad".

    I was pleased to see Crystal Space mentioned, sinc e I hadn't heard of it before. It may well be just what I'm looking for for a (non-game) project I'm working on.
    Think about why the Crystal Space guy is modded to +5, while you're modded to -1. If you CAN think, that is.

  72. Why licensing for cheap after Doom III is out by Pierre+Phaneuf · · Score: 1

    Yes, the Q3 engine goes about a quarter million dollars. Why not license it for cheap after Doom3? Well, because people will keep licensing it for a while after Doom3 comes out, and at $250,000 a pop, you'd need a cool 2,500 $100 licensees to compensate for a single normal price license. Also, Garage Games model requires a bit of publishing infrastructure that iD probably doesn't want to get into.

  73. Comparison, yeah right by billcopc · · Score: 1

    This is no comparison, it's cheap advertising for Garage Games' engine. Just try to remember Tribes 2 and how it sucked compatibility-wise, and how it crashed often. The game itself was fantastic, but the code was awful. Quake 1-2-3 are decent games with rock-solid engines.. that's why they're selling for big bucks (and being modded beyond recognition).

    --
    -Billco, Fnarg.com
  74. hahaha, learn to read by Anonymous Coward · · Score: 0
    if you even read that you would see that it was in no way favorable to RIAA. I think that you just got pissed at the troll remark that makes it even more accurate now.

    hahahaha, tool

  75. Anybody looked at the garagegames website? by Anonymous Coward · · Score: 0

    Their "projects" page lists ~80 projects, not all of which are games, and many of which are basically "I'm 16 years old and really want to make the coolest game ever, but I need programmers and artists and designers". Quite different from the hundreds of dev teams claim.

    Also, after a year, they still aren't selling or promoting a single torque based game on that website. When you click on the link to "play games" it goes to a form where you can enter your email address, so they will notify you when they actually have some. This doesn't smell like success to me.

  76. Some interesting facts about the Quake III engine by Plug · · Score: 1

    There are a couple of things everyone seems to be overlooking with respect to the Q3 engine.

    When you license the Q3 engine, you don't just get what came out for Quake 3: Arena. All the modifications that id made for Team Arena, Return to Castle Wolfenstein (Scripting, camera and effects - someone was complaining about the Q3 engine's AI?) -- they are all included as well. Licensees can also license their updates between each other, if they desire.

    Not just anyone can license the Q3 engine. Currently there are around 3 major Q3 engine licensees (Ritual, Activision and EA). "QUAKE III Arena engine licensees are part of an exclusive club that will remain exclusive because we are capping the total number of licensee companies." ( http://www.idsoftware.com/business/home/technology /) And the $250,000 is a minimum payment; the actual cost is a 5% royalty of wholesale price of your game.

    If you put out a game with the Q3 engine, it's Instant Publicity. This is in part generated by the above fact, that there are currently less than 10 games that use the Q3 engine, and partly because of the Carmack Factor.

    When you license the Q3 engine, you're showing the world you're not a kid developing in your garage. You get a lot with that -- including the problem you can't release your game open-source. But remember id is a game development company, not an engine license company. It just so happens they have one of the best engines there is.

    I don't really think id have $ signs in their eyes when they license the engine - thats what Doom 3 is for. The price is set so that not everyone can use it, and they can ensure that titles with their engine are put out by companies that have the means to make a decent game out of them.

  77. More To The Story? by JustinMette · · Score: 1

    With respect to independent game developers, there is no comparison between the GarageGames deal and what ID offers. Indies are the future of innovative gaming and arming them with AAA technology, a publishing deal, and a thriving community for only pennies will result in gaming experiences you wouldn't have imagined were possible. The big traditional publishers are looking for "hits", not innovation - from game studios with a track record. That's a hard burden to overcome for an independent game studio with little or no budget.

    Therefore, when comparing the two engine models discussed in this thread so far - alternatively consider more than just the financial differences. ID gives you a lot of expensive technology and leaves the rest to you. GarageGames gives you awesome technology, a publishing deal, and great community - all for $100. For an "indie", there really isn't a better deal on the planet.

    To help put some perspective on my perspective, I feel I should point out that I am the President of 21-6 Productions, an independent game studio currently using the Torque Game Engine from GarageGames to build our cooperative multiplayer, action-RPG called Myrmidon.

    1. Re:More To The Story? by Anonymous Coward · · Score: 0

      I'm seeing a lot of this "Indies are the future" talk, not only with respect to gaming, but with movies, music etc. Newsflash: most independent films suck. Occasionally, people do something innovative with independent media, but that's the exception, not the rule.

      People throw this line around like it's an understood fact, like it's gospel. Why isn't Id Software considered independent? Why isn't Microsoft or Apple considered independent?

      What a person really means when they say that indies are the future is that they couldn't hope to get a job at MS, apple, Id, or wherever the top programmers go, so they try to rationalize by saying that they are all too corporate, and by definition therefore, not creative.

  78. Danger, Will Robinson, Danger! by Anonymous Coward · · Score: 0

    Anyone considering this "deal" should make him or herself very familiar with the terms "net" and "gross".

    "Net" means what's left AFTER GarageGames pays ALL expenses. That might seem reasonable, but you really need to look at some of the horror stories that (e.g.) musicians and film actors/writers tell about "net" deals. Things you couldn't even imagine get counted as "expenses". To hear Hollywood tell the tale, there hasn't been a movie that made a "profit" in the last 50 years! If you're signed to a "net" deal they have no motivation to keep expenses down (quite the contrary).

    There's a reason why anyone in Hollywood with any clout insists on a "gross" deal rather than a "net" deal. Gross is a lot harder to play games with.

    So, from where I'm sitting, here's the deal:

    1. You pay them a hundred bucks to use their (heavily-encumbered) property.

    2. You do all the work of developing the game.

    3. Once you've developed the game, they get exclusive rights. You can't sell it anywhere else, but they can choose to sell it, or not, as they see fit. They can sell it to another company for 10 cents a copy, then claim $5 million in expenses. You can't do squat about it.
    A fair deal usually involves sharing the risks and the rewards. In this deal they face NO risk (in fact, they're guaranteed to collect at least a hundred bucks), yet take a hefty chunk of the rewards. Sounds like a bad deal to me.

    I am not a lawyer, but if you're considering this perhaps you should read an article from someone who is.

    Pay careful attention to the sentence that reads " The accounting provisions which are contained in the studios' SPDs [Standard Profit Definition]make it difficult, if not mathematically impossible in many cases, for net profits ever to be achieved."

  79. My thoughts by WitchDrAsh · · Score: 1
    I have read this post and there are an awful lot of misconceptions concerning both the Quake 3 engine and the Torque Engine.

    First about the Quake 3 Engine:
    You are not buying the Q3 engine you are still licensing it, the comment about being able to then sell it on is crap, otherwise I would get a loan together, buy it to $250,000 and then sell it over the net for $300, I have little doubt that I would make my money back. By licensing it, the engine still belongs to iD, you cannot sell it, you can license your modules for it, but not the engine itself, so Raven could license out Ghoul or Ghoul 2, but not the JK2 or SOF2 engine, as it is still 70% Q3. The licensing structure does include significant Tech Support, you are buying that, and excellant documentation.

    Torque:
    The Torque Engine is different. When you spend $100 1 programmer gets a license to the engine, it is reasonably documented at the moment, but it is definitly getting better, there are a lot of resources for it to improve your game freely available, and the community and GG staff will try to help solve your problems, but this isn't guaranted. Player submitted resources are often integrated into the source, which the GG guys are constantly working on.
    You are not required to resubmit extras you have added into your version of Torque, it would be nice if everyone did, because it would then benefit the community but it is not required.
    You have to publish through Garagegames, or Sierra, please note GG only publishes online, if your product is good enough to be boxed and sold mainstream it is published through Sierra, Vivendi.

    iD license the Q3 engine for $250,000 because there are few strings attached to it, you can publish through who you want, you pay for tech support and indepth documentation. There is no reason why they couldn't sell their engine for $100 and get a deal Activision that forces those people to publish through Activision (and get money from Activision for that) as well as royalties, then all you would get is the documentation and no tech support

    Personally I prefer the Torque over Q3 anyway, it is more flexible and is quickly becoming more advanced, I would love to see Q3 handle half the stuff that is in Torque now, and it's constant community development will see it become something incredibly powerful. Garage Games system works, afterall they are still in business.

  80. Re:apparently it is very comparable by brokeninside · · Score: 1
    Did you see Plug's comment? He quotes from the technology page at iD.
    Not just anyone can license the Q3 engine. Currently there are around 3 major Q3 engine licensees (Ritual, Activision and EA). "QUAKE III Arena engine licensees are part of an exclusive club that will remain exclusive because we are capping the total number of licensee companies." ( http://www.idsoftware.com/business/home/technology /)

    Licensing the quake engine is not the normal run-of-the-mill license contract. It is far more akin to vertical software than to off-the-shelf software.