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?"
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.'
Next thing you know the RIAA is going to start asking consumers to start paying for music...the bastards!
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
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.
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.
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
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.)
Curmudgeon Gamer: Not happy
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.
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.
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
> 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.