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On The Difficulty Of Developing Open Source Games

Thanks to an anonymous reader for pointing to a Competitive Enterprise Institute essay for discussing lessons learned by looking at the history of open-source games (PDF link, text version as posted to Politech list.) The piece suggests that "generally, games have not been a success story for the open source community", arguing that "...the consensus among gamers and developers is that open source games still lag behind proprietary games in originality, sophistication, and artwork; many are clones of earlier proprietary or shareware games." It notes that "...the open source business model seems to have trouble coming up with large initial investments at the cutting edge of innovation, where risks are greatest", and then suggests some larger lessons for governmental public policy on open-source software.

8 of 87 comments (clear)

  1. the reason IMO ... by Dreadlord · · Score: 4, Insightful

    ... is that the open source mevement lacks good artists, you know, open source apps are usually well-coded but lack a good GUI, in games, good graphics / sounds greatly affect the gaming experience, so developing a good open source game requires programmers (already available) and artists (aren't there yet unfortunately).

    --
    The IT section color scheme sucks.
    1. Re:the reason IMO ... by identity0 · · Score: 3, Interesting

      I disagree. Everyone here is taking the opinion that all that goes into games is programming and art, forgetting the one thing that makes games great: design. I don't mean the design of the code, I mean the ruleset by which the game operates, and the game mechanics. Programming is about implementing that design, and art is about giving it a coherent look. Unfortunately, I think most open-source games come from a programming pradigm where the coder starts writing stuff, and plugging problems as he goes, with no real 'feel' for the overall design and game mechanics.

      For example, I have been playing FreeCiv a lot lately. For those that don't know, FreeCiv is a free/open source game based on Sid Meier's Civilization series. I really like it, but let's face it, it's just a clone. Now, I'm willing to bet that when Sid Meier made the original Civilization, the majority of work went into gameplay & balance, not into coding. It's that kind of vision of how a game should *work* that most free/open game projects seem to lack. I'm not saying that they're all bad or unoriginal - it's just the nature of the free/open source community to be made up mostly of coders honing their skills rather than game designers.

      Some other data: Linuz Journal's 2003 user choice awards picked out Frozen Bubble as their best game - a clone of an old arcade game. Second was Quake 3, and third was Tux Racer. Tux Racer at least seems to have an original concept and design, so at least it shows the community can come up with some original ideas.

    2. Re:the reason IMO ... by Saige · · Score: 3, Interesting

      I think you hit on one of the key points here.

      This is why we see so many projects started to clone an existing game - you can get a group of people to, say, copy X-Com UFO Defense, or Civilization, or Dance Dance Revolution, because they know what the final product should turn out to be.

      Trying to create a new game results in much more difficulty, as you have people disagreeing over what the design should be, each person gets their own features in and then wants to keep them in regardless of the game balance, and so on.

      Open source works wonders when the end goal is understood by the participants. Trying to come up with entirely new features and ideas is a lot tougher, and more prone to disagreement. Creativity is a lot harder to collaborate on.

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      "You know your god is man-made when he hates all the same people you do."
  2. Two minutes of Googling... by Damien+Neil · · Score: 4, Insightful

    http://www.capitalresearch.org/search/orgdisplay.a sp?Org=CEI200

    The CEI appears to be a pro-business lobbying organization. Their donors list is a who's-who of US automobile and oil companies.

    The article referenced can be summed up as: "There aren't very many open source games, therefore governments shouldn't open source code they pay to have written and shouldn't have procurement policies that prefer open source code." No real effort is made at connecting the thesis and conclusion. (Governments don't buy many games--America's Army aside.)

    I'm not certain why a very minor article from a propaganda organization would be considered newsworthy.

  3. Not Suprising by Prien715 · · Score: 3, Informative

    Most people can't afford to develop games full time without getting paid. The software industry has become more mature in figuring out ways to make people buy games. People who do want to develop games as a hobby tend to use ready made editors. The Warcraft 3 editor is extremely powerful and can make games well beyond the RTS genre. These "new games" are open source by default but can be protected if you really want to (most people don't). Many people downright encourage manipulation of source (check out wardraft for example).

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    -- Political fascism requires a Fuhrer.
  4. Re:Duh by TwistedGreen · · Score: 4, Insightful

    The talented folk who do [art and graphics design] well all have jobs doing it for a living. So they sure aren't going to want to do it in their spare time. ...as opposed to the programmers who program in their spare time?

    I think it's primarily a difference in mentality and subculture. A lot of these design artists don't have an 'open-source community.' Why this is, and why the two communities are different, is left as an exercise to the reader.

  5. Re:Duh by Frequanaut · · Score: 5, Insightful

    Wtf? This is modded up?

    Yeah, us programmers. Easy work with lots of free time. Why just yesterday I rolled out of bed around 11AM, scooted off to work for an hour or so, then came back home to work on my open source project.
    Ahhh, drawing, that's hard work my friend. Manly work. Many is the day I've seen tortured, broken, artists rubbing their nubby, dirty, worn fingers; sore from the back breaking illustration marathons.

    In my experience, as a programmer married to an artist, they're not too different.

    The fact is *most* open source projects are done by students or the unemployed. There are exceptions to that where there is a business supporting the product (i.e. apache or the linux kernel) but the majority of projects are done by students.

    Artists would release their work into the public domain for the same reason people writing GPLd code do. Recognition, enjoyment, chicks, whatever.

    However I think the concept of open source, giving something away that could be sold is pretty unique to software development right now. I find it humorous that people just give away all their work myself.

  6. Can a single-player open source game make money? by Who+Man · · Score: 3, Insightful

    This could be its own Ask Slashdot post, but it seems relevant enough here. It's clear why Linux makes people money. Because it's not trivial to put together a distribution, people will pay for one. People will also pay for support. And Linus gets paid to do speeches. It's clear why things like Zope or JBoss make money. Because it's not trivial to build a website, people will pay someone else to do it or they'll pay for training. It's clear how a multiplayer game could make money. Sell subscriptions to access the servers hosting the game. But a single-player game seems the most contradictory to an open source model. People buy the game and essentially throw it away (as a couple other posters have mentioned). If others can just redistribute the game for free and undercut the cost of the original developer, then the developer has no incentive to produce the game in the first place. And the better the game is, the less money you would make, because the game would spread that much faster. I'm trying to get into game development, and I can see only three reasons for making open source software: I think I can make a game that's so great that other people want to advertise on my site. I think I can make a game that's so great people will want to buy t-shirts and hats. Or I think I can make a game that's good enough that a company will hire me--to help make a proprietarty game! Can someone dispute this?