Is Open Source An Advantage For Game Developers?
chas7926 writes "OSNews.com is running an article that claims that the open source development model is not a very effective way to develop high quality games. Even the exceptions are not much of a threat to major label products. Does open source development only make sense for products like web servers and operating systems?"
I mean its a pretty slick polished game, but its a direct knock off of a game thats been around for ages.
No creativity in game design, just in artwork.
I've seen a lot of slick opensource games (Super Tux is really coming along, too), but they're all derivatives or direct clones of existing games.
Where is the real creativity?
Anybody ever consider that? FOSS is about scratching an itch, the drive to solve a problem. Gaming is about recreation. After an hour of Vice City you're ready to work again. I think it's for the same reason we don't see that many open-source films or CD's.
Generating Eye Candy
Good game play
Considering all the enthusiastic LAN Party / Overclocker / Case Modding folks out there I would think Linux Distro's would appeal to them. The challenge is having the return on investment for the very labor intensive bits.
When the people fear their government, there is tyranny; when the government fears the people, there is liberty.
I once had an idea for an MMPORG, where the code was completely open-- obviously, some people would write hacks, cheats, and other tools to stay ahead. Others would write patches to disable the patches from the first group. Still others would buy and sell all these add-ons to the game...
Then I realized it had already been invented in 1969 by some CompSci geeks based on some theoretical work at the RAND corporation...
davejenkins.com |
The article makes a good point that good art must be original and can not be generated by modifying older art.
To make open-doom you'd also need open-source zombie models, open-source hell-growth textures and open-source moaning sounds.
I think Freeciv is a very good counter example.
However, I do agree that open source model does not encourage games that are graphic intensive that involves a lot of artwork.
Sunset over the lake, cool mist over the bridge; A leave upon the ripples, the snow reflects its glow.
Frozen Bubble? nah...
My Exceptions would be BZFlag, Battle for Wesnoth, and FreeCiv.
When companies like ID release the 'game source' (not the actual engine code, but the code to the game) it helps mod makers, and ultimately gets more people to play the game, especially in it's modified form.
Eventually they released the source to games like Wolf3D, Doom, and Quake but that doesn't really hurt them. Heck, the Quake source code was stolen from Crack.Com where Dave Taylor was doing a port, and that didn't seem to affect them much at all.
Open Source coding versus proffesional coding is kinda like distributed computing versus a supercomputer. What people fail to recognize when promoting Linux is that it's chief competetor is a corporate giant that has stagnated. In game develpoment, where there is strong competition, the proffesionals are actually making the most of their budgets. It's no surprise that the Open Source alternative have trouble competing; they're up against the best rather than up against a corporate monoculture.
Note that this isn't an attack on Open Source; there are many things it does well. But like distributed computing it takes advantage of a squandered resource that's already there (spare cycles = free developers). Against an effecient supercomputer (dedicated developers) it can't compete. Whereas agaisnt a _broken_ supercomputer (Microsoft), it can.
Just my 0.02$
Erotic is when you use a feather. Exotic is when you use the whole chicken.
Maybe OSS makes sense for some type of games, but not for others.
It probably makes sense for the big, endless/open-ended, MMORPGs, which people would want constant updates in features, stability, characters, etc.
It doesn't seem to make sense for games like Minesweeper though.
Check out BZflag. I play it myself and have found very few glitches or anything. And it's cross-platform, so I have no problem finding others to frag.
Of course, there is no single player mode and it has nowhere near the eyecandy of closed-source shooters, but it is a notable exception.
10 Bits= $.25
100 Bits= $.50
110 Bits= $.75
1000 Bits= 1 byte
Open source would be great for game developers -- charge $70.00 for someone elses time and effort.
This is why companies love OSS -- they get kids to do the work for them for free the re-sell it. IBM, Dell, etc. are all riding Linux to huge server profits due to lack of licensing fees. Way to go OSS community.
According to the article, the reason is the transient nature of modern games. Once you've finished it, it is not worth playing again. That is, IMHO, the main reason why the gaming industry is struggling; all they do is create ten million dollar movies for one-time entertainment. What we really need is more simulation games where the process is more important than the content. Take Civilization, for example; it is old, but still very playable. (I have upgraded to CTP these days though) This sort of game never gets old because it is new every time you play it. Now, if only CTP had a better AI...
I disagreee. All the free mods out there show that an open source model, with no profit incenetive, can make some of the best artwork and game design. And the open source community is capable of making a good 3d engine. All thats left is someone to put the pieces together, But open source develpers are more importantly working on things needed, such as web broswers, word proccessors, etc.
There are no "DirectX royalties". It's just like any other Windows API.
The only downside to using DirectX (which comes with a very mature SDK, samples, docs, and helper libraries these days) would be if you cared about porting to non-Microsoft platforms. This is, of course, a real consideration for some, but certainly not for all.
Sharing the code is all well and good, and it probably does help in many respects, but to compete with the big games these days, you really need to get a lot of talented artists, modelers and the like Then you need to get a good designer, and a musician or two, mappers, writers etc etc.
good games dont start and finish with the code.
i cant remember how 'open' this game is but i remember that atleast a great (if not all) amount of code is gpl'd by nevrax.
besides some balancing issues in the early beta (when i played it) it seems to become a really great game.
(the open beta just started on 30th august so maybe ill check back soon)
-- Karma: beyond good and evil - mostly affected by posting political
To my knowledge there are no royalties or fees required to use DirectX in a product.
very true... the main reason i think is coz a game is not very usable until it reaches the final stage hence there are less hackers interested in working on it.. but if its a product like an instant messenger.. we have a basic product with basic features on top of which hackers would implement features like archiving,adding a new protocol,new buddy icons etc. thereby making a better product... its only the hacker-attractive products that become very successful open-source projects.Check out the top 10 in sourceforge and you will know what i mean.
fifteen jugglers, five believers
The main reason is because developing a game seldom means rolling your own everything. Dozens of proprietary tools are used in the development process and simply can't be open sourced. Havok for example had parts of their source leaked when portions of the HL2 source was stolen. This was a bad thing for valve, and a bad thing for Havok. But that's just one example.
Today, rather than in hardcoded programming source code, heart of games gets more and more outsourced to script, texture, polygon model, FMV, and so on done by artists - which can't be Open Source in its nature. You may ask Creative Commons License for such artworks, but I don't think it can be generarized and viable for games, let alone GPL among Open Source licenses.
It all comes down to what will make a product more stable, user-friendly, enjoyable and replayable/upgradable. Open source does exactly this, so why not start open-sourcing popular games?
Oh... right... money grubbing CEO's.. One can only dream!
DirectX ... ROYALTIES?
What exactly did I miss here?
kb
game developer
who never had to pay anything to MS so far for using Direct3D
Sea3D is an open source version of Settlers of Catan that is 100% free, has ELO ladder rated matches, 3D graphics, 1000+ active users, and really nice artwork. I think certain genres are more suited to open source games. FPS and RTS are not in that list. Board games clones can probably cut it, though.
People are going to mention a heap of games now.
Frozen Bubble, Freeciv, neverball, Torcs, Battle for Wesnorth, cube etc.
Ok, those are nice and fun games. But,save perhaps a few simulators,
they are rather simple games. Simple but fun.
Where are OSS games like Knights of The Old Republic, Ratchet and Clank,
Prince of Persia: Sands of Time. I like such games, never seen anything
open source remotely like it.
That's the kind og games we're talking about.
Story-based games, especially, deserve to be presented in a final, polished form. For that reason, I would not expect it to be released early and often. There is also a question of artistic integrity. Game designers, amateur and professional alike, have strong ideas. Can they share authorship with some dude on the Internet?
This is an endless discussion, only time will tell. It is just useless to make such theoretical discussions about what will ever happen or about the potential of this or that system.
Unfortunately OSNews has a bad reputation in always bringing up such kind of discussions, which always ends in flamewars and trolling. Please let us be smarter than them!
OSS games would release much more often than a closed source company - gamers have to keep up with updates.
And who wants to patch and recompile their favourite game every weekend?
True, but the open source model is perfectly suited to the actual game engines. You could have a system similar to Mozilla Firefox (the runtime environment) and then people would come along and make their own games our of it by creating content (like the extensions).
MUDs have been open source since conception, and frankly there are some great ones out there. The trick with open source gaming is to create a game that PLAYS well, because, as others have mentioned, hobbiests can rarely compete with the volume and quality of art/music that a comercial game developer can. But come up with a good library for AI tactics in a turn based strategy game, or a fast algorithm for shot intersections for a 3d shooter, or any code that is reuseable independant of the graphics (which get upgraded insanely every time around) and you've got the makings of a real chance for open source games.
Rogue and (it's descendent) Nethack.
Neither have the fancy graphics, but for amount of hours spent (wasted) and general challenge / gameplay I think they are hard to beat.
And remember, in 'scoring mode', Nethack does not have any "saved game" so if you die the game is over. It's quite an accomplishment to actually finish the game. How far would you get in Doom 3 if you had to restart from the beginning everytime you died? Note that in Doom 3 (and all modern games) the map is constant; in Nethack levels are generated every time to start a new game.
(And if you want graphics there are mods on Nethack (and others) that add GUI interface. IMHO a good game is still good even if it's done in ASCII. Graphics should only be necessary to add to it.)
I think it comes down to Open Source not translating well to purely creative projects. Games, Movies, Music etc. In a system where the best technical solution reigns supreme open source works beautifully. I think the reason why we don't see very many creative open source games is simply because of differences in tastes regarding a new game design. In a controlled closed-source company someone can make a decision and force coders to work on it even though many of them would rather do it differently. When you put the storyline and game design in the hands of coders who will ultimately argue over it and not resolve anything(there is no right or wrong here unlike in technical problems) you will get dissillusionment and eventual disbandment of the project. Cloning a older game is much different however, all the creative is decided upon and people who love that came come together to (re)make it.
Err... DirectX is a free redistributable. There are no royalty costs involved in using it.
I could concieve of a market for open source game engines seeing as many game developers release thier engines a few years down the line from their product. Games (with the exception of games by id software) are all about the gameplay experiance, story and to some extent graphics, but mainly in a textures, etc. sense.
There could be many advantages to a widly commercially used game engine that is open source including saving money for all those developers who just licence engines off other software houses including cost, familiarity (engines always need a bit of tweaking), high levels of optimisation (because everyone (i.e ati and nvidia) can chip in faster code for running on their particular chipset
Game software houses release a lot of game logic source already, and often it is the engine that they havn't put their life into.
A disadvantage of this however would be it would be easier for people to design cheats, etc. Like when the q2 engine was released. Stronger anti-cheating measures would have to be put in place which perhaps would have to be closed-source
I can't really see the entire process becoming more open as people really like the anticipation of waiting for a game and small bits of info leaking out every so often. Also people have enough problems with game piracy as it is without a full and legal version of a game being able to be downloaded for free off the internet before it hits the shops.
Also a more open process might make the strong creative process more difficult as it is easy for a group of 10 people in the same room with a whiteboard to communicate effectivly and for everyone to know thier roles and responsibilities, unlike in the open source world.
So in summerised engines: yes! Whole game: No! Change in developlment process: No!
...and games are mostly entertainment. Yes, there are some games that have been built up by many small contributions, but most games (at least 3D) need to have one "set" of anything to work.
One set of models, textures/bumpmaps, sounds, animations and background, all made to fit together and work in an engine. For entertainment, it is a lot harder to get the proper team together and make that push.
I think particularly the engine-specificness is a killer. If I designed this über-cool monster with this and those textures, triangle counts and what not, it would have very little reuse if there suddenly was a new engine which could do twice the pixels, and with some new rendering features. You'd probably be back at square #1 with the concept art.
Kjella
Live today, because you never know what tomorrow brings
The problem with straight open source is a lot of people would spend time digging through the engine, trying to figure out how it all works, and never really improving on the idea. I like the idea of "Community Source" (like what garagegames does, though i dont think they call it by that name) Basically, most improvements are available within the community, who are all making games. The great thing about GG is that at the same time everyone is both helping each other, and yet each others competition. Again, this could work with open source, but the good thing about garagegames is that there is a $100 cover charge to get in, so you need to be at least a little serious.
"Something's wrong with you...and I hope we never do meet again." - Deftones When Girls Telephone Boys
Games have specific requirements in development that other types of software do not. Applications and O.S. are typically being improved well beyond their initial release with new features, etc. Games are usually a closed-ended design with specific goals in the mind of the creators. There is a point where the general game play and plot is laid out and the designers must decide that they have hit the cut-off point for adding new features and abilities. Massive forking and diverse feature development wouldn't help a game at this point, it would just delay the release date into infinity.
Game development requires the designers to decide exactly what the game is going to be and do before the software development process begins. This very idea doesn't seem to click with the open source development model very well.
I could be wrong and I'm not an expert; but until I see something with the fit, finish and cohesion of commercial games like Doom 3 and Half-Life (1 or 2) to come out of the open source community I'm not going to bank on it.
Open source is not a business model.
high-quality AAA titles are available? To me, having lots of expensive technology and artwork does not make the derivative games we see in the store high-quality.
No data, no cry
Play Quadra (http://quadra.sourceforge.net/). It rules !
With the posibillity of ending up with a _huge_ engine, that tries ;)
to do just about anything, thus beeing big, overly complicated, and
often a bit slow. Crystal Space is getting there(as in huge) now, and
yet it hasn't one of the nicest thing an engine needs, which is good
iterfacing and converters for content creation.
Someone should perhaps convince garagegames to opensource their Torque
engine, it's really nice
People do need pay to develop games.
This requires people to actually buy games.
This however does not say that it should be impossible to develop good opensource games. Opensource projects tend to take longer times, and are not filled with "ugly hacks". You should all know how many "just get it working NOW!" theres in todays games. Some games to use BSD types licensed stuff internally. Like scripting engiens and stuff.
Whats missing from opensource games, are that when the game becomes "ready" then the graphics and gameplay already feels old.
Opensource need to attract more people intressted in graphics and sound before a serious attempt of a game can be realized.
while open source programmers are certainly capable of the technical aspects of a game, it is in the overall presentation that is lacking. For example, there aren't going to be too many people willing to write an entire musical score to accompany a OSS game, nevermind having an orchestra perform it.
since open source generally means "in the programmer's free time" and "with basically no monetary resources to aid development" don't expect a game with the presentation values of Doom or Half-Life.
You can't have a real hit game without a decent graphics/sound. Creating artwork for a game requires more time, effort, and skill than coding game engine. It's easy to spend some hours a week on Open Source coding but you need much more than that to make quality art.
Consider also fact that contrary to code artwork is not reusable in most cases. Every time you have to reinvent the wheel.
I think some of the point they missed are that games are an extremely restrictive environment. Nothing happens in the game unless it is planned to perfection with testers moving animation points on enemies just to scare the player in the right position.
The challenge since 1995 with the mainstream rise of 3d environmental games was to create "a game where you can do what you want and go where you want" this is all well and good, but utterly useless when trying to create a concise game. Believe it or not this issue is one of the hardest to educate people that are new to video games development.
Level editors rarely appear in games, most of the time because the feature never gets used by players and because of the unknown additional development time.
However what sense does it make giving away the levels where users can create their own games when the developers (or more importantly the marketing dept of a publisher) can push to use the same technology themselves and market a new game.
Developers themselves sometimes use an 'open source' system to develop their games, tying several projects together into one engine, except the code won't leave the software house. EA is THE prime example of the open-closed source development that is taking control of the video games market (what % of games are made by EA?). Time for an open source render engine?
It's just less incremental. All sample-based music builds on parts that already existed and makes a new work. Original != not generated by modifying older art. It's not much different to talking about influences, just more direct.
Posters recognized by their sig,
Did everyone forget Flightgear (http://www.flightgear.org/)?
From the Homepage:FlightGear is an open-source project. This means as long as you abide by the terms of the GPL license you may freely download and copy FlightGear. Anyway can have easy and open access to the latest development source code. Being an open-source project, we have made our file formats open and easily accessible. We support standard 3d model formats and much of the simulator configuration is controlled through xml based ascii files. Writing 3rd party extensions for FlightGear (or even directly modifying the FlightGear source code) is straightforward and doesn't require a large amount of reverse engineering. This makes FlightGear an attractive option for use in private, commercial, research, or hobby projects.
FlightGear is known to run on Windows, Linux, Mac OS-X, FreeBSD, Solaris, and IRIX platforms allowing the user run on their platform of preference.
I love open source as a development model, but I'd never use it for a game because it follows the "too many cooks" rule. Whenever you're making a game, you need a small team who knows how to communicate and work with eachother very well. If you don't you'll have art that looks vastly different level to level, and have difficulty following the storyline. Another problem with an open source game would be the arguements where the game could go next, and then it all goes to hell.
I really hope some wonderful group will form for the sole purpose of making linux games, and develop it under a closed model, as that's the best way. After it's done, release it under the GPL. Hooray!
...fall into the same paradigm as the old saying "too many cooks".
If you develop a large scale game in an open source enviorment you run into the problem of too many people having too many conflicting ideas. This would lead to either an overly complex game or a game with an infinite development time(see DNF and TF2).
I heard the people at Valve aren't impressed with Open Source. (I own a game that is constantly broken because of their Steam advertisement distribution system, so no, I'm not a Valve fan).
Southeastern Virginia REPRESENT!
Since there are no quality open source applications or operating systems to date, why would open source games be any different?
...to the open source model. Games are the ultimate commodity software. Some might have lasting appeal, but most people are looking for a new game every 3-6 months. It's not like a word processor, where the old versions are good and the newer ones questionably better. Old games can lose their sparkle. Novelty is very important.
Certainly some games are exceptions, true classics that will stay forever. But these are more like movie classics than software classics.
Parts of games could easily be designed by open-source cross-company teams. Engines are good candidates. But artwork? Dialog? Plot? No, this sort of content should be developed closed source. I'd rather be "tyranized by the author" when it comes to games. I don't want 1000 geeks tweeking the storyline. I want one person to set out a vision.
Use the Firehose to mod down Second Life stories!
Of course, open source is an advantage for game developers as it is for other developers. Freely available components speed the development, and allow you to focus on the things that make your game different, rather than struggling to match your competitors.
It is a good observation that there are very few good large open source games. I think the reason is simple: OSS depends on developer interest, and developers get demotivated after a while. This is why we have many good but simple games (e.g. the KDE games), but few large games.
Please correct me if I got my facts wrong.
OSS just isn't popular for consumer software - save a few exceptions.
The same old shit everytime linux & game are in one sentence: Graphics is bad, modern games are for noobs and idiot, ect....
Yeah, i played angband and adom a lot, but in the end its nothing else then the simple most stupid "kill, get xp, kill, get xp, get item, kill..." repeated since 1978. No innovation (oh, wow, you can play a TOURIST class. he has a camera. WOW) and no gameplay appeal for anyone who doesnt have his free time to burn (like a typical geek).
HI O WISE PRINCE. WHT TOOK U SO DAM LONG?
The main reason why people work for OSS projects is that they (or the one that pays them) needs the resulting software. Looking at "world class games", most of them mean lots and lots of work for a result that lasts for 20 hours; after that, you are through. Why would anybody want to work for free on such a project? Most successfull OSS games are eighter simple, a challenge to make or funny to play for months or years, which means multiplayer in most cases. While CS is probably not genuine open source, it's a good example of a game the could be made by the community.
Planeshift
GNU GPL (mostly)
When business and people contribute to web servers and operating systems, its mainly because they expect something in return. They use these free tools for generating business. They reduce the cost of development of the tools they use to generate $$.
But with a open game, there is no business to be done. No $$ is returned. This is why we probably will never see IBM and the likes contributing to an open game. The only exception I could forsee is that an online game could be free, but subscription to servers would be charged.
Sure there are some developers which on their free time develop open games. Thats why there are a few. But because there are practically no developers payed by companies to develop open games, there are simply less effort going into open games than in web servers and operating systems.
Remember the year 2000? They promised us flying cars. They delivered the PT Cruiser...
The saga of ryzom is probably going to be one of the best MMORPGs available (launched around in sept 20), and the code is GPL (a FSF Europe member is even working in this company)
Everything should be open source! I'm really anxious to work on the first open source Spy Plane!
How can this be rated funny?
Everyone should know by now that Al Gore didn't say he invented the Internet. (Just as we all should know by now that a Beowulf cluster of anything is cool.... we've imagined it. BSD is dead and goatse.cx is the worst thing we've seen)
Vinton Cerf even gave a good portion of credit to Gore:
"During my service in the United States Congress I took the
initiative in creating the Internet." We don't think, as some people
have argued, that Gore intended to claim he "invented" the Internet.
Moreover, there is no question in our minds that while serving as
Senator, Gore's initiatives had a significant and beneficial effect
on the still-evolving Internet. The fact of the matter is that Gore
was talking about and promoting the Internet long before most people
were listening. We feel it is timely to offer our perspective.
As far back as the 1970s Congressman Gore promoted the idea of high
speed telecommunications as an engine for both economic growth and
the improvement of our educational system. He was the first elected
official to grasp the potential of computer communications to have
a broader impact than just improving the conduct of science and
scholarship.
Get your Unix fortune now!
In answer to the main question, "Does open source development only make sense for products like web servers and operating systems?" the answer is, "No, not only, but definitely mostly." In other words, open source makes the most sense for infrastructure like projects -- servers, operating systems, programming languages and frameworks. It makes the least sense for end user projects like games, educational software, and office suites.
You hinted at the heart of the issue: Who write open source software? Well, developers of course! And for whom is having the source open and free most advantageous? Developers, of course! My non-programmer friends and family don't really care about source code, but I do. And despite all the open source software I use, the only times I've ever really used to source was when I was programming. That is, I was using the infrastructure code such as a Java library from Apache Jakarta or tweaking some PHP or Python code for a wiki I wanted.
The most successful open source and free software projects are those that are directly used by developers -- where developers are the end user. This means things like web servers, languages, operating systems, libraries, etc.
Bruce Perens once even said it here on Slashdot (can't find the link at the moment) but open source development tends to favor software which can be developed incrementally. This isn't especially true of games. Games moreso than any other software product are a media production like a movie or book. It just doesn't fit with the open source development model as well. That doesn't mean that it can't work, but that the best and most successful open source tools will be those that are closest to the source of free software -- developers.
Who said Freedom was Fair?
Modding is a standard thing in Multiplayer FPS games. As soon as there is a feasable OSS game engine (cristal.sf.net are working on a nice 3d engine for starts) and the first artists start rolling out models and textures modding will become the standard procedure and give the industry a hard time.
And don't forget: Computer Games are a highly competetive thing to be dealing with. There's no monopoly that can get away with selling crap, like with Office Software or operating systems.
We're just going to have to wait a few years more.
We suffer more in our imagination than in reality. - Seneca
I'm surprised nobody has mentioned worldforge yet (worldforge.org). Perhaps I shouldn't be surprised, since it has a glacial development pace that makes Debian look fast by comparison.
Perhaps the reason that the "...vast, vast majority of Open Source users and developers *ARE NOT* gamers..." is because the general quality of Open Source games relative to commercial products blows.
It's been said before and I'll say it again and again until OSS developers understand it:
ENTERTAINMENT SELLS PLATFORMS.
If you want wide adoption of Linux or any other truly open source platform. You MUST MUST MUST get joe six-pack to buy into it and most people don't care about computers for anything other than entertainment. Once this happens, then businesses will begin to adopt OSS on the desktop because their users will already be familiar and their training costs will be lower.
All this BS about who can and can't have certain software because of this or that restriction, the GP (general public) not only doesn't care they don't even want to care. If a Linux platform is created that allows end users to:
1. Listen to CDs
2. Get on the Internet.
3. Watch video clips.
4. Do their personal finances.
5. Capture and email pictures to Grandma
6. Capture and work with video.
7. Sync their iPods, IPaqs, Palm, or *insert other device here*
8. Play Games they are familiar with (FPS, RPG, MMORPGs, RTS, "the Sims" *shudder*)
8. Play games with 3D acceleration
out of the box with no hassles, THEN the GP will buy it and not until. Once the GP buys into it then your pool of available talent increases dramatically and companies will invest in improvement. And not only that, if it is compelling, the public will PAY for it (Profit!). If given the choice of a yearly/monthly subscription rate or being able to tar/rpm/apt/etc to install software, the average public will pay every time if its quick and painless.
Now some distros have been doing a good job. I just installed Mandrake 10 for the first time and they almost have it right. I love OSS and am reasonably familiar with how the major environments work, but even I have my limit. It should not take me 30-60 minutes post installation to get most of the features I've listed above.
Ah well, I'll continue to use Fedora on my servers and Mandrake as my desktop until someone gets it right.
Look at that Karma burn!!
nos laetus epulor qui would domito nos
Let me recast this article into a different problem domain to highlight the flaw in the analysis:
The open source development model will never be useful in the cellular telephone market, because a) lots of work are needed to create a phone, b) speciallized skillsets (RF design, signal processing, protocol) are needed, c) large amounts of testing are needed.
Now, does that mean that no open source is used in phones? BZZZT! Wrong. Some phones are using Linux as the kernel.
My point is that while we aren't likely to see a DOOM III level game emerge completely from the FLOSS community, we WILL see FLOSS being used in games - Vorbis for game music comes to mind.
So FLOSS *IS* a competitive advantage for games as it is for ALL software - it is just not the whole story.
www.eFax.com are spammers
Open Source development is far better suited to cloning existing games (Bubble Bobble, Civilization) than creating an original title.
Without a strict and painfully detailed design document, any original open source gaming project will end up as more of a patchwork quilt than a tapestry.
I do not care if Doom3 is open source or not. I am willing to pay iD for Doom3. I just want a version of the game to run on my Linux box. If that means I have to have a specific distribution, I could probably live with that. If that means that the Doom3 CD is a stand-alone CD that boots up and runs Doom3, that's fine (Hmmm...turn a PC into a real game console).
If the only reason they don't make games for Linux is because they're scared of open source (read: no profits, and opening up proprietary code), that is a pretty lame reason not to do it, IMnsHO. Just make a closed-source version of the game that I can run on Linux...that's all I need to get me to stop using Windows and switch to Linux permanently (i.e., no dual boot).
I'm already using OpenOffice, Mozilla, and other open source software in Windows as it is. The only reason I don't switch to Linux is the games!
I believe that the same principle that applies to OS computer utilities can apply to games. FOSS utilities usually covers those things which are a foundation to build upon, the OS, the desktop, the wm, the web servers. They are foundations for the commercial league to build their own stuff on.
In games, this can/should apply to the engines that are used. Why not open source (LGPL) the engine, then allow many game companies to contribute to it. They could then come up with their own non-free stuff (levels, textures, story, dialogue, sound, action scripts, etc.) for a full sized game. It seems to me that the majority of the work on these newer games is not on the engine, it is on all of the artwork and design that make up the game.
This leaves the OSS community with the option of coming up with their own stuff, and give them the ability to create a game that could be on-par with games like Theif, Deus Ex 1, and Doom 3. I believe that J. Carmack follows this to an extant, the Quake engines were GPL'd.
You need to restart your computer. Hold down the Power button for several seconds or press the Restart button.
We can still see some good open-source opportunities for smaller platforms, like cell phones and PDAs, but the odds of an open-source title becoming a blockbuster console or PC title are practically nil. It just requires too much dedication and coordination of too many resources, which, in an open-source world, are geographically spread out so much that high-bandwidth, in-your-face coordination just can't happen.
Now, if someone were to sponsor an X-prize like contest for open-source gaming, we might see some action.
I have three words for you that will solve your little cross-platform dillema: SDL
I still hold that content creation is the key point.
It's now pretty cheap and certainly easy to get a reasonable digital audio studio. Why aren't "open source musicians" destroying the music industry by giving away tons of free music? Big music is destroying themselves by producing junk. There are bands that do distribute locally/cd-baby/etc but they are still exchanging the content for money. There is nothing wrong with providing content that's good enough to cause people to pry open the wallet. For most of the world providing salable content is either difficult or impossible.
To try and drive the thread back to the original story, I throw out the following:
Actually dreaming up games it not easy. Dreaming up the details is much much harder.
okay, it's a bit tricky to have all your pre-edit artwork lying around for someone to edit into their own film but independent film-making is *very* alive and well.
Here's just one festival
You can easily find plenty more, even in your local area there's probably a film making scene.
There are places where the networks are not touching,and there are places where they are-Boeing's Lori Gunter
As a develoer of a mod ranked in the top 3 non-Valve HL mods by players (According to Steampowered status, it varies) there is a lot of issues that you are of concern in a non-commercial game.
The number one issue without question is talent. Getting talented team members is a very tricky business and depends upon a number of things,
1) The basic idea behind the game
2) The skill of the team working on the game
3) Currently existing content
You will not attract talent if the first three are not up to their expectations. Talented people will only work for a game they think they will enjoy, with other talented people who have already produced some quality content.
Now that might sound somewhat cyclic (You need talented people to get talented people) but it's very true. When money is not involved the currency is skill, which is why I think the most important thing is that the mods leader has a skill beyond being 'Ideas man'. Good example being CS where the two guys practically made all the content themselves which then attracted the talented mappers.
Muds (wikipedia) are the precursers to modern Internet gaming, and most of them were built under collaborative, open source licenses.
I think the Open Source is the ideal model under which to build a massive, scalable multi-player system that requires collaboration for a variety of reasons. You just need a solid architecture at the base to enable it.
There really is no practical or compelling reason to license under an FOSS license if one doesn't anticipate needing help from others when creating the source. Which is almost always the case with the 'source code' of creative works (the manuscript).
I think that you have to look at the culture of game developers. For the most part, games are developed for Windows, on windows. Generally, windows programmers protect their source code like their first-born. Unix hackers grow in a culture where sharing is considered the "right thing to do."
IMHO, this is the biggest reason that there are no big time open source games. Games are not part of the Unix business.
~dan
I thought I'd toss in a quick mention to my personal favorite, StepMania. It's reached a level of maturity such that there is a group that's turning this into an actual arcade game .
There aren't many other OSS gaming projects that can claim that. (Though, they're doing the same with this one. They've got one of these at the Mall of America, even.)
Yay Open-source turned viable business model! (Well, as viable as the arcade scene is these days...)
That green slime had it coming.
Just because the big houses have millions of dollars to spend on marketing and shine does not mean they make better games. Sure, FOSS games often times are near-line to propriatary games, but FOSS apps are too. The games are near-line to the most popular titles, and generaly cater to the audience that loves the game and wants to play with it on more levels than the propriatary model allows them to. Just becuase they do not have the media attention, or shelf space, does not mean anything else about the game. FOSS games have attention where they need to, with their community, same as FOSS apps.
Uh, that's three letters there bub, not words. Unless, of course, the Queen's English counts the letters in an acronym as words, then please excuse this ignorant colonial.
Incorrect. Open Source and Free Software are both methods of development that involve the use of permissive licenses to propagate community interest. GPL is a license, Free Software is not.
Please, if you're going to troll, at least be *slightly* factual about it.
'Standards' in computing only impress those who are impressed by things like 'standards'.
Especially with shooters and strategy games, the game engine is the most important, and most expensive, piece of development. Relicsencing that engine to other companies is an important source of revenue. Obviously it would be incredible if they open sourced it as well...
Still, game companies end up in the toilet so often, I can't think they could easily toss the unique part of their work into the public domain and not suffer for it financially.
I think this would be a good place for 5 year software patents or something, because I think these things SHOULD end up in the public domain, eventually, but the originating company should be free to make a profit on it in the meantime.
Just my opinion.
ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
I think game developers can take the "updated" versions of their games and see what the community has done to them, and may be get ideas from them.
I like the idea of the Quakes being opensource, its nice to play a super version of games you used to play.
"There is no true difference between an open source and a closed source creation of a game." This is an admission that there is no true difference between the cathedral and the bazaar, for any project, which I don't think you intend.
The advantage OS brings to a project is that of many eyes all looking at it, testing it, and improving it. The thing a game often requires is novelty of experience, even the superficial novelty of a cheap knockoff, and this is not something that the OS model can permit: either your community is looking at the project in development, or it's not. If it's not looking at your project, OS is offering you no advantages whatsoever, while offering several disadvantages. If your community is looking at it, there is no novelty, and the game will have no excitement for anyone involved when it reaches completion, if ever.
Games that are truly replayable are open-sourcable, which is why the mod community for FPS games is almost exclusively multiplayer: multiplayer game designs don't rely on pre-created content for novelty, they rely on players. FreeCiv is a fine game for OS, because it's a well-understood game design, relatively undemanding of the hardware, and is very replayable; it is almost unique among single-player games in its level of replayability.
Where is the real creativity?
It's a good question. Maybe creativity and earnings go hand in hand, in the sense that a lot of creative people want to make money from their creativity.
FOSS encourages creativity because it makes creating programs easier, by basing them on the open work of others. The trouble is, FOSS massively discourages earnings, because if you invented something that sells well then you would instantly have a pile of competitors selling the open code that you just developed. Under those conditions, you can't even get venture capital since you can't guarantee to pay back loans from software sales.
This makes people who want to cash in on selling a lot of copies at high prices (which scales excellently) stay well clear of free / open software, and among those people there will be a proportion of the most creative ones too. It's no good suggesting "Go make money from support" because support scales appallingly badly compared to replicating code, as it requires people-time and labor is fantastically expensive.
There probably isn't a way around this, since GPL-type licenses massively support the rights of redevelopers and don't help protect the original inventor's development investment at all. It's the price we pay for being able to use other people's sources.
"The question of whether machines can think is no more interesting than [] whether submarines can swim" - Dijkstra
And in most cases, all of the above cost lots of $$$. Without the money, the best you can hope for is a sound concept.
"Ask not what your country can do for you." --John F. Kennedy
What about half life 2?
For starters, look at the games available on the Gameboy Advance and mobile phones. Most of these games are equivalent to the Amiga/Atari ST/PC games of the mid to late 1980s - all that's really changed in the mobile gaming arena is miniaturisation. However, this demonstrates a continuing demand for those older games - hence the likes of Manic Miner, Speedball 2, etc. appearing on the Gameboy Advance.
Retrogaming also is filling a need for those who want to play some of those old games again, through emulation and remakes. The advantage here is that the copyrights for many old games is so tied up in knots (due to company mergers etc.) that this area is ideal for Open Source games programmers to take advantage of because games are usually small and many, of course, are released into the public domain anyway.
Finally, there's the Open Sourcing of older games allowing programming groups to improve older games, remake game engines, etc.
From my perspective, I'm happy to continue paying for the PC games that I do play and the only reason I keep a couple of Windows installations handy is to play these on, networked with a few buddies occasionally. If commercial games were released on Linux then, yes, I could save a few gigs of hard disk space and ditch Windows for good - but the games will still look and play the same and I wouldn't expect to pay anything less for them.
However, I get as much as a buzz these days out of Space Invaders running in MAME, Lords of Midnight on a ZX Spectrum emulator, the occasional text Infocom text adventure or Speedball 2 in WinUAE or on my trusty Amiga as I do from Doom 3 or Unreal Tournament.
Plus, if I ever fancy something different to play, I can always go trawling the Web for a new emulator or some free games...
Open source games currently fill a need but there's no way FOSS can displace the huge development budgets given to modern commercial game releases, end of story.
However, for me, it's great the way it is currently because I can pick up the latest PC release at the local computer store or jump back and forth through my quarter century of games playing whenever I like.
Gentoo Linux - another day, another USE flag.
Both software and music are copyrightable. Both can be considered products. Both could be created with teams of no-talent hacks, e.g., Windows and Brittany Spears. Both could be created through amazing creativity, e.g., BeOS and John Coltrane's "Blue Train."
My gut instinct tells me utility products are better created by committees and large groups. Utilities are designed to do x, y, and z. Those goals can easily be divided between groups and worked on in a linear process.
Creating products that touch you, impact you emotionally, i.e., art, is not easily created by large groups. It is generally considered that group-think mentality ruins movies and music when suits start making decisions about song ideas, scripts, and casting.
Thus, it is my humble opinion that open source is better suited for creating utility versus art. And since a great game is more art than utility, open source is not well suited for games.
If someone says he and his monkey have nothing to hide, they almost certainly do.
I'm not sure. There is massive competition in game engines and they are often closely guarded secrets. You might be able to argue that OSS for engines makes sense for the end user, in terms of getting lots of different games, they would still cost a large amount for the artwork and level design and you'd just get a bunch of expensive clones. I think that healthy competition and a large number of different types of game drives the games market. You've got Simulations, FPS, MMORG, tactical shooters, real time and turn based strategy, all of which need to be driven forward in gameplay. I don't think OSS is the way.
You can't win Darth. If you mod me down, I shall become more powerful than you could possibly imagine
All sample-based music builds on parts that already existed and makes a new work.
The community can't make sample-based music because sample-based music relies on evoking the connotations of the original work, which requires the original work to be well-known, and all the well-known samples are locked up at the labels behind proprietary all-rights-reserved licenses.
There is always a delay between development targets and quality applications (18+ months).
Years ago the development targets for doing 2D GUI application development on GNU/Linux were anemic. The development targets improved. Examples were disseminated and understood. Articles were written. Closed, proprietary blockages were cleared. Now there are plenty of unhindered developers armed with the necessary tools and knowledge. The applications are arriving. The only FUD defense left: NDAs, copyrights, patents.
3D and sound are next.
SDL fucking sucks. It's slow and buggy as hell. Cross platform shit is still shit.
'Standards' in computing only impress those who are impressed by things like 'standards'.
I think a lot of people are missing the main failing point for OSS in game development.
The arguement for making money on Open Source software is by providing a service modifying and maintaining the software for clients. That falls apart for games. A shipped game is a completed project (patching jokes aside) that usually costs millions of dollars to make. If you give away everything at the end of development, how do you make money? There's no companies or people with enough money that will pay you to modify the game. Hell, people play the game for just a few months and then move on.
There's no way to make enough money on an OSS game to create anything but shareware or a labor of love.
Basic problem is that games cannot be developed incrementally like web browsers. If I release a game and it's not finished odds are very low that someone else would get excited and help me in finishing it. In some other areas a program with limited functionality can provide useful application to many, especially if its free -> save several $100.
Another big obstacle is resources, good games needs good artists and good sound designers. Open source developers rarely have social groups large enough to include like minded artists, 3d designers, musicians and game designers.
Of course certain type of games can be open source and I would really like to see some kind of expanding/gradually improving game that is totally open ended. Kind of like MUD, but something much bigger. Let me know if there is something like this in progress.
Atte.
I sure wish that I could argue with you, but you are right. I have been using Linux almost exlcusivly for about 6 years now. I watch others try and make the switch and they are just mad because something doesn't work the same way it does in windows. Well you know what...the problem is two fold.
1) It isn't windows, but people don't want to re-learn a software application that is only going to do exactly what the old software did...it is frustrating to them...hell it was frustrating to me at first.
2) We need something that is as the parent said entertainment based. Install linux and Bam. Java works, macromedia, flash, e-mail, internet, games, it all has to just work. No exceptions...no failures. It has to work the first time and everytime after that. No unsupported video formats, no unsupported video cards, All sound cards must work and all sound file formats must play. Installing something new has to be GUI based and it has to involve 1 click...do you want this feature...yes or no. Oh and it has to work...always without failure...no dependancy issues...they have to be resolved behond the scenes and they always have to work.
I love linux and open source software and could personly care less if Joe six pack ever uses it. But if we are going to have that discussion then we have to be honest. People will not put forth the effort to re-learn somthing unless it does something new and better....always without failure.
Just my worthless 2 cents.
what?
...but Liberated Games has a listing of games that have had their source code released free to the public.
I've compiled Alien vs. Predator 2 from source after playing around with the AI to make aliens smarter. The really cool part is while the human and Predator characters have an AI governed by a well-defined set of propositional logic statements, the Alien code is absolute spaghetti, all procedural logic. The only way I figured this could happen is if the humanoid characters were programmed, but the Alien was evolved. I think, at the least, that releasing the source for games that were formerly closed allows development of open-source addons.
However, I've played FreeCiv as an exploration of whether it could be used in an educational setting, and it just seemed too modular and stiff. Civilization's interface, though dated, is much more interactive and slick.
'Be always mindful, even when ditch-digging.' --D. T. Suzuki
If I designed this über-cool monster with this and those textures, triangle counts and what not, it would have very little reuse if there suddenly was a new engine which could do twice the pixels
Then there'd be twice the monsters! A new engine that can push more polygons transforms a shooter model into a sim model.
You're entitled to your opinion
Yes your reply is worthless, because you talk about yourself mainly, and your point is the same old tired 'people just need to learn' that Linux fanatics have been using for the last 10 years.
At least I found it obvious that by "Open Source development model" the article's author referred to the bazaar that opens up after a critical mass of developers have joined a free software project.
Well, I appologize. It was sort of a failed attempt at being clever.
Open source development has one primary and awesome strength- creating stable, reliable programming. This process is slow, but that's the trade-off for stability. It's extremely useful for software that needs to be done once, right, and will be around for a long time. Things like operating systems, programming tools, server systems (email, web) and fundamental office systems, like word processing.
Games do not need this strength. They need to be quick to development and often have a short lifetime. If there's a bug in a game release for, say, playstation, you're not going to take the time to release an updated version of the game. We'll all have moved on by then. So why would you go through the effort to run it through the open source mill? You're just wasting your time.
If you want wide adoption of Linux
Who told you 'we' do? Lots of kernel developers disagree
blah
You mean content-consumption games, which are usually single-player or at best cooperative. There do exist games whose goal isn't to "beat" the game (that is, consume all the game's content). See also tackle football sims, tetramino games, WarioWare multiplayer, fighting games, dance sims, or any game that goes back to the good old days when a game's goal was to beat your old score or to beat the other player.
"At best, the open source model works well for cloning..."
I think that this statement may be the key. Everyone working on an open source project needs to be able to self-direct a bit. To that end they need to have a conceptualization of what they are building. That's fine when you're working on Linux and you know you're making a file system, or a kernal module or whatever.
A game - both in genre and in visual aesthetic - is much less defined than an operating system. Or a webserver, or MSOffice clone, or whatever.
I could probably live with that. If that means that the Doom3 CD is a stand-alone CD that boots up and runs Doom3, that's fine (Hmmm...turn a PC into a real game console).
Good luck trying to get accelerated video card drivers onto a live CD. Early PCs were game consoles, as a developer could rest assured that every PC had a CGA in it, and all CGAs had the same hardware registers. Nowadays, every video card is different, and many video card makers publish crap drivers if they public Linux drivers at all. Besides, what happens when the next video card comes out, and all the drivers on the live CD are for older video cards? Are you going to expect the user to load a driver onto a USB memory card?
"1. Listen to CDs"
Done
"2. Get on the Internet."
Done
"3. Watch video clips."
Done
"4. Do their personal finances."
I'm pretty sure this is done, too
"5. Capture and email pictures to Grandma"
Done
"6. Capture and work with video."
I'm not quite sure on this one, at least for home users.
"7. Sync their iPods, IPaqs, Palm, or *insert other device here*"
Done
"8. Play Games they are familiar with (FPS, RPG, MMORPGs, RTS, "the Sims" *shudder*)"
Probably the most 'lacking'
"8. Play games with 3D acceleration"
Done. I've played Unreal Tournament, America's Army, Tux Racer, Operation Flashpoint (via WINE) and a few others in Linux with 3D acceleration.
Out of the box? I needed to install jpilot for my Palm. The rest of it was done during install.
Libranet Linux (a.k.a "Debian that works", in my experience)
For an OSS game engine to be successful, it would have to have some really innovative stuff. I.E. render faster, better, bigger than ID's products, or at LEAST as good. Plus, you have to invest in the graphics, etc. It is not as easy as connecting up some plugins and creating a product... if the game is similar to others, and not hugely fun to play, it will be very quickly ignored by everyone on the planet. Maybe if more graphics people gave away their work... but that's much harder to come by than OSS. You could always ask me to do some art, but even I can't imagine not charging SOMETHING for it.
stuff |
If an OSS game could be made that is truly competitive with a commercial version, it's lifespan could be remarkably longer than one for a commercial game because it could be part of a distro and I'm sure would have a much more rabid fan base since the Linux game landscape is so relatively barren at those levels.
free online diet tracking.
Sorry. I've got 2 patent chips on my shoulder, and that's the other one. One: they last too long. Two: they lock out reverse engineering.
I don't know. We need some serious reform.
ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
Google can tell you more about DirectX royalties.
You claim you "never had to pay anything to MS so far for using Direct3D". If this is true, then you're a dirty pirate.
And how would you run the DirectX game that you've been developing if all you have is a Mac?
One of the more interesting games as of late is Neverwinter Nights. The core game engine is closed source, but the code for the campaign itself is completely visible. That means mod builders could poke around, play with the code, and do what they want with it.
I think this is going to be a fairly typical approach in the future, where the core game engine is off-limits to tweaking, but people can use the "official campaign" as a learning tool to see how the professional developers put it together.
They're targeting the largest group of people who play games. Most gamers use Windows. And those linux users who do play games usually know enough about computers to set up a dual boot OS system.
Games is one reason why I keep a Windows XP partition on my PC. I guess WINEX is nice for people who don't want to do a full install of Windows, but I prefer the convenience of playing a game in the OS for which it was originally targeted.
Linux doesn't support my Minolta film scanner either, but that is another story...
DirectX is a free redistributable. There are no royalty costs involved in using it.
Can your end users easily install DirectX_Setup.exe on CrossOver Office? Or do they have to pay Microsoft royalties?
It should be. Does a proprietary model of software and business make things that have an entertainment value more important than things that have a pratical value?
Creativity is exhausted. Theres only so much you can do on the screen. Back in the 80s it was thought the possibilities are endless, but we know now that everything is converging on 3d simulating the real world then adding fantasy on.
I've developed games independently, and almost had the first MMORPG ever released. I've spent over 6000 hours coding games, and open source DOES help... The problem is that open source isn't mature enough yet to get over the hurdle of in house intellectual property. CrystalSpace is a good 3d tool, but it needs to mature before amatuers are making marioworld64 clones.
God spoke to me.
And I feel like I don't know what is going on in the Open Source gaming world. Is it me, or does it get very little coverage on Slashdot? - not that I'm critising Slashdot as it has plenty of other things to cover, but does anyone have any suggestions on where to look. When I've Googled, I've generally turned up the pages for individual projects, rather than news sources.
At least the titles from PomPom Games use it. Of course, I can only judge by the Mac OS X versions, but at least those work fine. Since most of the work is done by the OS and hardware, I'm not sure how SDL could really slow down things a lot (they just offer a uniform interface afaik).
Donate free food here
The article wasn't saying "developing games on opensource is bad" the article was saying "open source games aren't practicle". In other words, the game itsSELF being open source (some poeple are also confusing this with free and that's simply just not the case).
/. twisting of words. I would really like it if I didn't HAVE to read all the articles posted to find out what was really said/meant for once.
Seems to me that whoever wrote the article needs to rethink alot of the wording and be a bit more direct on what EXACTLY it is they are trying to say. It appears to me that they are talking about the actual code of the game (since they mentioned doom and quake being gifted) and not the game actually being released to RUN on OpenSource software.
Once again, this is a
A killer game would do wonders for Linux.
<dreaming> What if a company like id or Valve decided to release their newest FPS exclusively on Linux. Imagine how many people would install Linux for the first time just to play that game. Let the Windows developers do the porting for a change :)
</dreaming>
Since that's probably not gonna happen, I think somebody really needs to come up with something totally original.
^^vv<><>BA
Once I got my hands on the Quake 2 source code, I started tinkering around with it and quickly realized how easy it would be to modify the executable to auto-aim for me ("aimbot"). Then I began thinking of how hard it would be to detect a hacked client on a legitimate server.
Admittedly, most of the quake2 cheats used some kind of proxy that modified the network packets as they came from the client, before they got to the server.. but this method required time to reverse engineer as well as the uncertainty from the cheat author as to whether the server really didn't detect his cheat or merely ACTED as if it didn't detect the cheat.
I know that security through obscurity is frowned upon, but having totally open source code for games makes cheating that much easier.
...I don't see how you could make a AAA title without being face-to-face with your coworkers. Every project I've worked on has featured (at least) daily meetings and discussions about game design, or gamesystem design, or how designers want something exposed to them, or any number of other issues. We're consantly sketching and scribbling on whiteboards and bouncing ideas off each other, and even then, lack of sufficient communication has been an issue in every project as well.
Every off-site contracter we've used has also been problematic. Trying to communicate via email or IM is unreliable, syncing builds for folks on DSL or cable modems can be painful, and having to deal with a problem they introduced and we have a deadline looming is horrible.
Maybe there's a process that would work for the Open Source community -- I don't know, I've never done large-scale OS development. But unless there are some magic tools out there, I'd be very surprised.
i think one of the big advantages corporations have over the OSS writers is that these companies can afford to hire top quality artists to accompany the coders.
It's worth noting exactly why this is so. The OSS community is fond of saying "free as in speech, not as in beer", but the effect of having to show your source code means that you can't sell a ton of copies for high profit because anyone else can take the code that you are obliged to provide and instantly set up a rival sales site, despite having done no real work, or give it away for free.
As a result, the "free as in speech" turns into "free as in beer" as well, and because of this you don't generate the funds to pay your graphics and sound artists. There's no way around that.
seriously how many peaple do you think will buy a top game for a linux platform i grant you a few thousand but its just easier for the bigger game companies like EA and Rockstar to make their games purely for the windows platform things get ported then if their worth the hassle as for being original it will take 1 big hit on linux to sell it just look at what GTA has done for the ps2 in the past
I Predict A Riot
I think the article would be a lot more accurate if it replaced all instances of "open source" with "hobbyist", as they're not totally interchangeable terms. Any project being done in the developers' spare time is going to hit this problem of time constraints on content creation (it was *the* major issue that was discussed at the QuakeCon mod roundtable), and although the vast majority of game projects using the open source model are indeed hobbyist, a commercial developer creating a game full-time isn't going to magically see their content creation timeline get longer if they use open source (such as Saga of Ryzom, whose developers open-sourced the game's engine before the game has even shipped). Moreover, a lot of modern commercial game projects use open source projects such as OpenAL or Ogg Vorbis without seeing their dev cycles balloon (id's Robert Duffy even mentioned Ogg as saving them time on DOOM 3).
:wq
1) Enter Doom3 directory
2) Find file pak000.pk4
3) Open it with unzip ("ENTER" in total commander)
4) Enter "script" directory
5) Open any file inside
6) Count number of bytes in text files
Huge part of Doom3 is Open Source. Article is wrong, because it confuses Open Source with Free Software. Doom3 is commercial project, huge part of Doom3 has its source open.
There are areas where the Open Source development model really shines. Where there's a lot of customers who can contribute to the code, it's a clear winner. Where the hardest parts of the job are things that average competant programmers can contribute to, it can be a win even when there's not a huge customer base. Where the customers include a few people with deep pockets who can pay for the stuff that programmers aren't typically good at, and are aware that it's in their interest to have an open product, it can be a big win... though once the program's "good enough" there's a tendency for the sugar daddy to cut the purse strings. Finally, there's no-longer-profitable products where a lot of the non-programmer work has already been done that get thrown over the wall to the Open Source world... this is where you get your Open Office type schemes.
But where the majority of the customers aren't coders, there's a significant benefit to work from non-programmers, and the work is basically entertainment so there's no chance of a "sugar daddy" if you're not doing something the NEA thinks is important... it's hard to see where there's a way to generate the revenue to complete the job using the open source model.
To all the game developers reading this thread, here's a link to the open-source game engine
/ enginemain.html
...and the source:
we are developing here at the MOVES Institute in Monterey, CA (of America's Army fame):
http://www.nps.navy.mil/cs/research/vissim/Engine
http://sourceforge.net/projects/delta3d
We are shooting for a 1.0 release in December, but the majority of features are already complete.
A number of in-house game-like simluations have already used it with great success. Happy coding!
-chris osborn
It would clearly be very foolish for id to release the Doom3 engine now, while it is still state-of-the-art, as software libre. That would be taking their years of development work and the huge technological advantage it has given them and simply handing it to their competitors.
However, imagine a software libre game engine that wasn't developed by a single company. The investment in development effort is distributed. Each one benefits from the work of the others. Each company could release their own changes to this engine without handing away years of development work.
Fundamentally, the game engine code is there to expose the content of the game. It enables the modellers, the artists, the mappers to express their ideas. New features in the engine are driven in large by the desire to express new ideas.
The GPL would work fine for such an engine. Remember, the GPL doesn't require you to release code unless you're releasing binaries as well. While developing your new enhancements and more importantly the content, your competiors would not benefit. Once the game is released, they would see those enhancements, but would then have to incorporate them into their own products and create content that uses those features (the most time consuming part). You still get a competitive advantage, just for a limited time. And this is a two-way street, of course. That's the whole idea -- you save by only having to develop the new code that is needed for your particular game's content.
Thus I suggest the answer to the question "can open source work for game developers?" is "definitely yes", while the answer to the question "should a game company with an engine switch to open source right now?" is "probably not". It really isn't that different from the software libre poster child, Linux. Can open source work for OS vendors? Of course it can, reality says so. In 1992, should the OS vendors have released their systems under the GPL? No. But just like with Linux, if and when we see software libre engines that are at or near state of the art it would begin to make much sense for game developers to use it for exactly the same reasons it makes sense to use Linux.
The enemies of Democracy are
(Yet Another Why-Open-Source-Games-Will-Never-Succeed Article)
Every once in a while we get this Prophets Of The Obvious' kind of articles, to tell us what we already know. And i mean, five years ago this was probably true, but now, with games like Counter Strike, Age of Empires series, Blizzard's *craft series and many others having such a long (for games) lifespan, it is quite obvious that MULTIPLAYER games behave just differently than your average adventure game, in the way that the "replayability factor" is much higher, thus keeping the players' interest in new releases, patches, etc., always up. And guess what, this guy from the article up there just *ignores* this fact. Which, i think, is exactly the point to have in account when talking about OS gaming.
I don't have a sig.
Most of the work in creating a game is content. Generally you have a small group of developers designing the game engine and tools, and you have a crapload of content artists. You need people to record sounds, storyboarders, modellers, producers, etc etc... This does not fit the open source model.
It's like asking, "Where are the Open Source movies like Saving Private Ryan? Clockwork Orange?, etc".
Open Source hobbyists are never going to produce a big fun title that lots of people will want to play.
This is /., we don't read the stinking articles.
InThane
One thing that I've noticed is that many of the best games are not due to the exceptional work of the developer, but instead are due to the extensibility of the development tools used to make the game (Half-Life -> Counter Strike, Warcraft III -> DOTA, Quake III -> Rocket Arena, etc.). There are thousands of individuals who contribute their time and talents to creating mods and total conversions of games using free, but not open, development tools. Much of the game industry understands this, and focuses on providing the most effective development tool, letting the users create and adapt their own content from the default game that ships. Quake III is one of the best examples of this, the game itself is little more than the engine that runs it. If the open source community wants to leverage the potential of the mod community, create the kind of development tools that they can't ignore, and (the harder part) use those tools to create a shining example of a game worth playing. Better yet, make it a game worth modding.
My brother worked at a Sony-contracted shop and said that one of the steps in the release process was to profile the code and convert the heavily-used blocks into assembly. After the translation to assembly the code was downright unmaintainable. Not really what you want in an open source project.
Who am I to blow against the wind? -- Paul Simon
What if developers started writing and shipping games that were preinstalled on a bootable CD using something like Knoppix?
I need an environment that is distribution independant. A place where I can get access to all the hardware(read only for HDs). Maybe a plugin for gstreamer, a place where I can program once and once only for all Unix machines. Then I will show you games and creativity, then I will show you proprietary and Open source games. Create the environment, the tools will follow and you will have what you seek
You missed the fact that the OSS community learned its marketing tactics from their hated enemy. So expect volleys of FUD and unsubstantiatable claims.
Hey freaks: now you're ju
VueScan is a great piece of software. It runs great on Windows and GNU/Linux (including RH). Recommended.
Once the GP buys into it then your pool of available talent increases dramatically and companies will invest in improvement.
Can you support this assertion, because I don't see why it's true.
Having millions of non-programmers using the software won't add appreciably to the programming talent pool. It will probably provide more bug reports, which is good, but will also dramatically lower the average quality of bug reports, which is very bad.
And how will having millions of desktop users convince companies to invest in improvement of F/LOSS? Companies aren't going to invest unless they have a reason to. I can see how it would make sense for hardware manufacturers to invest in writing Linux drivers, like they currently do for Windows, and I can see how it would make sense for software makers to invest in supporting their software on F/LOSS platforms, but it's not at all clear what would motivate them to invest in improving the platforms.
Changing the topic a little, I often see posts that seem to presume that Linux needs to grow market share, that the lives of current Linux users will somehow be better if more people are using it. Maybe I'm dense, but I don't see how market share growth would really help current users of F/LOSS, other than slightly-improved hardware support (Linux hardware support isn't bad now) and maybe availability of commercial software titles (which mostly don't matter to me now, since there are Free equivalents for most everything I need).
Not that millions of desktop users is a Bad Thing, but I don't really see why so many people automatically assume it's a Good Thing, much less a goal to be worked toward.
Note to ACs: I usually delete AC replies without reading them. If you want to talk to me, log in.
It is an order of magnitude easier to develop a fairly high quality game due to OpenGL, OpenAL, SDL, Blender, Gimp, etc., all of which are either entirely open source or significantly so (e.g., Mesa and DRI). With these tools, better games on a lower budget are inevitable.
-- "Makes Little Debbie look like a pile of puke!" - Moe Szyslak
OK, let's compare installing Windows XP with Fedora Core 2 here (I choose FC2, because I installed it over my XP partition last night).
Installing Windows XP:
0. Insert disk. Wait for it to churn. Let it reboot (automatically). Enter language and network settings.
So now it's installed. This is what has to be done next.
1. Install service packs/security fixes (3 hours, but unattended).
2. Log in when it's done. Download and install latest NVidia drivers (10 minutes).
3. Download and install drivers for my HP printer (10 minutes).
4. Install sound drivers.
5. Install commercial DVD playing software (10 minutes, including fiddling to make it see the DVD drive which for some reason it didn't by default).
So Windows has already taken 3 hrs 20 minutes after installation. It WON'T sync with iPods/iPaqs by default until I:
6. Install some software to do so (depending on the device) - probably 10-15 minutes.
With Fedora Core 2.
0. Install FC2. One reboot.
1. Double click on the little red exclamation mark to fetch updates (45 minutes but unattended).
2. Install NVidia drivers. (10 minutes - no reboot required).
3. Discover I don't have to worry about the printer because the FC2 installer picked it up.
4. Install two RPMs (one for Xine and one for libdvdcss) to play DVDs (10 minutes).
5. Copy (no, not re-install) - just copy because there's no registry madness - the game I was playing on RedHat 8 (Return To Castle Wolfenstein: Enemy Territory).
The thing is OSS gets held to a higher standard. Most people never install Windows or the drivers because it all comes pre-installed. If you actually install Windows XP from scratch, it really is no easier than a recent desktop Linux distro, and takes considerably longer due to the size of the security updates - which only cover the base OS.
On Windows, I would now have had to install all the other things (an office suite for example) that just come by default with a good desktop oriented Linux distro.
If you're installing both OSes from scratch - and therefore comparing like with like - you'll find it's considerably more effort to get a useful Windows install - I wager to get all those features you're after, even ignoring the time to patch the OS so it won't get owned in minutes, you'll spend at least half an hour installing drivers and rebooting. The last Windows XP install I did (for work - build an image for a fairly standard PC, with no unusual hardware) was well over half an hour installing drivers just to make the basic hardware - the ethernet card (not detected by Windows XP), the video card (a common as muck Intel chipset that comes with most business desktops - not detected by XP), the sound hardware (again, very common sound hardware - but not detected by XP) and mainboard chipset (a standard Intel chipset - not detected by XP!). The Knoppix disk I use to run our "factory" disk ghost imaging of the 70-odd machines we're deoploying on the other hand recognises all of this hardware. Linux has supported the hardware in these boxes (with the exception of the Broadcom ethernet hardware) for years. Of course, the normal user doesn't see this because they buy the machine with Windows XP pre-installed from Hewlett-Packard.
The irony is the fact that Linux supports so much hardware out of the box and Windows doesn't is partly because manufacturers don't support Linux, therfore the community has to write OSS tools for syncing with Palms and phones and printer drivers - and as these are OSS too, they get put on the Linux distro install disks so they are there ready for you on a default install, whereas with a fresh Windows install you're having to go through a pile of driver CDs to make your devices work because Microsoft doesn't have the freedom to put this on their XP installation disk.
There are many criticisms that can be
Oolite: Elite-like game. For Mac, Linux and Windows
A good engine programmer should have working familiarity with a great many algorithms--so many that attempting to list them here would be silly. The most necessary algorithms perform tasks like spatial partitioning, clustering, and intersection and clipping of geometric primitives. Most algorithms will be mainly focused on one task area, like rendering or physics, but these algorithms are often very deep and take a while to master. For years we have been mining academic research to find and modify appropriate algorithms. However, a game engine must meet soft realtime requirements, and most academic work in the relevant subject areas is geared toward batch computation. (Most of the past research in graphics has applied to offline cinematic rendering. Most physics algorithms are unstable and can fail outright, which is solved in a batch setting by tweaking the initial conditions and trying again. These algorithms do not adapt successfully to a soft realtime setting.) As games are now starting to be taken seriously by the academic community, this is beginning to change, but most academic research is still pointed in directions that don't do us much good. So, creating a technically ambitious game engine will often require a substantial amount of original research.
Hacking isn't enough any more. You need theory. Lots of theory.
Game development has some really smart people. I've met some of them. The best theoretical work today is being done in game development. Game AI is better than academic AI, and it's gaining.
that might have been true in 1986 when Joe Six-pack architect started to use his PC in his business. or JSP Accountant.
but now, computers are ubiquitous in business, and business apps are everywhere, not just lotus 1-2-3 anymore. computers are now just a tool for business, and if linux can demonstrate superiority, it will be adopted.
Walmart won't choose linux because their employees might happen to have one at home, like they'd give a shit. they'll use it if their IT dept or hired consultancy tells them it's best for the specific things they want to do.
in fact, it's so totally untrue that really you have no excuse for believing it. the world has moved way on.
What would happen if a MMORPG was open source and had the kind of user-generated content ethos that is more common with MUDs?
The point I took from the article is that people don't play a computer game for long enough.
This is not the state for non-computer games, however. See Football/Basketball, Poker, Chess, Golf etc. Any one of these games may occupy the freetime that an average individual spends on ALL of computer gaming.
Why? Because a modern commercial computer game is designed like a movie. You watch it once, then you've seen it. You watch Psycho, and then you know how it ends. Sure, watch it again if you're a big fan, but while you may see a few new things there is nothing that will happen that wasn't already there. It's the same with HalfLife. And that is the triumph of the computer game industry - keep people buying new games.
"Game Depth" and "Replay-ability" are the two issues. Content increases play time linearly (or slower), but game depth and replayability increase play time exponentially.
Game Depth is the existence of multiple levels of mastery.
Replayability is when the course of events is not the same from game to game.
Some examples -
Chess has depth
Fisher-Random Chess is an effort to increase Chess' replayability
Football has depth and replayability.
Solitare has replayability but not depth.
Tetris has some depth and some replayability.
Mahjong (tile matching) has replayability but not depth.
Half-Life has neither replaybility nor depth.
Reading a book has neither replayability nor depth.
Don't get me wrong - these two aspects don't automatically make a good game. And a game without either can still be enjoyable. (half life ruled!) But for OSS to improve the "Time Invested":"Time Used" ratio of computer games to make them more attractive OSS projects these Depth and Replayability are the key.
I would suggest an OSS fighting game. My room mates and I spent much longer than the lifetime of the Dreamcast polishing our Soul Calibur game to a level of refinement I have not seen outside our old apartment. Soul Calibur had Depth - the moves were well balanced and fighter interplay was complex. It also had Replayability - the number of fight combinations increased rapidly compared to the number of fighters.
I hope my anon. comment doesn't languish at 0 for ever - I would like to see these aspects developed in either OSS or Commercial software. Some 'meatier' games would be a lot of fun. But while it is in OSS interest to develop these aspects it is in the interest of Commercial software to continue as they are - making games that get played and then discarded in favor of buying the next new game.
Adam T.
The problems faced in game development are very similar those seen in compiler development. There are a relatively small number of people in the industry who have practical experience in developing code generators and game engines, both of which are still somewhat of a black art. If you want to learn what it is that they know, their trade secrets if you will, then you must presumably spend at least as much time as they did learning (there are millions of man hours of development experience collectively in the top echelons of the game industry) or be lucky enough to serve as apprentice to one of the great developers (sort of like the Jedi training in Star Wars). The end result of all of this is that the game industry, or at least the part that actually makes money, has a very high barrier to entry and the firms that occupy that space have no interest in helping their potential competitors, even open source projects, seriously compete with their products. I decided not to go into the game industry for this and other reasons when I completed my computer science degree, although some of my friends did. A couple of them succeeded, but from what I have heard of their experience the life of a grunt game developer is difficult at best. The competition is incredibly fierce, the pay is not spectacular (especially for junior developers), and nobody cares that your last game was the biggest seller of all time; they want to know (the publisher) what have you done for me lately? The point of all of this is that open source projects will probably have to go the re-learn the secret knowledge route much as they had to do with cryptography. In the long run the open source people may make some valuable contributions, but in the short run there is nothing that the open source community can do with game development that the industry gurus cannot do ten times better. If you enjoy game development then by all means make it your hobby and go open source with your projects, you will probably be having more fun than most people who do it for a living anyway.
It is a cute idea, but the simple fact of that matter is that games are still very much technology driven. The Quake engine was wonderful in its day, but I would be very depressed if game developers were still using it. I don't doubt for a second that this would produce better plots, greater creativity in using the engine, and better game play, but it would still mean that the graphics would suck. Quake 1 will never be a beautiful is FarCry.
I think the biggest problem with open source in gaming is that making a game is a job. Sure, some people make some great mods, but making an actual engine is a job. It is a very long term project that will take many man hours and the hard work of many people. The best way to do this is to get all the people you need together in one place and pay them to stay there and work on it until it is done. Then, once you have the final product, sell the hell out of it and do everything in your power to keep the competition from copying what you just did. If they want the source, they can fork over some cash.
Personally, I don't think we will ever see much mainstream open source activity until one of two things come to pass. Either computers will stop getting faster (doubtful) or computers will be so powerful and intelligent that anyone could make a game simply by describing it. Either way, I wouldn't hold your breath waiting for that day.
Open source is a by product of the service industry and academia. The only tangent with games and service might be networked games but from what I know they have not been that succesful. So, in this case, there is no profit center to back up your development costs. I don't see academia subsidising an industry completely.
If everyone pooled their resources and used a handful of engines via open source then the resulting games would be like wonderbread quality and limited in the same ways.
To complicate this case more, games are about 90% production these days. That means more mouths to feed. It happens that those artists are not as ideologically driven as open source advocates and simply need the money. You know starving artists. Everyone wants the big budget block buster game. $$ has to come from somewhere.
As far as innovation, the industry has been very innovative. When people in graphics are as excited as they were in the 70s then you know there is some type of innovation going on.
I think open source will have a marginal effect. For example, using an open sourced xml parser for example. Utility code etc. But the core of game developement will be a handfull of developers. And each game is a unique piece of art. ( not wonder bread )
Even moreso than it sucks for UI design. Mark this a troll if you want, but in general it's true.
A game needs to "feel" fun. Much the same way a GUI for an OS needs to "feel" consistent. OSS still hasn't found a way for this to happen as well as others (notably: Apple).
Also, there is no innovation in OSS games. OSS is generally cloning other software and in some cases making it better. In order to get developers on board, you need to convince them it's a good idea. It's often hard to get people on board to games that they don't know are going to work out in the end.
Games are kind of like movies. You can have the greatest ideas and developers and infinite resources, but sometimes they just don't work out. (Daikatana, Duke)
My end users (who have Windows 2000 or XP, as that is the required minimum system I develop for) have already paid Microsoft royalties[1]. Therefore running the DirectX setup that I am permitted to redistribute to them costs them nothing.
[1]: Or they're happy with their pirated versions. If that suit's them, I'm not complaining, because it doesn't cost me anything.
Interesting...after the first sentence I didn't even mention myself again....and I don't think that I ever implied 'people just need to learn'
Perhaps you should re-read what I said.
what?
"2. Get on the Internet."
... Installed mandrake 10 over the week-end and still fighting to get my modem to work ...
Done
Not for everybody
Another very strong issue in this is that many games have to develop at breakneck speeds in order to be "first on the market" before a rival releases something similar enough that when people play that game, your game is too similar to warrant buying for a different game experience. This ends up with the situation mentioned in the linked articals... you have to have a dedicated bunch of developers and artists who can spend 80 hours per week for years at a time, potentially, in order to get the game out the door before someone else scoops you. Making modern games is a huge investment risk. You put a *lot* of money up front paying for the developers and artists with the hopes of getting some return on it when it is released. To be competitive in that market, you have to be able to make sure that you can make ends meet for the duration of the project and that requires payment up front for salaries and folks purchasing the product when it is released. Neither of which typically would figure into the F/OSS model of software.
Open Source in game development needs valid business models to prosper. Currently OSS companies can make money mostly on support, which is not a valid option for games - even commercial companies don't provide much in terms of support and not much is needed anyway.
One way to charge people money is what already is used to combat piracy - online play. If a company would be paid for maintaining servers, it may reliquish the code control and lean towards open source. One example is Second Life, which, in a sense, is a successful open source game.
As for the mainstream singleplayer games, the problem is that most of the effort goes into art and design, where you can't find enough qualified volunteers and where distributing work is more difficult (as well as version control).
This isn't to say that opening the source is impossible, but a different approach is needed. If we want to see companies actively using OSS as a development model and not just throwing bones to the community (by releasing the source several years after game release), the model should provide some benefits to the developers without taking too much control away from them.
Companies may look more favourably at sharing code with a limited number of partners and with certain non-competition (time-limited) clauses, instead of open sharing with the world via GPL.
Future Wiki -- If you don't think about the future, you cannot have one.
Adam is right in assuming that on a per-game basis there are difficulties, but he makes several mistakes thinking they impede a future for OSGames. The Open Source model has advantaged many game development teams on the level that they aren't forced to reinvent the brick, they can use code written by someone else under a flexible license. Examples of this are really boring things like a sound manager, communications layer or texture processing tools. Tons of open libraries are used already in commercial projects for this reason: OpenGL, Python, Ruby, SDL, DevIL, OpenAL, Java to name a few. To what level of open source development is he talking about here? Secondly, whether or not they release the code for open development during the development cycle is their business, and in many cases is unwise given the possible loss of focus on s specific development project. Why would you want 500 people working on extending an engine while you were trying to make a Second Person Fish Throwing Game? You wouldn't. Instead Adam assumes that opensouce development always implies community development during the game production cycle:
"Doom 3 was quite playable half way through its development cycle. That means with two years of full-time development left, in an open source world, players would already be playing it. Two years is a long time in the gaming world. It would be very hard to keep any sort of public interest alive with weekly test releases where the only change might be that a weapon was tweaked, a room was added halfway through the game, the lighting was adjusted, or load time was slightly reduced.
I don't know why he doesn't see the alternative option of releasing the source after the game has been released, to be further developed later. This is a way of retaining control of the project, it's obligations to the inaugural release date and to the publishers. On a commercial level, what is the engine really worth? How much money can a game developer make on licensing out an engine they have made? ID software and Epic Games might be licensing their source out to developers with some success, but really no one else is (though many are trying). Looking at the list of takers for ID's Quake3 engine, few can afford, or justify, a $US450,000 ticket on the code. It is simply out of the reach for almost everyone, and those that can afford it would often rather bring their pie to the table. For this reason, Open Source game development is integral to the future of independent gaming, small teams with innovative ideas can actually afford to make a game without having to work with expensive proprietary code already rigged up for making a certain kind of game. However even large companies like Activision are recognising real advantages in releasing the source of their engine *after* the development cycle, in the interest of a community of developers freely extending the development of the engine after the market life of the project for use by the originators, or anyone else later.
"On 28 October 2003, Activision released the source code for Call to Power II. This part of our CtP2 section is dedicated to the CtP2 Source Code Project: the collective effort by the Apolyton CtP2 community to document and improve the source code of the game."
Anyway, it is really a question of critical mass in the source pool. With enough free source available (including libraries, API's and whole engine projects) to make nearly any kind of game, as is happening right now, small to medium teams can quickly develop a specific project with the primary budget being dedicated to human labour, not licenses and legatilities.
Companies like Radon Labs have really cottoned onto ths, and looking at the commercial games derived from their own Nebula Open Source game development is really working, and working commercially for the developers. Aside from the to
Whether are not there are few major game titles built *entirely* with free/open source software, there is quite a bit of it going into parts of game engines. Case in point: we have been building our commerical game engine for some time now using several free/open source software components:
SDL (http://www.libsdl.org)
GLEW (http://glew.sourceforge.net)
ligpng (http://www.libpng.org)
The game servers themselves are running on all free/open source software:
FreeBSD (http://www.freebsd.org)
Apache (http://www.apache.org)
ACE (http://www.cs.wustl.edu/~schmidt/ACE.html)
TAO (http://www.cs.wustl.edu/~schmidt/TAO.html)
Likewise we have been building the engine using free/open source software tools on free/open source software operating systems:
GCC (http://gcc.gnu.org)
GNU Make (http://www.gnu.org/software/make)
Bash (http://www.gnu.org/software/bash)
GDB (http://www.gnu.org/software/gdb)
DDD (http://www.gnu.org/software/ddd)
Gentoo Linux (http://www.gentoo.org)
MinGW & MSYS (http://www.mingw.org)
Finally, we are planning to release much of our own software infrastructure as free/open source software. Thus saying that the open source development model does not make sense for game development is not entirely accurate.
Arc
I develop software that I don't use, mostly software for embedded devices. What's the value of me developing software?
value="money/etc I get paid" + "fun algorithms" + "accomplishments of doing new stuff"
After all, I could be a manager or something else if I wanted to, so I add in coding (nerd) fun.
What's the value to me of developing a game?
value="fun algos" + "accomplishments"
I can easily buy high quality games (much cheaper than developing them), and for the most part they actually have more of what I want than I could imagine, or what I imagine is technologically not practical.
In other words, there is much less value to me todevelop open source game software than to write cool software for which someone is actually willing to pay me.
Unless there is something really missing in a game that I want, or until there is a Micro$oft of game vendors for me to hate, there really isn't enough value for me to develop open source games.
Ed Barbar, President and General Manager, Furnit USA
1> Sheer quantity of units shipped.
It's not uncommon to need to sell a million worldwide in order to make a decent profit, because marketing and development costs are colossal, and getting larger.
2> Code is only a fraction of the input.
You need buckets of art, and sound. Artists outnumber coders on a big commercial project by as much as five to one.
3> There's no working business model that links up to the open source approach.
How do you sell a service related to a game? What is "support" in this context? You can sell subscriptions to MMORPGS - someone is trying. You can sell nice game packages with "feelies" ala Infocom. Neither approach seems particularly advantageous business - wise.
4> The good platforms are closed.
You can't develop anything Free as in Speech for the XBox or PS2 by their very nature, and these are the most
Things that could happen that might help:
1> A linux distro aimed specifically at game developers. Something that has Nvidia / ATI video support out of the box, a good collection of game libs and tools.
2> A focus on tools for content creation. Blender is nice, but can't we improve on packages like Maya or Max? Can't the Open Source community come up with applications that makes modelling the things we need for games - landscapes, interirors, vehicles, characters easier, the way plugins for Max and Maya often do? Or apps that use procedural techniques for generation of this content? If I was starting an Open - Source game related company tomorrow this is where I'd start.
3> A "games" version of sourceforge: one that can not only be used to manage and pool code assets but art and sound assets, too and attracts artists, audio guys and designers.
4> Some genius coming up with a viable business model for a game that the source is publically available to.
/usr/games/fortune > ~/.signature
Most games don't hit critical mass until it's too late to do anything to the code (other then mods).
The only place I see Open Source games as a effective option is in massively multiplayer games. They tend to focus on security and go through an iterative process more then your average game, which is the strong sute of Open Source.
(appended to the end of comments you post)
Really good open-source games do exist. Take the Star Control series, for example. Gamespot calls Star Control 2 one of the best games of all time, and lo and behold, it's available as open source as The Ur-Quan Masters.
While we're here and on-topic, have a look at Star Control: Timewarp. Also open source and in the Star Control universe, it's got some cool new ships and innovative features.
No one has ever fired for blaming Microsoft.
"Bruce Perens once even said it here on Slashdot (can't find the link at the moment) but open source development tends to favor software which can be developed incrementally. This isn't especially true of games. Games moreso than any other software product are a media production like a movie or book. It just doesn't fit with the open source development model as well. That doesn't mean that it can't work, but that the best and most successful open source tools will be those that are closest to the source of free software -- developers."
While this is true. As pointed out earlier OS excels in infrastructure. So OS can come up with some good infrastructure for those who do create games. We have game engines. We have a 3D modeling chain. We have sound. Looking at this guys Blender gallerie. You can see what we DON"T have, and for which the OSS model doesn't fit.
There is one obvious game genre that lends well to Open Source models: MMORPGs. These are games with LONG interest times and thousands of geeky people playing it, many with too much spare time. It is also a game genre that, even in closed source, is undergoing constant incremental updates. I think well organized communities could easily make a solid, innovative and awesome MMORPG.
The problem of course, is the costs of bandwidth and server space needed.
Moo.
But this applies to any game that is developed to run on Windows, and is not DirectX specific.
The difference being that a port to another platform becomes more cost effective if the developers wrote their engine for OpenGL to begin with. Heck, even the Sony PSP uses an API whose function names look eerily similar to those of OpenGL.
You don't let every would-be code monkey work on your game. If you create your project on SourceForge, you get to determine who the members are, and they're the only ones who can check in changes.
"As a sidenote, I couldn't get my wacom to work with the a 2.6 kernel as of now :-/"
Google the Mandrake groups. I have it working with my Wacom.
My end users ... have already paid Microsoft royalties
Therefore, people who have not already bought a sufficiently recent copy of Windows are not your end users; they're somebody else's end users. To grow your business, you need to reach out to people on other platforms.
> The article makes a good point that good
> art must be original and can not be generated
> by modifying older art.
What?!?!?!
That's SO wrong. There is definetly creativity in reuse. I could list good examples of meta-art all day long.
- rap/hiphop sampling beats/lines from r&b songs
- classic rock reusing old blues riffs/lines
- blues reusing old gospel lines
- andy warhol's campbell's soup can painting
(easy example, but i wonder why ppl like it..)
- any picture made of lots of little pictures
- any fan-art, from a child's snoopy drawing
to entire star trek/wars fan-novels
- sprite-based webcomics
- the most meta comic in the world
http://www.colintheriot.com/patheticinc/
(made entirely with google'd pix, HILARIOUS)
simply put, art draws from culture, and culture draws from art. technology now approaches making it as easy to incite the original art as it is to speak its' name. we're only going to keep getting more referential.
-g
"Sure for some games you want a specific style and you need to create huge parts from scratch, but for many games, especially those that mimik the real-world more or less having a library of available 3d models and textures at hand helps a lot."
Have you ever tried to create a good 3D model or a good texture? It's not as easy as you think. Good models cost.
Unless you already have a pool of developers to work with - for example, the game I'm currently developing the network stuff for (unfortunately about the only OSS part of the game) was started by a thread in the IT section of a German gaming forum. Developers were gathered by pointing people to the thread until all positions were filled.
While most of the game will be proprietary (mostly due to the fact that the main coders couldn't find an OSS rendering engine for Delphi), I do plan on making an opensourced Linux port of the game. I will probably be able to use most or all of the resources and I can ask the original client's developers if I have questions about the its design.
So basically I have everything already laid out: There are some decent engines on SourceForge, the resources are there, the game logic itself is already done and the netcode is a dynamic library that will be portable from the beginning. And I can probably recruit one or two of the original game's coders for the port.
The point I'm trying to make is: You don't need to be able to make the entire game yourself if you know where to find people who have enough spare time to help you. Especially the techies in non-techie environments sometimes have more than enough time at their hands and are often quite willing to learn something about a certain subject if you ask them to work on it. It's a chance for them to learn about a subject they normally wouldn't have looked into due to inertia.
If you can provide an idea and know someone who can provide something else and he knows someone... you can reach that critical mass pretty fast.
BTW, the idea does not necessarily have to be good as long as it has enough hooks to let the team plug in good ideas. Our game's concept started as "Let's clone Spellcast!" and then evolved into a tournament-style thingie involving two-dimensional spells and whatnot, mostly through the concept of "Yeah, that sounds great, but how does this sound?".
I think that you need nothing but a basic concept and a few people who are willing to invest their time into it. Once you have people assigned to the various positions, they can (help you) work out stuff file formats, communication protocols, etc. If you draw your team members from a sufficiently large pool, you'll find someone for every position you'd ever need, whether it be modeler, 2D artist or coding Linux geek. (That last position is important, but then again this is Slashdot, so the position will likely be already filled in your projects.)
USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
One thing that I'd like to append to the parent's post.
I believe one of the reasons that linux will have troubles taking the market is choice. For most problems, there are usually at least 3 choices for linux applications to use. Most people don't want to deal with thinking about what application they should use and how to use it. They want a homogeneous market. Now, I believe that choice is the thing that makes linux strong. I'm not locked into a certain configuration or a certain solution, but most people aren't like me. They want to be spoon-fed, and rightfully so because they have other things they should be worrying about than which application they should use to burn a cd.
Having and using open source tools is a good thing. However, when it comes down to the content and gameplay, you end up nearing the part of game development that is more art then engineering.
Also, game developers like to be able to actually sell stuff for the purposes of supporting them selves.
I would say that using open tools in development, and releasing the source some time after development is a reasonable approach for those so inclined. After all, user mods are quite popular.
END COMMUNICATION
I mean its a pretty slick polished game, but its a direct knock off of a game thats been around for ages. No creativity in game design, just in artwork.
I apologize if this sounds like a dig but please bear with me. Aren't knock-off's what most open source projects are all about. Sometimes it's a literal knock-off, Linux/BSD being knock-off's of proprietary Unix environments. Literal knock-off as in a Unix user knows how to use the system, Unix apps generally compile and run, not literal as in source code. Sometimes it's more of a philosophical knock-off, OpenOffice for example. Here we do not have a compatibility with respect to commands, as we do with Linux/BSD to a degree, but we have a compatibility with respect to accomplishing a certain task in a similar manner. Differences tending to be minor implementation details, user perspective, not developer. Often, knock-off's are what the community asks for. "It would be great if we could get an open source version of XYZ." Given this orientation of open source I don't think that it is unreasonable to see lots of knock-offs in the gaming arena.
Also keep in mind how many open source projects start as educational efforts, someone fulfilling their own curiosity or trying to expand their programming skills. This may be more frequent in the gaming arena than say the personal finance arena. Given such a start it is quite natural to recreate something that is well known and enjoyed, and possibly well understood.
no funny posts here? :-)
With cost currently running away in the game industry, small companies will either supply niche markets (which are already very small) or they have to reduce theire costs by working together. Open Source is perfect for that.
Open source engines are not yet on the same level like the Doom Engine, but i can see no reason why they shouldn't mature like other os-libs did. What is left is content (which was mentioned several times already). My guess is that within the next years open source will come up with new solutions. For example AI which can extract animation and geometry data from webcammovies, basic texture libraries which are parameterized (make this skin darker, add some pimples). Also i guess that open source games will concentrate more on ideas which will capture players for a long time (simulations don't get outdated that fast).
Doom had multiplayer which none of its forebears had.
Faceball for Game Boy was a 1991 FPS with multiplayer.
Now, well, it's still in progress, and there are lots of other commercial games that have caught up with it and surpassed it. I guess one of the main issues is that OSS takes time to gain momentum, and Games that are Cutting Edge have a very short life. So, OS Games have to be either knockoffs, or out of date by the time they're released; the only exception I can see is when the game is a spinoff from some other game that meets one of the above criteria.
Coding an opensource game is generally done by it's developers for their own fun. This notion that they are somehow naturally trying to compete with commericial games is kind of like saying that a local informal softball team is getting whooped by a major league team. They aren't even playing against each other.
- rap/hiphop sampling beats/lines from r&b songs
- classic rock reusing old blues riffs/lines
- blues reusing old gospel lines
- the original authors suing and winning
Because of the restrictive licenses on incumbents' works, independent parties have trouble negotiating rights to sample pop culture. Building a creative commons of samplable works available for free or cheap will take time.
The only downside to using DirectX (which comes with a very mature SDK, samples, docs, and helper libraries these days) would be if you cared about porting to non-Microsoft platforms. This is, of course, a real consideration for some, but certainly not for all.
Historically, with the exception of DirectPlay, DirectX has not been troublesome for the Mac porting community. DirectDraw and DirectSound seem to have been easily mapped onto Apple's GameSprockets, Direct3D onto OpenGL. One outfit did create a compatibility layer for DirectPlay but that was a painful effort.
"2. Get on the Internet. Done"
Winmodem.
"3. Watch video clips. Done"
Codec patents. DMCA/EUCD.
"5. Capture and email pictures to Grandma. Done"
Winscanner.
"8a. Play games with 3D acceleration. Done"
Winvideo-card.
Last time I tried Mandrake around the 9.1 days, it detected my ATI Radeon 9000 video card but used an unaccelerated driver, as did Knoppix. My Microtek Scanmaker 4850 scanner remains unsupported in SANE due to lack of documentation from the manufacturer. Do you claim that GNU/Linux is for new computers only?
Although it was a while back, I was at a lecture that good ol' ESR gave on Open Source and such. Games came up as an example, and ESR noted that he felt that in that case, open source didn't make much sense. The argument was a bit like games were too much like movies, in that they had a very limited shelf life (compared to things like OSes, etc.), there's no way to make money off customization, support, and the work requires too much specialized talent to take full advantage of "lots of eyeballs." He did think that maybe there was a reason to open source engines, but I don't agree with that. I think licensing source makes more sense here. Sure, they can get the source, but they can't just hand it around to anybody. Why give away the cookie store to anybody to slap together a crappy game with your engine, giving your work a bad name? You could open source it later, but by then, who would really take advantage of it?
Couldn't agree more. People just want it to work...they don't care what software it is as long as it is exactly like the software the learned first
what?
Every viable open-source business I can think of makes their money by providing value-added services to a _platform_, which is itself free. So the way to make the big bucks gaming is to build a colossally excellent engine, slap a great game on top of it, open the whole works after the initial buying frenzy and then either (a) sell subsequent closed-source games written atop it or (b)...sheesh, there is no (b).
Most games require a balanced and carefully tweaked set of code, artwork, and game rules. This means that only a few pieces of games can ever be open-source. With inovation under the hood invisible to users, and most of the guts of a game needing tweaking for every new level of CPU, it's worth it for a game company to try to outdo its competitors in that one section, too.
Playing pornographics games during the day is evil! Play at night!
There is more to Open Source and game development than just writing games and open sourcing them:
:
Games can take advantage of the infrastructure that open Source makes possible.
Personally, I think we need a substantial annual prize for
1) the best game that currently open source
2) the best game that runs on Linux _and_ has
source code in escrow so it will go open source
sometime in the near future.
This is the type of thing that would make it more sensible to use and support Open Source Software with games.
I think there is another take on this "Linux for the masses" idea. Instead of infesting the market through the home, you go through the business. The idea is that the end user has to learn something new right? What provides more motivation:
a) My home computer has all these new (linux) programs that I have to learn but I already know how MS does the exact same thing
-or -
b) The job that is paying me money wants me to learn application X?
I simplified the issue to make a point: your job saying that you need to learn how to use a program to continue getting payed is more motivation than just a pet project at home.
This also agrees with Linux's biggest selling point to corporate America: you don't have to license the OS. You still have to pay for IT, you may still need to pay for apps (when an Open Source alt won't do), but you don't have to pay the odd $US100 per computer for the OS.
My opinion is that the direction "Linux for the masses" should go is through big business. Once a user gets used to using the platform, it's easier to bring it home.
how much work do you expect you're going to get for that thousand dollars?
I am pretty sure that the QT license requires purchasing for both commercial products and proprietary products.
From Trolltech's site:
Like pi? Try 10,000 digits.
What about PlaneShift?
The road between democracy and tyranny is paved with secrecy in the name of security.
I believe in open source, but closed source is sometimes the best way to go. As long as a company has good ethics, I see no reason why their code cannot be closed source. ID Software is a prime example. Their work is amazing, and their ethics admirable (ie, they don't stick spyware in their code and keep it closed). Once in a while Carmack decides to open the source when the code is somewhat outdated, to help reach more developers, which is great. I think companies should take a lesson from ID, they are closed source, yet they still help developers around the world.
/hijack
/vi_vs_emacs_flamewar on ;)
they're using EMACS!
I think open source / wide sharing methods have proven themselves on algorithmic aspects of game construction. For example the alpha/beta search routines which are now standard for chess engines were developed collaboratively by lots of researches in a shared mode. As was the notion of the "opening book" and "closing book" to reduce complexity. Reversi engines have copied ideas from one another and from chess and at this point computer's are better than human players. While bridge engines have not advanced nearly as far many of the ideas here cross between engines like: notional systems, using multiple double dummy plays to evaluate possible hands, etc... Poker engines are copying from one another as well as ideas from the chess engines.
Similarly as people point out for the commercial games. Most of the ideas are copied from one another. Sharing of algorithms is the really vital part not sharing of source since the algorithms can often take 20-200x as long to write as the source code to implement them.
I'm surprised no-one has mentioned this essay by Shawn Hargreaves yet. It may be five years old, but most of it is still relevant.
"If I can't have a revolution, what is there to dance about?" - Albert Meltzer
While some valid points are made, there is a serious lack of insight into the open source world and how gaming could benefit.
The article treats game development as custom application specific development of code and media with a short product lifecycle and no reusability. That is how it is today, but Open Source could change that.
While the realm of game development has been out of reach of a single geeky individual since the "Insert favorite 6502 processor based console here" days, open source holds the key to bringing it back. The process has already begun. See:
www.ogre3d.org
irrlicht.sf.net
Note that these are engines for the advanced graphical portion of game development. There are many other open source libraries that will help with the audio, input, etc..
The key to open source game development is that the tools for developing quality games more rapidly and easier than ever before remain open source and free. Eventually new generations of tools will be built on the backs of the current generations, until we have open source tools for much easier 3D modelling and importing of scenes, audio, etc.. seamlessly. Of course you wouldn't apply open source ideas to a single application specific piece of code for a single game and expect to conquer the world with that. However, encapsulating all the state of the art and all the knowledge of current day game developers into easy to use tools following the open source model could VERY WELL be the way to go. The key to all this is for everyone to keep their ego out of it, and integrate existing open source tools together to create better ones, rather than having everyone go off and create 1000 nearly identical 3D engines.
Open source development of a specific game is NOT a good idea given the current state of the art. I will give the article that. However, open source development of platforms and tools on which to develop games more easily in the future may have some merit.
Finally - my ideas to this point have been primarily rooted in the code rather than the media and artistry needed to create a game. Until tools have gotten to the point than anyone can model 3D objects interactively as easily as playing with play-dough in real life, it will require an artist. What we need is open source artistry in conjunction with open source game programming. Why couldn't artists develop models and music and place it out there for open source game developers to use freely. Then a non-artist developer can just find their favorite open source media to throw into their game. As the tools get better, the artistry becomes easier, and eventually all will converge. At that point - artists will really be willing to give their stuff away free since it doesn't take that long anymore.
[*] I Am A Game Developer
However I think one of the key points to move Open Source gaming further ahead lies in the tools, the engine and the data freely available, once we have reached a point where there is 'enough' of it available, we might see free games poping up. It won't be the hollywood blockbaster games, but it will be little short-stories and stuff which can be done by two or three persons. Some years ago you needed to basically start with a blank sheet of paper and no tools when you wanted to start a game, today we have at least a bunch of tools (Gimp, Blender, Wings3d, ...) available for creating content, in the sound area there is still much missing, but we are moving slowly forwards. We also have a bunch of libraries and engines, which while not being up to Doom3 standards, still might be enough for a homebrewn game, that said, with every game that uses them, they will of course also mature a bit more. On the content side however we are still at a very low level, however in large part that might be due to the lack of proper license and to the lack of tools in the past, thing might hopefully change a bit in the future.
Why I think it might work in the long run? Imagine in another five years we might have a repository full of 3d models, textures and sound. Now somebody comes along and wants to create a game, all he has todo is to select a collection of models and textures that will fit his story, point&click them together in some 3d editor and just add his dialogs lines to them. Some ready-to-use 3d engine will do the rest. Sure it won't look commercial quality, especially not like commercial-quality will look in five games. But a game created by such building blocks wouldn't look like it would look today, full of one-color box placeholders, but instead it would be full of well done 3d models. Sure there is still balancing and fixing needed, but those building blocks could reduce the entry level for game creation by quite a bit. It might not work for all games, but it might be still provide a good amount of entertainment. It won't replace commercial game development for sure, but it will be a good addition.
At it stands now however we have still a huge lack of manpower, not just artists, but also programmers who are able to work on a game, since even on the code side of a game, there is some kind of art involved that an average application programmer might not be able to provide. This lack of people is most likly caused by the lack of games on Linux, since those interested in game development are naturally also interested in games.
So if you are an artist or programmer who wants to move Linux gaming forward, stop complaining and do something, join projects which interested you be it games or the content-creation tools, which are at least equally important. If you don't know a project that would be worth joining, join us at the Game of the Month on Happy Penguin where we pick a game every once in a while and try to polish it, thus joining forces and focusing it on a single project for a short period of time. Don't expect to end up with a Doom3, but your contribution can make a difference and might provide the gamers with another good game.
George Clinton (Parliament Funkadelic) was way ahead of his time. He released CDs of the drumloops, etc that make up all of his music, and provided the liscense to reuse them as part of that purchase. This is one of the main reasons we heard so many hiphop songs using his sounds in the mid-90s.
I forget who, but someone has a song called "let's get together and steal each others' songs". Willie Nelson spoke of it during his VH1 Storytellers session with Johnny Cash.
Well, part of the problem is that game developers often do things quite the hard way. With something like Blender you can develop 3D games without any C/C++ hell, same with pygames (but moreso for 2D games). Personally I just spend all my time doing web programming for a living, so I don't have the time I'd like to work on free games. But with pygame you could write a free version of the game that's just the python scripts, and then use distutils to spew out a windows .exe that one could charge for.
I've done one little wanky defender rip-off, btu that's it so far. I actually got invited to join the O.T.O. for the game, cause it uses Crowley as the defender character, with weird guys in chimp masks attacking.
We're trying to create a driveable encyclopedia of cars and racing history
Being Open Source, or not-for-profit, does not give you the right it ignore the rights of the owners of real world cars, tracks, logos, drivers, etc. Have you approached the owners of the things in your game to make sure you have the right to use them ?
There is a great deal more cost in gaming outside the sourcecode development costs and Open Source will not magically make those free.
The gaming industry pays a huge amount of licensing money for the right to make games based on real-world cars, sportspeople, movies, planes, etc. If your driving simulator becomes popular then expect a call from many different lawyers.
-- Game Development Blog
I'm not talking about the Windows licenses that your company buys. I'm talking about the Windows licenses that the users buy just to use your program, the Windows licenses that make a computer with Windows preinstalled slightly more expensive than a computer with GNU preinstalled. This is what they call a "hidden cost" of using your program.
Start with OpenGL and your users won't have to buy Windows to run your program.
Part of the inherent problem would be that games are more than just processes and services, like a web server.
No one expects their web server to do unexpected yet entertaining things (unless they're using IIS). But games need to be able to do this. Secrecy, and therefore closed development, are a necessity, at least for story driven games like the recently released doom3 and the upcoming halflife 2.
For games in which there is no need for surprise, like most online action FPS, puzzle games, and games with randomized elements, open source could be a boon. But what fun would a story driven game be if the script was fully available before release?
Yes, I am fully aware that HL2's script was already leaked, but that's beside the point.
So basically your post can be summed up this way.
1) We'll look the other way.
2) We're guessing about what a court may do.
3) We're hoping that others will cover for our mistakes.
4) We'll shame others into getting our way.
5) After all that we're hoping people will forget all the bad blood, and accept us.
As someone who has been very involved with open-source game development, i assure you that this assumption is false. Its not how much of your product peaple get that determines whether(sp?) or not its a good game, its what YOU the developer put into it. Hell man, look at Tenebrae quake, they are open source and they have what is essentially doom3 lighting in Quake ONE. We arent the shabby lot were made out to be.
A bullet may have your name on it but splash damage is addressed "To whom it may concern."
But even if it is, the Open Source community is still improtant to the gaming community for providing those "free" libraries for game developers such as SDL,Mesa,OpenGL etc. Maybe these foundation libraries are the strength of the open source community when it comes to games? That is, providing platform independant libraries for use in commercial work? (i'm not sure aobut their licences, GPL vs LPGL?). Maybe thats where some effort should be spent, then people all around the world will start to see the fruits of the open source labour when their platform of choice has the most up-to-date games avaliable.
Giving IE users a taste of their own medicine since 2005 - http://pods.-is-a-geek.net/
Over at IMVU, we're not exactly producing your standard game, but one of our goals is to enable anyone who knows python to create their own games with high production values, using 3D avatars and assets produced by our developers and sold in our censorhsip-free micropayment economy. We use Cal3d, osCommerce, python, debian, apache, php, BitTorrent, NSIS, and many other Free Software projects to make what we do possible. We also have created several FS projects of our own, including IM Narrator. So I think anybody who's developing software today who is not leveraging the power of Free Software is really missing out.
Can your IM do this?
The very impressive looking MMORPG Ryzom is set to come out very soon and Nevrax's from-scratch feature-rich engine has been GPL from the beginning. I was involved with a game company that died, in part, because of publisher resistance to our intention of using an F/OSS engine.
Since 99.99% of the development of the nevrax toolkit** was done by employees, it has a fairly steep learning curve. If more people got interested in it and wrote some documentation (including me), I could see it being the basis for a sort of Snow-Crashy environment; a new frontier where the geeks rule.
**I called it an engine before, but its really libraries and an example game that makes minimal use of them. Nevrax got around the problems of opensourcing their game by GPLing the parts that are most useful to others and not incorporating other's contributions into their actual client which will be closed-source (AFAIK). This, of course, is not an option for a company looking to use a GPLed engine instead of writing theirs and double-licensing it. But then, such a company is benefitting from the community (nevrax is not, yet are gifting us a huge amount of high quality code).
While I feel that Open Source is often not the ideal choice for the development of one's core game systems, a game developer can nonetheless make very good use of Open Source libraries and middleware in an otherwise closed-source project. There are dozens of great timesavers out there, like DevIL, and if they aren't ideal for your purposes on a low-budget project, it is often more cost-effective to set aside a little time for one of your programmers to contribute improvements to the open source project than it is to invest in an expensive big-name product that may be overkill for your particular project.
I have to say that I am fantastically impressed with the progress that Sinbad and the gang have made on Ogre over the last couple of years. It is seriously turning into a respectable engine.
Unfortunately, for those of us in the industry, there are often factors that make it hard for us to adopt these technologies right away. For one thing, open source engines are almost always weak in artist tools and scene-building tools, relative to their closed-source counterparts. This is one gap that absolutely needs to be filled, if they're going to get professional buy-in.
The second problem is a bit harder to overcome. The simple fact of the matter is that publishing companies get warm fuzzies when they see a developer using well-known, industry-standard, big-name tools and libraries. If they hear you're using some open source library that grad students wrote, they're going to think you're a garage-operation. Thus, it can be very hard to land a publishing deal, if you go this route.
I think that overcoming the latter problem will require time and maturity. Nobody is about to look down on you if you tell them you're using Linux or Apache. They have street cred. I think that there are definitely game-related libraries that can get there, too, but it's going to take time. There are a few things that are probably there already, such as SDL.
So, keep up the good work, folks!
The open-source community will never produce a leading-edge commercial quality game. Period. This is because a game is a work of art, which means that one person (or maybe two or three) has to decide how everything is going to be, and that's a completely arbitrary thing that everybody still has to go along with.
See, when you're working on a typical piece of software, the ultimate goals are obvious. The program needs to be small, fast, secure, bug-free, standards-compliant, portable and maintainable. Even when you need to trade off one such property for another, everyone usually knows up front what the trade is. It's easy to tell more-or-less objectively whether a particular change is good or bad for a project.
But with a game, it's all arbitrary. Some guy has decided how it's all going to look and feel and the only way the game is going to get done is if everyone goes along with him. Money seems to be the only motivator that works because OSS developers want to work on what they think is cool and that's usually not going to be what the designer wants.
Ultimately, for a game to be coherent, everyone has to do what the designer tells them and that's far too much like real work to expected of unpaid volunteers. It's only fun if you can be a designer and that limits the team size to a handful of people.
That being said, the day may come where there's enough open-source infrastructure (engines, development tools, sound and 3D object libraries) to make it easy for that handful of people to make a high-quality game. We're getting to the point where you can't really improve the realism of a game anymore and that means that graphics engines are going to finally have shelf-lives comparable with normal software. I predict that ten years from now, there'll be an open-source game engine that everyone will use for games of that genre.
Open source works (partially at least) because users want to scratch their itches.
If I'm playing a game that lends itself to being played over and over (bzflag) and I find a problem which shows up every time I play, then I'll be more inclined to fix it. Each time I play I will bump into the problem again and the annoyance will multiply and It will then seem worthwhile to me to fix the problem so I don't bump into it again.
OTOH If I'm playing a game that plays through only once then I'm likely to ignore the problem because the problem has only manifested itself once.
Quite right, but the situation isn't much brighter for Windows OEM installs, if you want them in a usable state. For me, that means:
0. Install from OEM CD (usually ~5 (forced) reboots), install printer drivers
1. Clean desktop
2. Remove manufacturer spyware / shareware / uselessware, remove Outlook Express and MSN Mess.
3. Clean start menus, harmonise menus/desktops across user accounts
4. Set basic UI behaviour (don't hide hidden/system files, show all extensions, don't cache thumbnails...)
And then
5. Download & install modern web browser
6. Download & install music software
7. -"- office software (or buy Office)
Which usually takes at least two hours.
and I've yet to come across a problem with any scanner I've had
Tell that to any owner of a Microtek Scanmaker 4850 scanner. The 4800 series is listed as completely unsupported in SANE.
"Winvideo-card." Are you making these up?
Yes. Here, the prefix Win- denotes a computer system component whose manufacturer has denied documentation to the free software community.
For new computers only? Hell no.
When putting together a new computer, a fellow has a chance to look through the hardware and check each component against a distribution's hardware compatibility list. When replacing a computer's operating system, on the other hand, a fellow may have to replace components, and by the time he has replaced enough components, he might as well just buy a new computer.
complain to the manufacturers about getting them to support linux, boycott them untill they do
That doesn't help if I lack a job and thus lack the money to replace the components in my computer with Linux-compatible components. Should I leave my family behind against my family's express wishes in order to find work in my field (BSCS), or should I take a minimum wage job in fast food or retail?
Most of the core code in a game isn't related to content anymore-- it is middleware. Physics, sound, AI, 3D rendering, data processing, and tools are rapidly becoming off-the shelf components one can plug together to make a game.
I think that open source middleware makes perfect sense. It is reused between products and between companies. The primary consumers are themselves programmers. It benefits from
I believe this so strongly I started a project four years ago to produce open source middleware for 3D rendering in games--
G3D (http://g3d-cpp.sf.net).
It is now used by commercial game developers as well as hobbyists, researchers, and students. There are various networking, physics, and sound packages. We need more open source middleware for games, particularly on the tools side, where Blender and GIMP aren't yet sufficient alternatives to 3DS MAX, Maya, Photoshop, and level editors.
-m
Gee willikers! Must be Obvious Day at Camp Stupid!
Next 10 years, bottom line is that the bottom drops out of the upward climb of home electronics. With a stable target to develop against, closed-source game engines have very few places go. At this point, we already have a dozen good OSS engines ready for use, but they're subsystem engines. Given a decade, however, it's likely that the community will have at least a few decent Facades over top to provide the world with good, solid cameras with which to shoot interactive entertainment.
Assets like art and story, on the other hand, are copyrighted works and are only susceptible to market pressures. Very few people out there shooting mass-distribution movies for free either. Doesn't seem to be boiling anyone's mind that this is the case, tho.
"Pretty Easy?" Damn.
I think it was the second game after I learned about "Elbereth" that I ascended. "Elbereth" makes Nethack easy, especially for Wizards (who can acquire Magicbane easily).
If you have no "Nethack ethics" outside of what is required by the game, it's *REALLY* easy. Play a Wizard and reroll until you start with good stats and a magic marker - then write a charm monster spellbook ASAP. Easy Mode.
Whatever it may be good for, OSS is essentially useless for games. In fact it is useless for virtually anything truly innovative since most people are not greasy single nerds who program for fun. Most people want to GET PAID for their work, especially when it comes to something as staggeringly expensive and complex as modern games.
If you can find someone stupid enough to invest a mil or two in an open source game then tell them I've got some prime land in the Everglades at low, low prices.
Games are in fact the reality check. No cutting-edge game will ever be built on open source. Won't happen.
Prove me wrong. Not holding my breath.