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.
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.
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.
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.
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?
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.)
The game industry isn't struggling. At all. Recently Interplay has gone under, and Acclaim is bankrupt, and Atari looks shaky, but these are by no means general indicators of weakness in the market. Think of it as the "crap games tax."
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.
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.
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?
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...
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?
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
I wouldn't say that creating artwork is any more difficult *to an artist* than coding is to a coder. I just think that not so many artists are either aware of or prepared to work for an open source project.
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
I'm working on a driving simulator. We've using OGRE as our 3D engine, SDL for input, ODE for physics and we're making a lot of progress. I think a lot of people are reluctant to use 3rd party libs because they want all of the glory if it is successful. We're also making it cross platform because while a lot of people hate MS it's no reason to deny a game to the masses. Regarding innovation. No driving games have been released like MS Flight simulator because there are no flying championships and new pilots every year. Developers just rename the drivers, polish the graphics and re release the same product for $40 every year. We're trying to create a driveable encyclopedia of cars and racing history. This will never be commmercial because it would be the last driving simulator ever made and that's not good for business. I think once more people get their PCs plugged into their HDTVs open source gaming will explode. Imagine getting all of the roster updates for your favorite sport automatically instead of having to hack the system or buy next years version. I think a lot of the future Open Source games will incorporate bit torrent clients for content sharing, updates, etc.
What if Digg added local news and a Slashdot inspired comment karma system? ---
http://houndwire.com
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.
I think a lot of people are reluctant to use 3rd party libs because they want all of the glory if it is successful
No it is a genuine risk for your project to be dependent on a 3rd party library. If it is an established and well regarded library than it is a very low risk. If the library is also under development then it is a high risk.