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Hackers, Slackers, and Shackles

blacklily8 writes "What is the future of free software development for games? Is it possible? Will the games ever equal or surpass their proprietary competitors? Why should we care? After thoroughly researching the free and open source software model, and interviewing both indie and free software game developers, author Matt Barton decided that the future is indeed very bright. Stallman is quoted here saying that game engines should be free, but approves of the notion that graphics, music, and stories could all be separate and treated differently (i.e., "Non-Free.")"

347 comments

  1. depends.. by gl4ss · · Score: 5, Insightful

    on how you look at it.

    nethack has always been superior in quite many aspects when compared to commercial games, partly because no commercial game can take that kind of risks in pissing off the gamer.

    'free' games can continue to fill the niche segements pretty well.

    and then there's the 'simple arcade rehash' genre - free games fill that tremendously well as clones of classic arcade games has become easier and easier to write as years pass.

    --
    world was created 5 seconds before this post as it is.
    1. Re:depends.. by latroM · · Score: 1

      nethack has always been superior in quite many aspects when compared to commercial games, partly because no commercial game can take that kind of risks in pissing off the gamer.

      You confuse non-free and commercial software. Many free software packages accept donations and RMS even sold emacs for a nice profit back in the 80's. Some people are even paid to write free software.

    2. Re:depends.. by kers · · Score: 2, Interesting

      Indeed, but how many people will BUY the game - and not donate money in one form or another for it. RMS could sell emacs because there wasn't possible for everyone to get online and download it during the uber slow links that was set up over the world today. Good or bad, today people can download *everything* for free (gratis, without paying) even if it's not allowed by the copyright owner - things are indeed diffrent.

    3. Re:depends.. by Artifakt · · Score: 1

      I don't consider that aspect of nethack superior.
      I once had a character that died, by falling through a trapdoor, down two levels, into a teleporter (down two more levels), into another trapdoor (down another level), to arrive at a cross intersection. Uh,oh! Something that looks like a vampire but wrong color to the east, something that looks like a floating eye but wrong color to the south. Go west. Turns out there were invisible monsters to both the west and north, and more invisible monsters behind in all directions. Character got paralyzed for (at a guess) 384 turns, drained simultaneously in every ability score, all life, all carried items, and had a half a dozen other causes of probably to guarenteed death inflicted simultaneously, all without a chance to even see most of what was doing it to him.
      Yes, Nethack lets the player gain skill, but that's meaningless if you don't actually win a game via that increased skill but only because the random number generator finally gave you a 1 in 100 or worse winnable combination where applying that skill mattered.
      A commercial game that did this would lose all their money on returns. It's no more acceptable just because it's freeware. You know that guy you quit playing D&D with because he kept killing off the entire party in the first 10 minutes? He was a jerk. He was a bully. The rest of the world figured that out.
      Like it or not, if you tell 100 acquantences about Nethack, you just turned 98 off to free software, at least until they encounter a counter example. You can't understand why people don't listen to you about Firefox? Did you tell them about Nethack first?

      --
      Who is John Cabal?
    4. Re:depends.. by gl4ss · · Score: 1

      otoh, now nethack can be fun for 10 years of playing, because it IS hard to beat, because you don't play it through in 30h for sure(like all the mainstream games that come out now). a lot of nethack 'skill' is just about _keeping your ass safe_ from _ANYTHING_ the rng might throw at you.

      my point was that a commercial game can't take a risk of making the learning cycle so long that it can take you 2-3 years to get into the game and avoid situations where you drop into a party of monsters that'll kick you ass before being ready for them. commercial games have to be boring in that aspect, they have to let the gamer off easily, otherwise they won't make a profit.

      (and furthermore, game companies can't even make games anymore that would be too complex for you if you didn't read the manual or keys listing. in nethack you could have looked at the 'wrong color' monsters and known what they were, not that it would have helped you after going down the levels too rapidly which is the nr1 rookie mistake)

      --
      world was created 5 seconds before this post as it is.
    5. Re:depends.. by dasunt · · Score: 1

      I find that the following quote explains nethack vs. commercial games quite well:

      "Commercial games want you to live [win], Nethack doesn't care if you live or die."

      There is the following corollary as well:

      Slash'em wants you to die.

    6. Re:depends.. by blackdragon7777 · · Score: 1
      "partly because no commercial game can take that kind of risks in pissing off the gamer."
      You have obviously never played an old NES or Genesis game. Try Marble Madness sometime.
    7. Re:depends.. by Anonymous Coward · · Score: 0

      But the money hasn't stopped flowing. Eg. ISP's get a lot of money from the increased bandwidth needs of their customers. The Internet has brought us a new kind of information capitalism. *AA's can't deal with it.

      Remember kids, COPYING IS NOT STEALING!

    8. Re:depends.. by mausmalone · · Score: 1

      Isn't this kinda-sorta like what's happening with Doom3? (i.e., the game executable is free as-in-beer, so updates are a non-issue, but the actual game content is what you're paying for) There are lots of wonderful free games out there, but the costs of developing a good engine and testing it are very high. With a lot of truly free game source code to draw from, you can make something fairly quickly that runs well. Now your development team/crew/monkeys with typewriters can concentrate on creating content instead of debugging your shot-in-the-dark source. Unless you apprentice at a game studio, your guess as to how to start writing a game engine is as good as anybody else's. :P

      As an aside, I always wondered how the professionals handle the really really really really basic stuff. After int main(), where do you go? I've made my own game, but I'm sure that my structure is thoroughly cobbled together and there must be a better way.

      --
      -=-=-=-=-=
      I'd rather be flamed than ignored.
    9. Re:depends.. by Anonymous Coward · · Score: 0
      I can't play Nethack on my laptop because the default movement keys are so awkward.
      Why the heck are they like this:
      y k u
      \ | /
      h-.-l
      / | \
      b j n
      Is it some kind of a bad joke?
    10. Re:depends.. by duncangough · · Score: 1

      Yes, yes and thrice yes.

      Flash and Shockwave are the platform of choice for free webgames and a whole host of them are just a rehash of a classic game. Not that there is anything wrong in that either - if the commercial developers aren't going to continue innovation on some of those old arcade games, then why should no-one else.

      Check out FreeJack or even Driving Mad for the kind of games that are still great fun and as you've said, no doubt were much easier to write than their originals.

      --
      Playaholics : Play games and win stuff!

    11. Re:depends.. by Erasmus+Darwin · · Score: 1
      "Yes, Nethack lets the player gain skill, but that's meaningless if you don't actually win a game via that increased skill but only because the random number generator finally gave you a 1 in 100 or worse winnable combination where applying that skill mattered."

      In my experience, that's not quite the case. It's only the relatively inexperienced players who need that lucky break from the random number generator -- usually in the form of getting a wish from a water demon early on in the game.

      As players get more experienced, they discover that despite the RNG's reputation for being pure concentrated evil, it really does balance itself out over the course of a game. It's really just a matter of being prepared for the few inevitable hiccups that occur early on.

      To use your game as an example, your getting drained by the vampire (which was a different color because it was higher level) makes it sound like you didn't have armor with high enough magic cancellation. Magic cancellation is one of the best kept secrets of Nethack -- it's crucial to minimizing some of the most devastating attacks in the game, and it's hard to discover since there's no in-game messages directly pointing out its existence. A spoiler site would have more information.

      Anyway, even a veteran player can get screwed over by really bad luck, but I'd say that a lot more control rests with the player than people give the game credit for.

      "Like it or not, if you tell 100 acquantences about Nethack, you just turned 98 off to free software, at least until they encounter a counter example."

      As long as you don't let them play Nethack in a vacuum, I think a lot more than 2% will get hooked on it. The fact that several of my friends were constantly discussing Nethack did wonders for getting the rest of them into it because they got to hear about all the neat things in the game and also got tips to avoid some of the early newbie deaths.

  2. Looks like he practices what he preaches... by wmspringer · · Score: 1

    The following text (not including illustrations) is licensed under a Creative Commons License.

    1. Re:Looks like he practices what he preaches... by holymoo · · Score: 1

      Creative Commons License complies perfectly with gnu and gpl.

  3. RMS? by mordors9 · · Score: 0, Flamebait

    Him and his captitalist pig ideals.

    1. Re:RMS? by Anonymous Coward · · Score: 1, Informative

      Man the moderator on this must be a fucking idiot. Obviously this was a joke since RMS does not have any capitalist pig ideals. Where do the moderators come from? The retard factory.

    2. Re:RMS? by Anonymous Coward · · Score: 1, Funny

      Sounds like you need a hug! *HUG*

  4. RMS said that? by Anonymous Coward · · Score: 0

    Richard Stallman said that graphics, etc. can be Non-Free? Wow...

    But I guess it makes sense. If that weren't the case, many excellent games could not exist-Mario and the likes.

  5. hypocritical of stallman? by ralinx · · Score: 4, Insightful

    stallman wants all code to be free... but he wouldn't mind music and art to be non-free?

    in what way does a coder differ from a graphics artist? according to stallman's views, should a graphics artist not be able to freely obtain the art of a game so he could modify it, without having to pay for it? after all, that is what he demands of software. it has to be free so a coder is free to change it without having to pay for it. does he have double standards?

    note: i like free software, but i don't feel that every piece of software that i use should be free. i just think it's a little bit odd that stallman is using double standards.

    1. Re:hypocritical of stallman? by hahafaha · · Score: 1

      I think he had no real choice. As much as one would want to stick to his principles, if you are making a living of Free Software-you've got to let somethings seep through the cracks. Free non-game software is fine because the FSF has the resources to make it-but games... I don't know.

    2. Re:hypocritical of stallman? by amorsen · · Score: 4, Funny

      So basically you're blaming Richard Stallman for not being a rigid fundamentalist? That's new.

      --
      Finally! A year of moderation! Ready for 2019?
    3. Re:hypocritical of stallman? by ralinx · · Score: 1

      i don't blame him at all... but if you consider how he reacted for instance when Linus started using Bitkeeper for his source control (never mind that there are open source alternatives... if Linus doesn't think they're up to the job it really doesn't matter if there are) you gotta admit that this is somewhat odd for someone who's always been extremely uptight about the whole being Free thing.

      i just wonder why he thinks all code should be Free, but art and music don't have to be that way all of the sudden. to me this just seems like a double standard.

    4. Re:hypocritical of stallman? by Anonymous Coward · · Score: 0

      Makes sense to me...
      Code is just a form of instruction, it's not really 'art' in the popular sense of the word.

      We're blessed with 'free' education, so why shouldn't our computers receive the same benefit?
      What we do with that education is up to us, we could be a ditch-digger or a doctor or (god forbid) a lawyer. Medical school and law school, however, are non-free.

    5. Re:hypocritical of stallman? by shaitand · · Score: 4, Insightful

      music, art, even fiction books are all part of the arts and cannot be compared to non-artforms like software and technical matter. They are completely different animals.

      You discover the optimal software algorithm, there is already a right answer before you ever compose it. Nobody discovers art and withholding art does not hinder the progress of mankind like withholding technology does.

    6. Re:hypocritical of stallman? by MutantHamster · · Score: 5, Insightful

      While, I haven't RTFA yet, that won't stop me from offering my opinion. Which is that art and music are entirely different from code. I think his point about graphics and music and such is so that someone won't steal an entire game and rename some of the characters so they can pretend it's theirs.

      It's kind of like, if I made a movie. I wouldn't mind you using all my techniques for special effects, (or CGI as it's called today) and filming, etc. But you'd be a big douchebag if you stole my script and just "expanded" on it to make your own movie.

      --
      My Greatest Heist - Muisc partly inspired by the unbeatable Qwantz
    7. Re:hypocritical of stallman? by 0xC0FFEE · · Score: 2, Insightful
      The thing with code is that, over time, you come to rely on it. You want tools to remain available to you to perform your daily tasks.

      For example, you want to continue using compiler X 2.95 say for however long you want witout having to pay for a subscription or without being vulnerable to deficiencies. Same thing with other programs like email readers, browser and more fundamentally an OS.

      So there is a need to take measures to keep the code free and available, unencumbered by legal or economical conditions. Conditions that would/could, ultimately, be a loss to its users. In fact, the thing with free software in general is that reliance on free software is safe because it cannot be taken away.

      No such need or dependency with music...

    8. Re:hypocritical of stallman? by hahafaha · · Score: 2, Insightful

      I quite agree. Music is a finished product and it can't have new "features". Software can.

    9. Re:hypocritical of stallman? by grumbel · · Score: 1

      ### music, art, even fiction books are all part of the arts and cannot be compared to non-artforms like software and technical matter. They are completely different animals.

      Art is different in that it is not functional, you watch it, you waste your time with it, but ultimativly you don't produce anything with it. However that is as far as it goes, that still doesn't mean that the same freedoms for software wouldn't also be usefull for arts. Just watch what is happening out there, people cover songs, thus basically 'forking' them, people do remakes or continuations of movies, people modify computer games, add new vehicles, coop-modes and whatever.

      Its true that art is a bit different from software, but by far not different enough to justify the restrictions of freedom on them.

    10. Re:hypocritical of stallman? by gallir · · Score: 3, Informative

      FSF differentiates clearly among:

      1. Practical use: software, manuals. They are needed to run your computer, to allow you to write your documentation, to generate your data. You can qualify them objectively: it's OK, it's better, it's wrong. Software is indeed special: is matematical model, but executable. See FSF and OSI for licenses.

      2. Non-practical use, or art: they don't have practical use, they are not needed to run you computer, they just can be enjoined "as is" and perhaps modified to create derivative art. Is American folk better than Celtic music? You cannot tell it objectively. See CreativeCommons for licenses.

      Read RMS or FSF articles, there is no cinism, no contradiction, just your ignorance.

      --
      sgis ddo ekil t'nod i
    11. Re:hypocritical of stallman? by grumbel · · Score: 2, Informative

      ### It's kind of like, if I made a movie. I wouldn't mind you using all my techniques for special effects, (or CGI as it's called today) and filming, etc. But you'd be a big douchebag if you stole my script and just "expanded" on it to make your own movie.

      So how exactly is that different of when I take Firefox, name its "Grumbels Personal Browser" add some stuff to it and release? Why should I be allowed to do that with Firefox, or any kind of free software, but not with movies, videogames or whatever?

      Beside from that people are doing that all the time with movies, movies get remaked, songs covered and pictures reused in collages.

    12. Re:hypocritical of stallman? by Lindsay+Lohan · · Score: 2, Interesting
      Code is just a form of instruction, it's not really 'art' in the popular sense of the word.
      There is an aesthetic to really good code. When I see a task or algorithm coded elegantly, simply, and efficiently... to me, it is a work of art.

      How can you review a piece of code and identify the team member that contributed it, without a hint otherwise? Because there's a personal and creative aspect to producing it.

      Having said that, however, I believe the same could be said of the serious practitioner in virtually any profession.
    13. Re:hypocritical of stallman? by Rick+and+Roll · · Score: 1
      No such need or dependency with music...

      After listening to beautiful music for a while, I come to depend on it. It gives me inspiration.

      However, if it's on CD and I'm allowed to back it up, that's safe. But if it's DRM'ed, I can't do it without breaking the laws, which is something I refuse to do (of course there is a point when I might decide civil disobedience is the way to go, for now it's just boycotting). For that reason, I'm not going to listen to music if it's DRM'ed, and I think any true artist should understand that.

    14. Re:hypocritical of stallman? by Hognoxious · · Score: 1
      Code is just a form of instruction, it's not really 'art' in the popular sense of the word.
      Apart from mine, of course.
      --
      Confucius say, "Find worm in apple - bad. Find half a worm - worse."
    15. Re:hypocritical of stallman? by jarich · · Score: 1
      They are completely different animals.

      That's right... they are well understood by the public and the public would understand that the "Free Software" positions and would write off the fundamentalists as kooks.

    16. Re:hypocritical of stallman? by iabervon · · Score: 1

      Code is primarily a work of functionality. Regardless of the fundamental beauty of the design, if it doesn't solve your problem, it is useless to you. Music, art, level designs, and so forth are works of content. They do not solve problems but more frequently pose problems for the user to solve, and offer entertainment through the challenge of working them out; or they simply contribute to the user's enjoyment of the experience.

      You're also making the usual mistake of thinking that RMS ever has anything to say about the exchange of money. He talks almost exclusively about the granted ability to do things, not the cost of doing them. This is a common mistake because of the term "Free Software" for what is intended to be liberating (not liberated) software, which suggests no-cost as the only thing it could mean literally.

      In any case, asking for the right to modify works of content is, in general, foolish. It doesn't make sense to say that, for instance, the Aeneid is unsuitable for you to read due to Aeneas founding Rome at the end and demanding the right to modify it such that he ends up defying fate and getting back together with Dido. Certainly you could write such a work if you wanted to, but you would no longer be simply a reader of the book you're reading and you wouldn't be reading the Aeneid (and, were you then to write a paper about your version as if it were the original, it would not be well received).

      For that matter, there are other possibilities than works of functionality and works of content, and they are licensed suitably for their intended purposes. For example, RFCs, generally considered the most "Free" standardization documents, do not permit modification by anyone and translation only with permission. It would be completely useless to write a modified version of RFC822, license it to permit further modification, produce a MTA which uses your changes, and claim compliance. Even the original authors do not modify RFCs; instead they write new RFCs which reference and obsolete the earlier ones.

      Clearly the terms under which a work, even a "Free" work, is licensed must take into account the way the user is to interact with the work. Software is different from the content of games, and therefore can meaningfully be licensed differently.

      On the other hand, I think that there are areas in which content shades into functionality. For example, a browser will probably come with a set of icons designed for utility (which doesn't preclude art, but which does have a metric of success for the user). For a game, perhaps, it should be permitted to replace the text of menu items with different text while keeping the background the same, since the functionality of the game may be impaired by the menus being in the wrong language or misleading.

    17. Re:hypocritical of stallman? by CrackedButter · · Score: 2, Insightful

      You can produce, enlightenment, understanding, emotions, inspiration, ideas and more art, with art.

    18. Re:hypocritical of stallman? by Anonymous Coward · · Score: 0

      you have missed an important point: it's about free as in free here, not about free as in beer!

    19. Re:hypocritical of stallman? by Anonymous Coward · · Score: 0

      Stallman's apathy regarding music and art accurately reflects how regular people (incl. traditional artists) feel about software.

    20. Re:hypocritical of stallman? by sowdog81 · · Score: 1

      What about if you wrote a text editor and I took that code and just "expanded" on it to make my own text editor.

    21. Re:hypocritical of stallman? by Anonymous Coward · · Score: 0

      I just finished adding 16 measures to a song I originally wrote months ago. You fail it.

    22. Re:hypocritical of stallman? by antoy · · Score: 1

      The difference, in this case, lies in the way the materials are used.

      Game engines enable people to create their own games. They make it easier to be creative without building a game engine from scratch.

      The game is what the end-user sees,plays and (theoretically) enjoys. It's creative work and should be treated as such. Whether or not the treatment should be similar to the game engine (Creative Commons Licenses) or commercial is a matter that should be left to the creator, and is beyond Stallman's scope.

    23. Re:hypocritical of stallman? by Hanji · · Score: 1

      1. Practical use: software, manuals. ... You can qualify them objectively

      So I guess emacs and vim aren't in that category.
      And neither are, say, perl and python...

      --
      A Minesweeper clone that doesn't suck
    24. Re:hypocritical of stallman? by dingfelder · · Score: 2, Interesting

      you obviously have not seen examples from the obfuscated C contest. If that is not art, I don't know what is. for instance: http://www.enee.umd.edu/class/enee114.A00/obfuscat ed_c/winners/1995/

    25. Re:hypocritical of stallman? by Kihaji · · Score: 1

      It is a double standard, mostly because I think RMS is out of touch with reality. Anyone can create MS Word, all the algorithms, techniques, and languages that MS used to create Word are free, open, and available to anyone to use at will. What is not free, and what should not *have* to be free, is the creativity and work of the coders/designers who used those basic tools in a specific way to create MS Word. Much like art is nothing more than the creativity and expression of an artist through the use of basic, open, and free techniques, an application is nothing more than the creativity and expression of a programmer through the use of basic, open, and free techniques.

    26. Re:hypocritical of stallman? by pmjordan · · Score: 2, Informative

      You're not allowed to do that with Firefox, or any Free Software; doing so would be misappropriation.

      The difference between art and software is that Software is a process, a medium. Software does stuff on, and to your computer, so you want to know exactly what it does. Who knows, it might wipe your data, or other evil things. Art isn't going to do that, as it is in itself complete. Of course, art must still be presented on a medium. Films on reels, DVDs, or VHSes. Paintings on canvas or paper, or more obscure substances. Video Games on software. Yes, there is overlap. Choosing the right tools or media (lens, camera, film vs. hardware, software) is part of creating that art.

      The problem with 'liberating' art like software is being liberated by the Free Software movement is that it would ultimately dilute the experience. Software, in general, serves a specific purpose, it solves a specific problem, but the purposes vary across the spectrum. Morphing software into other software to solve similar problems is considered a good thing, and is hard to argue against.

      Art provokes thought and gives entertainment. It's hard or impossible to morph it into something else, as it will lose its vital distinction, and hence be diluted. This is why parody is so hard to do.

      ~phil

    27. Re:hypocritical of stallman? by styxlord · · Score: 2, Insightful

      And the practical use of computer games (when compared to art and music) is?

      I don't see any difference between music, art, software. All three are creative expressions, just the canvas is different.

    28. Re:hypocritical of stallman? by Hoch · · Score: 1

      stallman wants all code to be free... but he wouldn't mind music and art to be non-free? in what way does a coder differ from a graphics artist? according to stallman's views, should a graphics artist not be able to freely obtain the art of a game so he could modify it, without having to pay for it? after all, that is what he demands of software. it has to be free so a coder is free to change it without having to pay for it. does he have double standards? note: i like free software, but i don't feel that every piece of software that i use should be free. i just think it's a little bit odd that stallman is using double standards. (Long live free slashdot posts.)

      --
      2*31*37*263
    29. Re:hypocritical of stallman? by Anonymous Coward · · Score: 0

      a coder is more like a mathmetician or a physicist. What ever they discover is immeadiatly free and released to the academic community. Doing this with code allows people freedom to use efficient algorithms and improve them or extend them like the scientific community does with theories.

    30. Re:hypocritical of stallman? by Anonymous Coward · · Score: 0

      Stallman is inconsistent here. How can a game script be considered different from code? A game script is simply code that works in a more limited environment.

    31. Re:hypocritical of stallman? by Valar · · Score: 1

      Actually, under a lot of free licenses, that would be perfectly acceptible. In most cases, the original copyright statements would have to stay intact. In some cases, there would be limitations on what the new project could be licensed under. However, I'm not aware of any free license that prevents you from making your own version with its own name-- that is a big part of what free software is about. After all, taking the source and starting a new project with different features and a different name happens enough that we have a name for it: "forking"

    32. Re:hypocritical of stallman? by DarKry · · Score: 1

      Excuse me??? I think you just offended a lot of people here.

    33. Re:hypocritical of stallman? by grumbel · · Score: 1

      ### Art provokes thought and gives entertainment. It's hard or impossible to morph it into something else, as it will lose its vital distinction, and hence be diluted.

      Its easy to morph art into some other art, its done all the time, as said movies get remaked, songs covered and pictures reused in collages. The larger the work of art the less of an issue is this. With movies or videogames you get all kinds of work done that can easily be reused in other works. You don't need to redesign each and every requisite just because you start a new movie, neither do you need to redesign each and every texture in a game, there is always lots and lots of stuff that can get easily reused without the player even noticing it. And even reusing something like the main character or a specific set is something that can be extremly usefull when doing some successor to a previous game.

      Forking and reusing art is done all the time in all kinds of businesses there is really nothing special about it and there is little reason to restrict the user from getting the freedom to modify it.

    34. Re:hypocritical of stallman? by amorsen · · Score: 1
      Stallman is inconsistent here. How can a game script be considered different from code?

      Ok, you find Stallman to be inconsistent. I find it rather uninteresting whether he is consistent or not. What is more interesting is this: Do you think that game scripts should be allowed to be kept proprietary?

      --
      Finally! A year of moderation! Ready for 2019?
    35. Re:hypocritical of stallman? by Anonymous Coward · · Score: 0

      In my experience rigid fundamentalism and hypocrisy generally go hand-in-hand.

    36. Re:hypocritical of stallman? by Ed+Avis · · Score: 1

      I think it comes down to control over your own life and your own computer. The program code itself tells your computer what to do; if it isn't free then your computer may be programmed to do nasty things and you have no legal way to fix it and probably no way to find out for sure what's happening behind your back.

      Art and music isn't like that. It's quite possible to argue that scientific knowledge should be unrestricted for the good of society, while restrictions on purely artistic works are allowed. Whether an artist would be insulted by such a view, I am not sure (I expect many prefer to have restrictions so they can earn money from their work). I think this is the view that RMS has expressed. Program code, even for a computer game, is like scientific knowledge and should be shared. Music and artwork, it would be good to share, but it doesn't cause too much social harm if there are restrictions.

      These are not necessarily my views BTW, but from gut feeling, I would be pleased to use a game engine that was free and then pay to license certain levels or graphics sets.

      --
      -- Ed Avis ed@membled.com
    37. Re:hypocritical of stallman? by LWATCDR · · Score: 2, Insightful

      Hogwash.
      There are only like 8 stories everything else is based on one of those.

      --
      See my blog http://ilovecookes.blogspot.com/ for light hearted technical information.
    38. Re:hypocritical of stallman? by Quino · · Score: 4, Interesting

      My understanding is that open source works on meritocracy, so it's great for the technical aspects of software.

      It's hard to have a meritocracy with something as innately subjective as art. With technical stuff, it's usually provable what works better.

      You can't submit patches to fix someone's crappy storyline (and if you did, I imagine chaos as no one agrees on whether your "story patch" actually improves the story or makes it too long, or too short, or hurts the original author's feelings, etc.). Can you imagine a bugzilla for "ugliness bugs" in the backgrounds, icons, monster design, etc. in a large game? Who gets to decide when a "garishness bug" is closed? Or that a "cacophonous section bug" in the soundtrack has been resolved?

      It's always seemed this way to me, hence for a long time Linux ran great (the technical part of it), but the default icons, themes, etc. often left a lot to be desired. I think it wasn't until companies started throwing money at Linux that it started getting pretty.

      It's now easy for me to imagine a complicated piece of software put together by committee (the proof was in the Linux pudding), but not a musical score (the proof again was in the Linux pudding).

      I think maybe Stallman is just being practical*.

      Back on topic, for these reasons I've long thought that games was one area where OSS would have a hard time competing with commercial software companies, since the important part of video games isn't the technical part, but the artistic parts where it's hard (if not impossible) to have a working meritocracy. You can't (I believe) have "bazaar like development" with 100 artists working on video games as you can with 100 programmers working on a web browser.

      * OTOH, it's also only with software that not having source code means you fundamentally don't know (or can easily tell) what the software is *really * up to, hence the GPL. This is not the case with art. It could therefore also be that Stallman is just being steadfast with his freedom thing (that sadly, a lot of people criticize), which is not as meaningful with a game's soundtrack for instance.

    39. Re:hypocritical of stallman? by LWATCDR · · Score: 1

      No I am blaming Richard Stallman FOR being a ridge fundamentalist. He knows that there is no way for his version of Free Software to replace the current commerical game studios. So instead of telling everyone of his followers that they should suck it up and just play nethack and bzflag he gives then a huge loophole.
      So playing Doom3 is.... Okay.

      --
      See my blog http://ilovecookes.blogspot.com/ for light hearted technical information.
    40. Re:hypocritical of stallman? by servognome · · Score: 2, Interesting

      Art is a lie which makes us realize the truth. -- Picasso
      That art is merely a distraction from reality.
      You can produce, enlightenment, understanding, emotions, inspiration, ideas and more art, with art.
      ANYTHING can produce those things. The clouds in the sky, taking a deep breath, dropping a book on your foot, can produce the same inspiration, emotions, and enlightenment as an orange dot on a white canvas.

      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
    41. Re:hypocritical of stallman? by ultranova · · Score: 1

      Art provokes thought and gives entertainment. It's hard or impossible to morph it into something else, as it will lose its vital distinction, and hence be diluted.

      Really ? So if a painter is inspired by Lord of the Rings, the resulting painting isn't art ? Or, if a composer is inspired by the same book, the resulting music piece isn't art ? Or if I'm inspired by the painting and the music, and make a detailed computer model of Isengard, that model isn't a form of art, even if I use it to generate images with a raytracer ?

      Fascinating view. I'm sure many people who thought themselves artists would be quite shocked to learn that their works of art aren't.

      As for "provoking thought"... If you can program without thinking, then I salute you. I, however, haven't yet mastered the art of banging the keyboard blind and getting a usefull program.

      This is why parody is so hard to do.

      Parody is hard to do because good jokes are hard to invent. Especially since they must not offend anyone.



      Anyway, the problem with liberating art is quite simply that people consider software as a tool, but art as a means of personal expression. The key word here is "personal" - art is closer to the heart of the maker than software. However, there is indications that this is slowly changing - just check the newsgroups at news.povray.org, and you will notice that quite a lot of people are sharing the sources to their images. Then again, making images with POV-ray is a form of programming - for some scenes, the macros take longer to execute than it actually takes to render the scene...

      Heh - POV-Ray proves that a real man models 3D graphics with a text editor ;).

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    42. Re:hypocritical of stallman? by Anonymous Coward · · Score: 0

      Why are we deconstructing every word that Stallman ever wrote like he's the Dali fucking Lama? Think for yourselves!

    43. Re:hypocritical of stallman? by slickepott · · Score: 1

      And notes are just instructions of how to play the music. There aren't much difference there from what I see.

      But I won't say all code should have to be free either.

    44. Re:hypocritical of stallman? by innocent_white_lamb · · Score: 1

      Art is different in that it is not functional, you watch it, you waste your time with it, but ultimativly you don't produce anything with it.

      Eh?

      For a simple example of functional art, look at gargoyles. The builders of those old churches could have just slapped a drain pipe onto the gutters, but instead created works of art on the corners of the roof.

      There are many more recent examples. A sidewalk created with paving stones in a pleasing pattern. Sure, it's just a sidewalk, but it took longer to make it with that pattern in it and it's nicer to have that way.

      Art is a lot more than a picture that you hang on the wall and subsequently ignore most of the time.

      --
      If you're a zombie and you know it, bite your friend!
    45. Re:hypocritical of stallman? by gclef · · Score: 4, Funny

      Okay...what are they? I can think of a couple:

      1) Boy meets girl, boy acts like an idiot & almost loses girl, boy comes to his senses & wins girl

      2) Evil dude hurts hero, hero trains for long time, reaches near-enlightened state, kicks evil dude's ass

      3) road trip!

      4) Boy meets girl, then everyone dies (most tragedy fits in here).

      But I'm missing the other 4. Any hints?

    46. Re:hypocritical of stallman? by Whyte · · Score: 1

      Music is a finished product and it can't have new "features". Software can.

      How does sampling fall into this ideological framework (e.g. rap or other eclectic styles)? Music can be altered with an additive process much like software can be. At least all the remixes I hear these days seem to indicate as much.

      --
      -- No matter how great your triumphs or how tragic your defeats, approximately one billion Chinese couldn't care less.
    47. Re:hypocritical of stallman? by g00set · · Score: 1

      I quite agree. Music is a finished product and it can't have new "features". Software can.

      If music is a finished product how do you explain the practice of resampling amoungst rap artists? Taking something that appeals to one crowd and changing/adding some thing so it has appeal to another.

      --
      ... and furthermore ... I don't like your trousers.
    48. Re:hypocritical of stallman? by Anonymous Coward · · Score: 0

      Gah...I guess we were thinking the same thing. ;)

      -g00set

    49. Re:hypocritical of stallman? by mrchaotica · · Score: 2, Insightful

      The practical use of computer games -- or rather, the practical reason why their code needs to be Free -- is that they do stuff! They have the same issues as regular software: you need the code to fix bugs, port to other platforms, etc. Even if you do stuff like that, it's the same program.

      On the other hand, the artwork and story of the game is complete within itself, and doesn't need to be tweaked to work correctly (aside from maybe doing things like making higher-resolution or higher-polygon-count versions of things). Moreover, if you change a work of art it necessarily becomes a different work of art, because the only reason for doing so would be to add your own creative interpretation to it.

      Software is creative, but it's not art, just like how engineering is creative but isn't art either. The difference is that it's built for a purpose rather than to tell a story or evoke an emotion. Your graphics library (or whatever) is art when reading the code reveals universal truths about human nature, or at least provokes deeper emotions than "damn, this code sucks" or "wow, that's a cool algorithm!"

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    50. Re:hypocritical of stallman? by amorsen · · Score: 1
      In my experience rigid fundamentalism and hypocrisy generally go hand-in-hand.

      So basically if Stallman said that everything should be treated the same, he'd be a fundamentalist, and if he said that different things should be treated differently, he'd be a hypocrite. Hard to win that one.

      --
      Finally! A year of moderation! Ready for 2019?
    51. Re:hypocritical of stallman? by amorsen · · Score: 1
      So playing Doom3 is.... Okay.

      The game engine for Doom 3 is Free Software? Where can I get it?

      --
      Finally! A year of moderation! Ready for 2019?
    52. Re:hypocritical of stallman? by greay · · Score: 1

      You're right, but over-simplifying a bit & missing important distinctions. Yes, software can be art -- look at the demo scene, runme.org, and obfuscated code. Those are all one artist's (or group of artists') vision. They're art. And to a lesser extent, even the code to a text editor can very well have artful touches in it (but chances are it's not going to be apparent in the executable).

      And likewise, some "art" can have functional / practical aspects, and can be improved on, in a similar manner to the way software (and Free software) can -- but this kind of art is more properly called /design/.

    53. Re:hypocritical of stallman? by Nurgled · · Score: 2, Informative

      The game as a whole is art. The code which implements the game is just code. Its practical use is to hold together all of the artistic elements of the game.

    54. Re:hypocritical of stallman? by Aeiri · · Score: 1

      And notes are just instructions of how to play the music. There aren't much difference there from what I see.

      Nope, there isn't. But guess what? That's not what we are talking about. We are talking about the recording of someone playing those notes, such as Kenny G playing his oboe thing to some carazy beats.

      Sheet music SHOULD be "open sourced", but the actual recordings shouldn't (in my opinion, that is). If you want to compare the recordings to code, then your processor performing the opening of Firefox shouldn't be open sourced, or your processor's ability to "play" that code. The difference between some junior high student who just started playing the oboe and Kenny G is the difference between a 900 Duron and a 4000+ Athlon 64.

    55. Re:hypocritical of stallman? by Anonymous Coward · · Score: 0

      5) Someone finds ancient artifact that turns them into superhero and he sells it to pay the mortage on his mother's house and starts his own cofee shop.

      6) Pig struggles with eventual sausage fate.

      7) ???

      8) Profit.

    56. Re:hypocritical of stallman? by MutantHamster · · Score: 1

      I'm sorry. About half way through this reply blood started squirting from my eyes and covered the monitor so that I couldn't read the rest.

      What in the blind fuck are you talking about, man?!

      --
      My Greatest Heist - Muisc partly inspired by the unbeatable Qwantz
    57. Re:hypocritical of stallman? by MutantHamster · · Score: 1

      That's a fucking text editor. Let me point out something quickly:

      In terms of my analogy, a text editor is not analogous to a movie. A text editor is not an expression of art, like music or a movie. A text editor is used to create things like books, and is therefore analogous to the technology used to make a movie, which I would say should be free.

      People, a book, song, or movie is not the same as software. Software is an active, functional, device that people can use. That's where the difference comes in.

      --
      My Greatest Heist - Muisc partly inspired by the unbeatable Qwantz
    58. Re:hypocritical of stallman? by cortana · · Score: 1

      You're arguing with an AC, what do you expect :)

    59. Re:hypocritical of stallman? by MutantHamster · · Score: 1

      First of all: I don't know if it's a British thing or not, but quit saying "remaked" you ass.

      Secondly, give me a break. Some texture files are not the same as a fucking movie. And remaking a movie is not the same as putting out a new version of Firefox. If I was going to remake a movie I wouldn't just add a few more shots in and re-edit it. I'd start from the beginning, cast new actors, re-do the script, etc. You should know that so quit being a dick.

      --
      My Greatest Heist - Muisc partly inspired by the unbeatable Qwantz
    60. Re:hypocritical of stallman? by Minna+Kirai · · Score: 1

      The game engine for Doom 3 is Free Software?

      Per their traditional schedule, idsoftware will release Doom3 under GPL in 2009. That's more that 20x faster than copyright expiration.

    61. Re:hypocritical of stallman? by Anonymous Coward · · Score: 0

      Incorrect. True, you can't judge software objectively in the sense that you can't get everyone to agree which text editor is the best. But you can judge it objectively in the sense that you can tell whether it works well or not. That is to say, a piece of software that crashes on you is BAD and a piece of software that does not crash is GOOD.

      But a painting that looks crap might be "good" art, if the artist (a) intended it to look crap and (b) is famous enough to get away with that sort of thing.

      That's the fundamental difference.

    62. Re:hypocritical of stallman? by Tragek · · Score: 1
      The question of proprietary or not is irrelevant when it comes to game story lines. It's all about acess there. I'm fine with having to pay for the story. There's a number of games out there that are good SOLELY because of the story. I am however, not as sure about paying for an engine.

      Yes, it takes work to build a game engine, and often times the story that goes along with that engine is good (Another thing; remember all those games that get abandoned... never to be updated. with source acess they could live on). But what about indy devs? A lot of indy games suck because they don't have the time/money/skills to build an engine, but have an awesome concept. If they had acess to (sort of what is mentioned in the article) a commercial engine, there are groups of people out there that could put out a game that would rival the top titles out there right now, because they would have the dedication to story that commercial devs skimp out on often.

      Perhaps that's what scares commercial developers; perhaps if given acess, the community could do a better job than they, and put them out of business . I'd buy an engine, if there was a long list of good games that had been made for that, so that I was buying just the story. (remember interactive fiction?)

      I know there are games out there that have this kind of capability, look at all the Mods to UT2004, but one wonders what kind of ever more amazing things a community could do with source acess.

      I know my logic is flawed, but does someone here see my point? Imagine the creative possibilities

    63. Re:hypocritical of stallman? by fbjon · · Score: 1

      Exactly, art does produce something. It's just not as tangible and quantifiable. We'll have to wait a few years before science can discover the wirings of the brain before we reach that point. Also, art is much more often a selfish indulgment, while coding is primarily done by request (people code what other people need). That doesn't of course mean that you can't code just for yourself. Or that, indeed, coding can be art too!

      --
      True confidence comes not from realising you are as good as your peers, but that your peers are as bad as you are.
    64. Re:hypocritical of stallman? by fbjon · · Score: 1

      They are of practical use to their respective audiences. See, I won't use the blue hammers, I dislike the finger position it forces me to use. Now the green hammers, that's the way to go! But hey, they're basically the same, and if there were only blue hammers, I'd obviously use them. They're just tools.

      If you say that there is a component of art in vim or emacs, that just means that there is something non-functional in there somewhere, that could be removed or perfected away. (most of emacs, I suppose :)

      (disclaimer: I don't use vim either)

      --
      True confidence comes not from realising you are as good as your peers, but that your peers are as bad as you are.
    65. Re:hypocritical of stallman? by lachlan76 · · Score: 1

      But you couldn't say that you made it, you have to give credit to the Mozilla Foundation.

    66. Re:hypocritical of stallman? by fforw · · Score: 1
      in what way does a coder differ from a graphics artist? according to stallman's views, should a graphics artist not be able to freely obtain the art of a game so he could modify it, without having to pay for it? after all, that is what he demands of software. it has to be free so a coder is free to change it without having to pay for it. does he have double standards?
      You're basically reproducing a common misunderstanding of the Stallmann / FSF / GPL position.

      Although the GPL can make it more difficult to earn money from software it does in no way require the software to be free of charge.

      RMS observed a basic injustice: The tendency of binary only software to lock in its users, to surrender him/her to the whim of the developer. RMS postulate four kinds of freedom which must be true for software and which the GPL is based on philosophically.

      Works of art do not put such shackles on their recipients (Art doesn't have users - there is no algorithmic dimension to it) - and that's why there is a difference.

      --
      while (!asleep()) sheep++
    67. Re:hypocritical of stallman? by pixelite · · Score: 1

      heres my take:

      man vs nature
      man vs man
      man loves woman
      woman loves man
      man loves man
      woman loves woman
      man vs the man (govt)
      man vs the unatural

      --
      >>Sig under construction
    68. Re:hypocritical of stallman? by SunFan · · Score: 1


      5) Stories based on 1930's Germany.

      6) Treasure hunt!

      7) Some stuff happens, but no one knows why.

      8) The epic.

      --
      -- Microsoft is the most expensive commodity operating system and office suite vendor in the marketplace.
    69. Re:hypocritical of stallman? by period3 · · Score: 2, Insightful

      How does this argument address the freedom to copy and to share?

      I believe I should have the right to freely share with my neighbour. I also believe I have the right to draw mustaches on all the characters if I so choose.

      These freedoms are not exclusive to software. I don't believe it's about "hindering the progress of mankind" or anything so grand as that.

      I just want the simple rights I take for granted with my tangible goods.

    70. Re:hypocritical of stallman? by Anonymous Coward · · Score: 0

      man loves woman who loves nature in unnatural way.

    71. Re:hypocritical of stallman? by Anonymous Coward · · Score: 0

      (yawn) Never mind.

    72. Re:hypocritical of stallman? by chthonicdaemon · · Score: 1

      in what way does a coder differ from a graphics artist? according to stallman's views, should a graphics artist not be able to freely obtain the art of a game so he could modify it, without having to pay for it? after all, that is what he demands of software. it has to be free so a coder is free to change it without having to pay for it. does he have double standards? I think Stalman's case is that music and writing are already available to be examined as long as no-one stops you from listening to it or reading it. Programs (when compiled) can not easily be analysed. Art, music and writing can be analysed in the sense that what you see/hear/read is what you get. All the techniques are right there.

      I concede that these days, 'free' music would probably contain seperate tracks and all the mixer settings so you could see how someone got some cool effect, but in general Stalman's gripe is with not being given the freedom to do with the program as he pleases. Compilation 'takes away' the code in a way that cutting a CD of your song just doesn't.

      Also remember that Stalman doesn't want the code for free, he wants it to be Free. In other words, he would pay to get access to a program, but would expect the source code to come with it, and to be able to re-sell the software just like you would expect to be able to re-sell a car. There is nothing in Stalman's philosophy that stops you from charging for your work[1].

      [1] except maybe that other people might release the same stuff cheaper. But that's a whole other story.

      --
      Languages aren't inherently fast -- implementations are efficient
    73. Re:hypocritical of stallman? by cosmo7 · · Score: 1

      Art is different in that it is not functional, you watch it, you waste your time with it, but ultimativly you don't produce anything with it.

      So you're saying that these games would be functional without the art? There's more to art than just being pretty.

    74. Re:hypocritical of stallman? by psycho8me · · Score: 0

      The entire point of Stallman's views is that software is very different from other creative works in that it is used for a practical purpose. Making the source of a program available to users under a free(libre) license is the only way to respect their rights. He has stated many times that he supports copyrights, he just doesn't want copyright to be used to violate the rights of users. Music and art are very different things than software and should be treated differently.

    75. Re:hypocritical of stallman? by NonSequor · · Score: 1

      The question is whether or not the difference between the work of a game coder and the work of a graphic artist is a relevent distinction. What is it that makes software special? Why should the creators of some forms of content be allowed to place restrictions on the copying of their work when others shouldn't?

      I respect Stallman, but not as a philosopher (as an aside, I don't respect Raymond at all). His insistence on constraining or altering the meanings of words and phrases in ways that are inconsistent with present and historical usage is a source of many problems. Saying that GPLed software is free as in speech is misleading since I've never known free speech to mean anything other than any form of expression with no restrictions placed upon its content. As the law stands, the only restrictions on the content of software are those imposed by patent and copyright law, and both of these apply to all software regardless of license. If we take free to mean unrestricted, only uncopyrighted software could be considered free. In order to realize Stallman's vision of a world where all software is "free" we would have to restrict people's rights to form certain kinds of contracts. It's not often listed alongside free speech et al. but I consider the freedom to form contracts to be a very important component of our society.

      I like the GPL, but that's because I like the idea that an author who wishes to share his or her work can see to it that he or she will always be able to take advantage of any improvements made by others. It's a license with extremely generous terms but with relatively minor restrictions that work to encourage others to share their work as well.

      Well, that's what I think anyway.

      --
      My only political goal is to see to it that no political party achieves its goals.
    76. Re:hypocritical of stallman? by Anonymous Coward · · Score: 0

      Why? In Shakespeare's day it was common practice to steal plays, rewrite them and put them on as your own work. He did it and now he's famous.

    77. Re:hypocritical of stallman? by Anonymous Coward · · Score: 0

      1) Notting Hill

      2) Batman

      3) Beavis And Butthead Do America

      4) Titanic

    78. Re:hypocritical of stallman? by Anonymous Coward · · Score: 0

      Think about how it all started... A printer that would jam, and closed printing software that didn't allow people to know when the printer had jammed, thus ruining lots of printouts, until someone actually got to the (centrally located) printer and noticed the problem.

      Had the printing software had source available, it would have been possible to make it give a warning when the printer had jammed, and then sending someone to fix it immidiately.

      But when was the last time you saw a painting jam? A painting with a bug that could have been fixed or worked around? Generally, art doesn't have bugs. It may have imperfections, or look wrong to someone, but that's not a bug, and "fixing" it is not going to help anyone.

      Programs are used, and thus need to work. Art doesn't need to work, it's just there for looks.

    79. Re:hypocritical of stallman? by 91degrees · · Score: 1

      The main difference I can see is that sections of code are typically reused (many games used the Unreal engine, for example), whereas art is usually created specifically for each game. So if game engines were made free, duplication of effort would be greatly reduced. If art was made free, then it wouldn't.

      But it's also a practical matter - The only way games can be produced is if you can encourage a lot of people to pay towards the cost. The street performaer protocol might work for Doom 3 or HL2, but it's a little too risky for most people.

    80. Re:hypocritical of stallman? by grumbel · · Score: 1

      ### If I was going to remake a movie I wouldn't just add a few more shots in and re-edit it.

      Thats the point, you replace those part that you think are in need for replacement. For a movie you might not start with a completly new script and storyline, just new actors. For a video game you might just add some levels, add a new character or whatever (see Doom1 levels redone in Doom3 engine). How about a different cutted version of a movie? IIRC there is some StarWars Episode I floating around with JarJarBinks being cut out. Why should you restrict that with art, but not with software? How about a Lord of the Rings version that focuses on Frodo only? Completly unreasonable? I don't think so. Such stuff is already happening, even so in a legal-gray area at best, so why would you want to restrict such freedom which people are actually already practicing.

      About keeping the authors vision intact or whatever, I know a lot of people fear this, but I doubt that its much of a problem, first of authors visions are already today not always threaded as the author would like when a book gets turned into a movie or the like, second you would always have 'MutantHamster's version of insert some movie', nobody could change that, people wouldn't change you version, they simply would create a version of their own based on your work.

    81. Re:hypocritical of stallman? by grumbel · · Score: 1

      ### You discover the optimal software algorithm, there is already a right answer before you ever compose it.

      And the statue is already in the piece of stone, the sculpture just removes the stone that hides it.

      The art is less in how you paint a picture or compose music and much more in the what you actually compose. Finding exactly what you wanna do is the art, and I don't see much different here when a painter is confronted with an empty page and when a programmer is confronted with an empty file, both have to fill it somehow, what exactly they do is their own.

    82. Re:hypocritical of stallman? by Anonymous Coward · · Score: 0

      So the music to (for example) a symphony that could take years of creative work to compose should be open sourced, while a performance of said work that involves a few hours of work can be copyrighted. Just the sort of argument which convinces many people that the OS crowd has more than its fair share of clueless bozos.

    83. Re:hypocritical of stallman? by grumbel · · Score: 1

      ### For a simple example of functional art, look at gargoyles. The builders of those old churches could have just slapped a drain pipe onto the gutters, but instead created works of art on the corners of the roof.

      Yes, but good old pipe would have done the same function, the art isn't necesarry to fullfill the function. The point is that most software is mainly a tool, like a screwdriver, while games or art in general is not a tool, its something you watch for enjoyment, not to build a house with it. Thats why RMS consideres free software to be important, while he consideres art to be less important to be free, ie. you don't depend on art, so if it doesn't work you don't go bankrupt, as you might with regular software. I don't fully agree with RMS on this one, but if I if Linux would be outlawed tomorrow I would for sure be in bigger throuble then if SuperMarioBros would be outlawed.

      ### but it took longer to make it with that pattern in it and it's nicer to have that way.

      Exactly, its nice to have it that way, but you don't depend on it. An ugly sidewalk would still get you from A to B.

    84. Re:hypocritical of stallman? by grumbel · · Score: 1

      ### So you're saying that these games would be functional without the art?

      No, I just mean that you don't use a game to write a letter. Games are for enjoyment, while software (Word, Excel, etc) is there to get a job done. Thats what I mean with functional vs. non-functional, nothing more.

    85. Re:hypocritical of stallman? by hahafaha · · Score: 1

      Yes, but when music is released it is usually just admired (or critisized) for what it is. Software on the other hand (or at least Free Software) gets updated a lot.

      What I mean is, you can't have something like Yellow Submarine 2

    86. Re:hypocritical of stallman? by hahafaha · · Score: 1

      Well, there are counter examples. But what I meant is that you don't have something like Yellow Submarine 2.

    87. Re:hypocritical of stallman? by MutantHamster · · Score: 1

      Well, once again, adding a few shots is not making a remake. The remake and the original are two different movies, not one being a modified version of the other.

      Bearing that in mind, I may have not explained my reasoning fully. For things like modifying a game, (say Doom) adding a few levels is cool to me. Then it's still Doom, and such.

      The thing I was more concerned about was reapplying things like stories, art, characters, etc. Like, if I'm making a new game, I could use textures (to me textures are not art, but that's another debate) the engine, etc. But borrowing the story of another game would be kind of dumb. That's what I'm talking about by editing another game a little bit and then renaming it.

      I don't think it'd be bad to modify a game slightly, but taking things like story, and graphics would be kind of lame. Reusing anything characteristic of my game into your game, I do not feel is taking advantage of the Open Source License. Well, not in a good way, anyway. If you want to release a mod of my game, go ahead.

      That's what I was trying to say.

      --
      My Greatest Heist - Muisc partly inspired by the unbeatable Qwantz
    88. Re:hypocritical of stallman? by Tragek · · Score: 1

      Hmm... I'm suprised some zealot hasn't leapt down my throat throwing these links at me: http://www.tenebrae2.com/ http://industri.sourceforge.net Industri is beginning to look quite amazing!

    89. Re:hypocritical of stallman? by Rick+BigNail · · Score: 1
      So, is his argument for the immorality of not sharing software with neighbour pramatic or idealistic?

      I read all his papers. I think he still got some unresolved issues.

    90. Re:hypocritical of stallman? by bechthros · · Score: 1

      Wow, what a great troll. You got me, anyway. You've apparently spent the last 20 years of your life not shopping for music, or you would have heard of:

      A) remixes (this is when new compositional features are adding to a previously existing composition, which is then re-released and sold as a separate and discrete product)
      B) remasters (this is when new sonic features are added to a previously existing recorded composition, which is then re-released and sold as a separate and discrete product)
      C) expanded re-releases (in addition to the above, this includes albums re-released with bonus tracks, videos, posters, etc. - franz ferdinand and the white stripes being two recent examples)

      But seriously, nice troll.

    91. Re:hypocritical of stallman? by hahafaha · · Score: 1

      True. What I actually meant is that software is continually improving whereas you can't have something like The Yellow Submarine 2...

    92. Re:hypocritical of stallman? by bechthros · · Score: 1

      funny that you should use the Beatles for an example, who recently released an album called "let it be naked". Said album is a remix, remaster and re-release of the exact same recordings and performances that were used on the 1969 album "let it be". Granted, they didn't call it "let it be II" but they might as well have.

      Massive Attack is another group who springs to mind. After the release of their landmark albun "Protection" they farmed the multitrack masters out to dub producer extraordinaire Mad Professor, and released the results as another album, "No Protection". To continue on artistic themes (and financial success) Meatloaf reprised his classic "Bat Out of Hell" album with "Bat Out of Hell 2: Back Into Hell". The Beach Boys released "Shut Down Vol. 2" in 1963. There's plenty of sequels to great albums out there, both thematic and sonic.

      When you upgrade an app, you're making changes to various pieces of code in order to better suit your previously existing needs. You're doing the exact same thing when you replace "let it be" with "let it be naked" in your CD player.

    93. Re:hypocritical of stallman? by Aumaden · · Score: 1
      Software does stuff on, and to your computer, so you want to know exactly what it does. Who knows, it might wipe your data, or other evil things. Art isn't going to do that

      Au Contraire: Buffer Overrun in JPEG Processing (GDI+) Could Allow Code Execution

    94. Re:hypocritical of stallman? by Whyte · · Score: 1

      Sure you can. How many musicians have recorded the same song, but with suttle and not-so-suttle stylistic differences?

      --
      -- No matter how great your triumphs or how tragic your defeats, approximately one billion Chinese couldn't care less.
  6. Hard To Do by Nurgled · · Score: 4, Insightful

    It's hard to have a Free game which matches the quality and depth of today's main commercial offerings due to the need for artists and other such people who (for whatever reason) are less keen to do hobbyish projects.

    I think the only way that this is going to start is if developers put together good graphics engines, up to the standard of the latest offerings from Id and the Unreal guys, and have commercial developers work from these as a base rather than licencing from the commercial vendors. With the GPL-licenced Quake engines we are already some way there, but of course they are (as they come out of Id) already a generation or two behind and need some work to get them up there.

    There's also the problem of convincing the commercial development houses that having their game code source available (which would be necessary for GPL compliance) won't hurt because the art and other content will be the product. The main show-stopper here is that you can't really do copy protection in an open-source product, and right now every commercial offering has copy protection.

    1. Re:Hard To Do by hahafaha · · Score: 1

      I quite agree. The FSF is not focused on games as it is and I think that is their weak point (don't get me wrong; I love them! Their games are just not quite ready to compete. I use Debian.)

    2. Re:Hard To Do by shaitand · · Score: 1

      "right now every commercial offering has copy protection"

      Perhaps. That is an excellent arguement for getting rid of copy protection. History has shown copy protection on games to be a very expensive excercise in futility anyway.

    3. Re:Hard To Do by MaineCoon · · Score: 1

      Heres an argument FOR copy protection:

      MULE, a well known and popular old school game, was a commercial failure. Almost everyone had played it and many 'owned' a copy, but almost no-one had bought it.

      It didn't have copy protection.

      --
      Hunt your preferred prey at Aliens vs Predator MUD. Join the war at avpmud.com port 4000
    4. Re:Hard To Do by SuperIceBoy · · Score: 1

      Kind of like the original Quake?

    5. Re:Hard To Do by gomiam · · Score: 1
      Here's an argument against copy protection:

      Sacred cost me €20. It certainly is not as cheap as it could be, but, at that price, I would still have bought it even if it had no copy protection (hell, I could have asked any of my friends for a hacked copy). Even more, now they are offering me FREE updates and extensions. The only thing I dislike is its needing the install CD in the CD drive to boot (well, and it locks up much too often, though that doesn't happen in most of my friends' computers, so I won't blame Arcaron on that).

      Do a good enough product at a good enough price, and people enough will buy it. End of story. Or, perhaps, Red Hat, SuSE and other distribution makers are still losing money (not those two, and Mandrakesoft's troubles aren't directly related to their distro, IMO).

    6. Re: Hard To Do by Alwin+Henseler · · Score: 2, Insightful
      I think the only way that this is going to start is if developers put together good graphics engines, up to the standard of the latest offerings from Id and the Unreal guys, (..)

      The tools, engines (and operating systems to run them on) are already there, see for example this database of 3D engines, many of which are free/open source.

      But for a succesful game project you need not just good coder(s), but graphics artists / musicians as well. I don't really see the difference between code and artwork here, it's the same thing: put in a lot of hard/creative work, with something other than money as reward. So coders are there, but where are the artists?

      I have often wondered, but think I figured it out: in the modding community! Ever notice how many mods / maps / models / skins get made for popular 3D shooters? Can you even count the number of UT/Q3 mods or total conversions? There's your working-for-free highly talented artists! And quite a number of them too.

      So why are they working with commercial 3D engines, instead of free software projects? Ideas welcome, but I suspect an important reason is just plain popularity. There's way more copies of Quake3 than of Tuxracer or Bzflag around. And the reasons for that? Lack of a free/OS 'hit' game? Software industry inertia? I wouldn't know, but lack of a good, free 3D engine surely isn't THE problem here.

    7. Re:Hard To Do by Kent+Recal · · Score: 1

      Trust me, it would have been the same if the game would've had protection.
      Can anyone name a single game where the pirates failed to break the protection?
      That's right, there is none.

      Most new copy protection schemes were broken within days in the past.

    8. Re:Hard To Do by MaineCoon · · Score: 1

      However, copy protection stops the average person who might just want to make copies for friends.

      I remember lots of folks who would copy games for friends just because it was possible - one person would buy the game, and then give copies to friends who saw it and liked it, if the game wasn't copy protected.

      These weren't pirates, or people who would have tried to circumvent copy protection if it was present. Just the average home-computer user in the late 80s/early 90s. They didn't realize it was piracy.

      --
      Hunt your preferred prey at Aliens vs Predator MUD. Join the war at avpmud.com port 4000
    9. Re:Hard To Do by MaineCoon · · Score: 1

      Assuming you bought the game in the store, then at that price the publishers probably saw $10 for that game (retailers usually mark games up 100% from wholesale, the avg wholesale price being $25).

      At $10/unit, if it cost $1M to make the game (pretty cheap, these days) they'd need to sell 100,000 units to recoup the investment. Thats not a small or easily achievable mark for most games. Not all games break that mark.

      The few games that turn a large profit for a company help cover the losses on the games that lost money.

      --
      Hunt your preferred prey at Aliens vs Predator MUD. Join the war at avpmud.com port 4000
    10. Re:Hard To Do by Kent+Recal · · Score: 1

      But isn't that the kind of piracy that hurts the least?
      At least one copy is bought that way.

    11. Re:Hard To Do by tepples · · Score: 1

      Can anyone name a single game where the pirates failed to break the protection?

      Is there a crack for EverQuest?

    12. Re:Hard To Do by ptlis · · Score: 2, Insightful

      But then we have to ask ourselves how much of this theoretical $1M was used to develop a new engine or purchasing the rights to use one developed by another company? Now think how much the game would cost to develop if there was a game engine free to use and all they had to do was customise it to fit the specific requirements of that game... That $1M game might now only cost $500K to develop, in which case the number of units need to be sold for it to make a profit is halved, that or they could still spend the full $1M and use the extra money to hire more artists/writers/mappers and such meaning the finished game is larger, more interesting and of a very high level of polish. Either way the developers wins, and there is the potential for the gaming public to win too.

      --
      There's mischief and malarkies but no queers or yids or darkies within this bastard's carnival, this vicious cabaret.
    13. Re:Hard To Do by Uber+Banker · · Score: 1

      Steam.

    14. Re:Hard To Do by Blakey+Rat · · Score: 1

      They have copy protection because Wal-Mart, GameStop, etc require copy protection before they sell the games as a way to reduce returns (which they can't take anyway.) Sometimes the publisher requires it, but usually it's the retailers. The developers typically would rather not have copy protection if they had a choice, but they don't.

    15. Re: Hard To Do by m50d · · Score: 1

      An idea I had: How about we try and reimplement the unreal engine? Not necessarily the same way, just something that will use unreal maps, unreal textures, etc? Because then, with things like Operation Na Pali (a 400mb single player mod for UT, 30 levels of good FPS), we would have our free games. Kind of like freecraft, but for a game which has mods.

      --
      I am trolling
    16. Re:Hard To Do by Anonymous Coward · · Score: 0

      I know a few dozen people with halflife 2 that give lie to that.

    17. Re:Hard To Do by CanadianCrackPot · · Score: 1

      Why copy protect the code? I'd only have a requirement of providing a GPG key to decrypt the content of the resource files every time the game runs. Or something along those lines. The code is free, but to use the material with the engine you must provide a key.

      Sigh of course with the code available cracking the games is so much easier. (Not that it's hard right now).

      --
      Good programmers drink beer to relieve job stress.
      Great programmers drink hard liquor and work best hungover.
    18. Re:Hard To Do by Anonymous Coward · · Score: 0
      However, copy protection stops the average person who might just want to make copies for friends.

      I really don't think it does anymore.

    19. Re: Hard To Do by mrchaotica · · Score: 1

      Yeah, that's a good idea. We should also try implementing the Half-Life and Source engines, too. I think there are some mods for Half-Life, like that "team fortress" thingy and -- what's it called? "Counter"-something -- that were pretty popular (more so than any UT mods, I believe).

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    20. Re:Hard To Do by realdpk · · Score: 1

      If it cost $1M to make a game that you don't reasonably think could sell >200k copies, you've made a bad call or two. $1M is a lot of money, and a lot more than most games cost.

    21. Re:Hard To Do by MaineCoon · · Score: 1

      As an experienced game developer, even using an existing engine, even one internally developed and used with a previously shipped title, takes a hell of a lot of work. For $1M they better be leveraging existing technology they already own, and they're still doing it on the cheap.

      Game codebases are NOT drop-in solutions by any stretch of the imagination. Gamers expect constant progress, so last years game engine must see significant improvements to be used in this year's game.

      --
      Hunt your preferred prey at Aliens vs Predator MUD. Join the war at avpmud.com port 4000
    22. Re:Hard To Do by MaineCoon · · Score: 1

      On the contrary, $1M is cheap for a game these days. A game expected to be a triple-A title (million unit seller) can be expected to cost $3-5M at the LOW end.

      If the average salary is $50k for a game developer (be he artist, engineer, designer, or whatnot, each has their own pay scales but it averages out to this much for a professional employee), and it takes 50 of them 18 months to make a game, thats $3.75M in salary alone.

      Not all developers are engineers, either; I'd say only 1 in 5 developers on a title tend to be engineers, the amount of content work required can be tremendous.

      --
      Hunt your preferred prey at Aliens vs Predator MUD. Join the war at avpmud.com port 4000
    23. Re:Hard To Do by MaineCoon · · Score: 1

      In their ignorance, instead of actually buying copies, people thought it was OK to copy them and didn't think much about the original authors.

      Just because it hurts least doesn't mean it doesn't still hurt. One of the most famous old-school games was a commercial failure because of piracy. That fact still stands, regardless of one's views on how little it may 'hurt' to pirate.

      --
      Hunt your preferred prey at Aliens vs Predator MUD. Join the war at avpmud.com port 4000
    24. Re:Hard To Do by Anonymous Coward · · Score: 0

      That's not a fact at all.

      How do you know the fact that everybody copied it, making it prolific is why it was so famous?

      What if adding copy protection would have made it a commercial failure nobody remembered?

    25. Re:Hard To Do by Headw1nd · · Score: 1
      I'd like to throw the comment out here that one of the problems facing open-source game development, one that in particular affects the lack of artists/musicians available, is the Windows/Mac divide.

      The platform divide makes it hard to get the kind of well-rounded crew you need to make a game. The guys writing code on windows need the artistic, musical, and storytelling skills more common to people in the Apple crowd. Not to say there arn't mac programmers and PC artists, but the majority tend to follow those lines. If you don't have your team all on one side of the line, you're at a serious disadvantage. I'm speaking from experience when I say it's hard to get excited about designing for a game that you'll never play on your own computer. A project started by a friend and I got nowhere for that reason (well, among others).

    26. Re:Hard To Do by DoubleReed · · Score: 1

      "artists and other such people who (for whatever reason) are less keen to do hobbyish projects"

      Wow. Artists are not keen to do things out of interest? Think about that for two seconds.

    27. Re:Hard To Do by Anonymous Coward · · Score: 0

      It also from time to time stops the average person who just bought the game, and wants to play it. And once this person has had to get a cracked copy of a game he already bought, because copy protection prevents him from playing the game, he's more likely to just get a cracked version next time, without buying a copy that "probably won't work anyway".

    28. Re:Hard To Do by Anonymous Coward · · Score: 0

      Depth?

      1. Run around.
      2. Find rocket launcher.
      3. Frag opponents.
      4. Get fragged.
      5. Goto 1.

      Where's the depth?

    29. Re:Hard To Do by Kent+Recal · · Score: 1

      Games will likely move on to subscription services (steam shows the way). The next level of escalation comes with people breaking the network uplink of those games (either by hacking the game or inserting a proxy) so at least standalone play works (online play won't). The vendors will in turn add strong crypto and then the battle begins to blend in with the rest of the whole DRM mess we're looking forward to.

      Despite the tone of my previous post (there haven't been any successful copy protection mechanisms in the past) it might very well be possible to implement them - in a networked world.

      I have very mixed feelings about that kind of control in the hands of large corporations (EA) where large parts of the target audience consists of children and teenagers.

      Will the content delivered along with the DRM client stay sober, as in, will they just keep on cooking the kids brains with advertising (steam) or will more dangerous messages begin to trickle in the gaming worlds (cf. "americas army")?

      Sorry, I got a bit taken away here...

    30. Re:Hard To Do by MaineCoon · · Score: 1

      Because strong copy protection hasn't prevented a game from being a commercial success. The majority of the game buying public Doesn't Give a Rats Ass.

      Consider Half Life 2 (one of the strictest copy protections to date, yet still a blockbuster), and all the console games.

      --
      Hunt your preferred prey at Aliens vs Predator MUD. Join the war at avpmud.com port 4000
  7. What?! by MutantHamster · · Score: 5, Funny

    Free games? Where can I buy them?!

    --
    My Greatest Heist - Muisc partly inspired by the unbeatable Qwantz
    1. Re:What?! by hahafaha · · Score: 1

      If you are joking-that is stupid. Thus I will asume you are not.

      Free Software has nothing to do with price but freedom. The people that make this software, the Free Software Foundation (FSF) has a slogan: Free as in Freedom. Thus the Free Games refer's to their understanding of 'Free Software' click on the hyperlink...

    2. Re:What?! by Lindsay+Lohan · · Score: 1

      You can pay good money for this and get some free games with it.

    3. Re:What?! by MutantHamster · · Score: 1

      Thus I will asume you are not.
      Is that your final answer?

      OMG I made a dated allusion, 733t. I should write for Family Guy.

      --
      My Greatest Heist - Muisc partly inspired by the unbeatable Qwantz
    4. Re:What?! by clacke · · Score: 1

      Funny?? This is insightful, if anything.

  8. Disagree by Anonymous Coward · · Score: 2, Interesting

    Just look at tuxracer. Since the company that was developing it turned it closed source nobody has continued developing it. Same goes for tuxkart.

    Modern games aren't easy. We could compete in the "graphics engine" field, but that's just 1/4 of a game - the rest is the "art": graphics, music, sounds, maps..."open source" works for code, not for "art". Also, today's games are a modern thing, you can get lot of geeks that can write a SCSI driver or a compiler, but how many geeks can you find that know how to write a 3d driver or a graphics engine or maps for a 3d game? There're a few, but they're not enought. We've can write msql/ISS/oracle/icc, even mac os x alternatives, but where're those unreal/need for speed/doom 3 alternatives?

    We need some kind of "open art" license or something, and people working for it.

    1. Re:Disagree by grumbel · · Score: 3, Informative

      ### Just look at tuxracer. Since the company that was developing it turned it closed source nobody has continued developing it.

      a) hardly anybody developed it while it was OpenSource, some bugfixes asside it what basically a one-man thing
      b) after some years of no development on the OpenSource Tuxracer, there is now some life in it again, see PPRacer: http://projects.planetpenguin.de/racer/
      c) sunspirestudios seem to have disapread, probally didn't sell to well in the end

      ### Same goes for tuxkart.

      See http://supertuxkart.berlios.de/, however the original tuxkart has never gone closed source.

      ### We need some kind of "open art" license or something, and people working for it.

      http://creativecommons.org/

      For most part we really just need more people.

    2. Re:Disagree by RAMMS+EIN · · Score: 1

      ``We need some kind of "open art" license or something, and people working for it.''

      This exists. However, I don't think it will work very well. My intuition is that art cannot be incrementally developed by different people like software can.

      Perhaps my intuition is wrong, though. There are several other plausible reasons for open art not taking off.

      --
      Please correct me if I got my facts wrong.
    3. Re:Disagree by gomiam · · Score: 1

      I think art can be incrementally developed. That's why there are things as variations on classical music works. This may require a nucleus to grow from (just like rain).

    4. Re:Disagree by Riddlefox · · Score: 2, Insightful

      Hmm, it seems to me that if you look at the game modding community (such as Half Life modders, UT modders, and so on), there are lots of people who can generate pretty good looking models of weapons and players, generate new maps, and so on. It seems like coding is the difficult thing to do.

    5. Re:Disagree by grumbel · · Score: 1

      Both are difficult, if you ask and artitst you will here things like "I had this and that idea, but there wasn't an engine ready to use", if you ask a programmer you will here answers like "I have created this and that engine, but don't have artwork to fill it".

      So what is wrong with this? Both simply don't cooperate, artists create stuff without taking to much care about engines, programmer take little care about the artists need (what is an engine worth if there isn't a easy way to import the artists artwork?!).

      That asside, even if you bring those creating engines and those creating graphics together you still don't have a game. Dozens of weapon models are nice to look at, but they don't form a game, neither does an engine alone. You need story, characters, gameplay and all that kind of stuff that turns a bunch of artwork into a piece of game that is fun to play. Getting artwork and engine done is the easy part, getting it combined together to a playable game is the hard one.

  9. The potential is totally there by aendeuryu · · Score: 1, Interesting

    The limiting factor is organization of talent. You'd think it'd be the artwork, but right now that's not the case so much as getting the artists to work with the core programmers. Happy Penguin's game of the month project (now called the Help Wanted project, for instance, has led to some significant turnarounds for Linux games (especially with regards to graphics). Right now they're working on Lincity, and amazingly enough, people aren't worried about getting good 3d graphics for it, as much as they are about coding them in.

    1. Re:The potential is totally there by aendeuryu · · Score: 0

      Had trouble finding them before, but here are some screenshots showing the progress...

      Tuxkart (before, after)

      Pingus (screenshots, improvement not as drastic as supertuxcart, but still)

      Supertux (screenshots, you can see the progress just by scrolling down).

      Alright, so these are all variations on a theme (linux motifs combined with older popular titles: Mariokart, Lemmings, Super Mario Bros) but if the artwork is any indication, it's pretty impressive what they've come up with so far.

  10. Planeshift by SharpFang · · Score: 4, Informative

    Planeshift is a free 3D MMORPG following the idea "Free engine, proprietary (though gratis) art." AFAIK it's the only free 3D MMORPG out there.
    The system recently reached another milestone, though it will probably remain in development for quite some time... Maybe some Slashdot hackers will help? :)

    --
    45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    1. Re:Planeshift by endx7 · · Score: 1

      Good thing this article came up. I was just looking for this earlier today, and it's nearly impossible to google for and find if you don't know the name.

    2. Re:Planeshift by tepples · · Score: 1

      A problem with Planeshift, as exposed in comments to a Slashdot article from a couple weeks ago, is that Planeshift demands an exclusive license for each contributed piece of art. Contributors couldn't submit CC Attribution 2.0 licensed work even if they wanted to.

    3. Re:Planeshift by QuantumG · · Score: 3, Interesting

      actually it's worse than that. Planeshift are now demanding copyright assignment for code as well as art. This is why I am no longer contributing to the project.

      --
      How we know is more important than what we know.
    4. Re:Planeshift by Severious · · Score: 1

      Sounds to me like this is a scam. They are using the term "open source" and "free" to trick people into working for free when they fully intend later to close everything off and sell it as a retail release. I would recommend everyone to bail on this project.

      --
      Tinfoil hat? Naa, I long since replaced it with a reinforced titanium alloy.
    5. Re:Planeshift by QuantumG · · Score: 1

      Well other than saying "they don't intend this" I can't really defend them. They simply refuse to state unequivocally that they are not going to close the source at some future date. The argument for the proprietary art is to add some inertia to forking. This is understandable, no-one forks anything as much as they fork MUDs (which is what a MMORPG is). But if that's the case then why not promise to release the art to the public domain after say, 10 years. Surely if they havn't finished making Planeshift in 10 years then there's something wrong and they should let someone else have a go. Oh well, guess we have to make our own art.

      --
      How we know is more important than what we know.
  11. In general by Solr_Flare · · Score: 4, Interesting

    Independant games tend to have the potential of having far more innovative gameplay and/or unique storylines because they have the freedom to take a chance with a concept while gaming houses are generally more restricted because development costs money and publishers like to stick with safe bets.

    On the flip side, dependant games(ie games developed at cost by a gaming house) will generally have superior graphics and sound because those two areas require a lot of man hours to "get right". Thus, gaming houses are better suited to coordinate efforts to supply a superior graphic experience quickly enough before the graphics become dated by hardware advances.

    That said, as we slowly begin to approach the photo-realism barrier, and as the tools to assemble graphics improve, we are once again begining to turn back towards the days when gameplay and innovation were what set a game apart from its peers.

    In this, independant game designers will have the upper hand, as evidenced by the current generation of "big names in the industry" all having been independant designers back during the last time graphics were less involved(80s and early 90s).

    Independant game designers are on the rise again, and you can see proof in the concern the publishing companies are having as they slowly fall away, consolidate, and/or have paniced knee jerk reactions out of concern for their future(Valve vs. Vivendi, EA's buyout frenzy, etc).

    --
    You are who you are, let no one tell you different. But, never close your mind to a new point of view.
    1. Re:In general by patternjuggler · · Score: 1

      That said, as we slowly begin to approach the photo-realism barrier, and as the tools to assemble graphics improve, we are once again begining to turn back towards the days when gameplay and innovation were what set a game apart from its peers.

      So the only aspects to games development are graphics (and you are dismissing both the engines and the art content to go in the engines very quickly), and 'gameplay' and 'innovation'? I have the feeling that a lot of innovations are going to be gimmicks quickly dismissed by game players (or ignored, because it's too much trouble to learn an entirely new and 'innovative' interface or whatever), and also gameplay is going to become very refined (but of course innovation will still be needed at the edges of that refined area). Most of the innovation should be in the range of human emotions that a game can elicit from the player.

      There have to be a lot of assumptions in that 'as the tools to assemble graphics improve' to make your claim correct. The better graphics get, the longer it will take to create highly detailed 3d art content that looks good and sufficiently differentiates from other works. You're also completely overlooking animation, which is also very time-consuming.

      It's pretty easy to imagine open source game engines coming close to or surpassing commercial offerings in the areas of graphics and physics. But imagining the tools required to make 3d-character models, give them clothing and weapons, animate them, and give them extremely detailed surroundings- there aren't many projects out there that even attempt to make that easy aside from a few 3d modellers. Free content libraries would be nice, but all the games that use them would look the same.

      Here are the tools I think need to be made (Lots of this software exists in hollywood to do this, expect it to be accessible to anyone in a few years, and then open-source hopefully soon after that):

      2D video to 3d motion capture (no blue dot bodysuits and expensive tracking gear required) - Put a video camera on a tripod and film someone doing martial arts or whatever. Processor intensive algorithms that barely exist today will figure out the placement of bones etc. and generate an animation file that you can then attach to 3d characters. Pointing a second camera at them from different angle may make this more feasible. Probably still a lot of manually tweaking involved. Still have to find talent for non-standard motions.

      Also, procedural+ai+physics generated motions that look very realistic will become used, but again if everyone is using the same software the all the motions will look the same. Probably there will be some pre-captured stuff, but if something interrupts the movement the character will have to maintain balance and recover in a non-scripted physically derived way.

      Body&Face scanning/ clothing scanning - You've got the bones animation from the above process, but now you need a body to hang off them (not necessarily the same one that did the motions before). You get someone to stand on one of those toys that kids spin themselves sick on but with the handle removed, and you point a video camera on them while they hold still and someone else rotates them 360. The software extracts a 3d body from this, and now you can play any animation in your library with the scanned body. Certainly a lot of manually tweaking involved. Clothing here may be an issue if it is not sufficiently generic- the design might be copyrighted by the designer. The well-funded are going to have you beat on finding attractive people for this step, and a proper scan requires revealing skin tight clothing, so it may take a lot of smooth-talking to convince someone attractive that this will get them into hollywood or something.

      Also use something similar to scan all other objects (vehicles, props), but again intellectual property issues may conflict.

      Something like the Sims Bodyshop that allows procedural creation of a person, maybe b

  12. I think free games are great. by thegoofeedude · · Score: 1, Informative

    While I don't think it's Open Source, I do think that America's Army is good example of what a free game can be. Many of my friends prefer it to their store-bought games. (And there's a Linux version.)

    1. Re:I think free games are great. by WoBIX · · Score: 1

      But in that case it was free to download/use, not free to develop. Articles on the game have mentioned the development cost was around $7 million.

      It wasn't created out of the goodness of someone's heart, it was a well funded, and extremely well executed marketing campaign.

    2. Re:I think free games are great. by Anonymous Coward · · Score: 0

      Fucking hell. That stupid fucking game turned 5 of my best friends against me. Fuck that fucking game.

  13. What about people's time and effort? by Daxx_61 · · Score: 3, Insightful

    Won't simple economics dictate that one person will not spend a good portion of his life working on games, when he could be working on games for money? That will ensure that people have to pay for good(more complicated) games, and compensate these people for the staggering amount of effort that must surely go into designing a good game.

    --
    Quoth the server, "404."
    1. Re:What about people's time and effort? by Valar · · Score: 1

      Won't simple economics dictate that one person would not spend a good portion of life working on an operating system/a novel, when he could be working on an operating system or a novel for money? That would ensure that people have to pay for good(more complicated) operating systems and novels, and compensate these people for the staggering amount of effort that must surely go into designing a good operating system/novel.

      Or, perhaps you are forgetting that sometimes people do things for personal enjoyment? Sometimes people even do things independently simply because they don't like the way all the 'big players' do it.

    2. Re:What about people's time and effort? by Daxx_61 · · Score: 1

      I'm not saying people won't do things for personal enjoyment, but people get paid for their novels, and if they dont they can take them many years, if not decades, to write. A game is a little different, and although someone might program a game for personal enjoyment (in fact, a good friend of mine is currently re-writing Konquest for Linux so that we can play it over our school network, which is windows based) they are not going to program something of the quality of, say, Doom 3 or GTA: San Andreas.

      --
      Quoth the server, "404."
    3. Re:What about people's time and effort? by bitwiseNomad · · Score: 1

      Since you know a lot about economics, you know that you can only make guesses about an individual's cost/benefit analysis, and that the odds of any blanket statement about programmers being proveable are slim-to-none.

      There are many things that motivate people, money is only one of them, and for some people, other factors, such as the allure of having done it all for free in the first place, may actually be enough of a reward to take on and complete a big project.

      Your friend might not be programming something of the quality of Doom 3 or San Andreas, but that doesn't mean that others don't have the motivation, inspiration and talent required to do so. If a college student can program an entire operating system from the ground up, there's no reason that a group of similarly talented individuals can't program a graphics engine from the ground up. It's a matter of effort and cost, and it's impossible (due to the economics of the situation) to make reliable blanket statements about it.

      --

      Light is filtering down from above. Would you like to use DIVE?
    4. Re:What about people's time and effort? by Daxx_61 · · Score: 1

      So a college student, who has programmed an operating system that everyone wants to use, is going to just give it out for free? Okay, you are right; some people see their contributions to society as justification of their personal loss. But did Bill Gates? I didn't intend to make any blanket statements. That sort of thing annoys and insults people, because not everyone falls under the blanket. I merely wished to express the point that unlike in communities such as this - which have the noble aim of promoting free and open source software and ideas, there are many examples of communities who are not so altruistic.

      --
      Quoth the server, "404."
    5. Re:What about people's time and effort? by bbc · · Score: 2, Insightful

      Again, you are using gobs of free software that people have spent "a good portion of [their lives] working on" to make your point. Surely, you can see the problem with that?

    6. Re:What about people's time and effort? by bbc · · Score: 1

      "I'm not saying people won't do things for personal enjoyment, but people get paid for their novels, and if they dont they can take them many years, if not decades, to write."

      You have a funny view of the publishing industry. Only "successful" authors earn any money writing novels, and often it is hardly enough to offset their costs of living.

      A lot of novel writers, though, are even willing to pay people to publish their books. This is what has spawned the successful con industry that is known as POD publishing.

      Yes, you read that right. Taking it one step further than coders who program for free, there are writers who actually pay third parties thousands of dollars for the promise of having their works distributed.

    7. Re:What about people's time and effort? by Daxx_61 · · Score: 1

      In that case those people are free to do what they want. If that grabs them a slice of immortality, then all kudos to them.

      --
      Quoth the server, "404."
  14. Innovation in HL2 and Doom3 by DingerX · · Score: 1

    Heh. Well, yeah, that pretty much sums up my youth, but:
    it's a bit of a red herring to hold up HL2 and Doom3 as models of innovation. They're certainly examples of how the hardware industry is driving games, though. Heck, I've got somewhere around here a card for a free copy of HL2. Does that mean that, if code is free, hardware should be free too?
    What about all those people who saw the HL2 source code? Did it help them become better hackers? What kind of educational value did that have?
    The number of good games that come through modifications of other's code is fairly small. After a few "training wheel" examples, most folks I know are more comfortable writing their stuff from scratch. It makes debugging a hell of a lot more fun.
    The patronage business model is great, only we need a helluva lot more patrons.

    1. Re:Innovation in HL2 and Doom3 by DrLZRDMN · · Score: 1

      Actualy, I thought it was the game industry that was driving the hardware industry. These new games are THE killer app for a $500 video card. The video cards coming with games benefits them both. The game companies do it so the games wont get pirated, kind of like how most pcs come with windows. And your copy of lambda squared wan't free- the card company paid for it.

    2. Re:Innovation in HL2 and Doom3 by Anonymous Coward · · Score: 0

      I'm not sure anyone truly benefitted from the HL2 source. Those outside the industry would (I doubt) have not understood 99.999% of it. Those inside were already applying the same techniques.

      Even the locally confined 'shader' code isn't a lot of use, since it's either:

      1) Obvious, and everyone's already done it
      2) Brand new and a very obvious copyright infringement if used.

      It was interesting, but nothing the rest of the games industry hasn't managed, or would have managed, given those resources.

  15. Free games looking good by DrLZRDMN · · Score: 3, Informative

    I saw this article
    (http://www.selectparks.net/modules.php?name=Con tent&pa=showpage&pid=18)
    And it seems that there is a great base available that oculd lead to wonderfull things. Crystal space (crystal.sf.net) is a free engine that appears to be competitive in quality to modern commercial engines. Go to the games made using crystal, it can be used. I should also mention cube engine (cubeengine.com) and stepmania (stepmania.com) as well as the abundance of free MMO's and VR projects.

    1. Re:Free games looking good by TrancePhreak · · Score: 2, Informative

      Considering they are just now adding polybump, I'd say they are 2 years behind commercial engines. They are hardly competitive to commercial engines. Also, I have a feeling they wont scale as well, or deliver a solid framerate as a commercial product (Considering the examples they show and their respective framerates).

      --

      -]Phreak Out[-
  16. no and no by sporty · · Score: 1
    Freeing the engines will probably not happen as the engines are complex and are licensed becuase they aren't easy to reproduce. Look at software like AbiWord and KOffice. They are fairly complex. Look at the time it took for them to mature.


    Video games and office suites are not the same by any means, but it is the same reason you don't see 100 different full featured word processors or game engines. Unless enough is made to recoup the loss of many programmers time to make the engine in sales and what not.. it ain't gonna happen.

    --

    -
    ping -f 255.255.255.255 # if only

    1. Re:no and no by DrLZRDMN · · Score: 1

      What if they work for free? Or better yet, if the hardware company pays them- if the new NVIDIA card came with Crystal Core it would be an incentive to get an NVIDIA card and it would be good for Crystal Core. yes, you could download it for free, but to truly enjoy the game you need a new video card, which comes with the game.

    2. Re:no and no by sporty · · Score: 1
      40 hours a week, 5 days a week, let's skip over time. What will these people do for money?


      Let's assume you do pay them. What do you need, 5 people to develop it? You can't assume throwing a lot of people will make it go faster indefinitely; Read mythical man month if you do. 5 * what, $50k a year minimum, that's about $250k a year skipping office costs and what not.


      Then they would give away the engine for free for anyone to develop games, including their competitor? A game company is more likely to keep the engine, tweak it during its lifetime, release new games based on the engine, license it out and more easily make back in what they spent.


      Engines that do specific things are hard to build. Operating systems, file systems, graphical systems.. they take time and/or money. Apple comes close by co-developing darwin and osx. But even then, they had a jump start by using FreeBSD and Mach. General engines are even harder as you have more people to please.

      --

      -
      ping -f 255.255.255.255 # if only

    3. Re:no and no by gomiam · · Score: 1
      As usual, "The Mythical Man-Month" is thrown around to quash dissent :-) It is right on spot as long as the axioms it relies on hold: you have to pay developers, you must get developers up to speed by expending current developer time, and a few others. Then again, when a community grows around a software piece, there's no requirement for them to be working on it day in day out. There's little developer time lost pulling up newbies up to speed, since they can browse the code at leisure and the design issues are usually public and published.

      And don't forget DrLZRDMN never talked about a company bent on developing a new engine: we are talking about a hardware vendor helping develop software for its hardware. Suddenly, the fact that they are spending money to help an already existing product loses strength, when you consider said product (Crystal Core in this case) doesn't belong to the company's core business. It buys them cheap development and expensive goodwill. But perhaps that's asking too much from Linux users (we all know we're in it for the gratis component). Yeah sure.

      Oh, one last thing: Operating systems, file systems, graphical systems.. they take time and/or money. And yet they have been are still being built. Your point being?

    4. Re:no and no by sporty · · Score: 1

      If a random community crops up and does it, I have nothing to say about that. We've all seen great things come out of OSS and the developers of them.

      But for a company to randomly OSS their engine, that is least likely to happen. As for the OS, FS and graphical systems.. time/money are valuable to a company. Waiting around for an OSS group to deliver an engine instead of paying developers to do it is less likely going to happen. But if you pay developers, you probably aren't going to open what you produce, especially if it is your money maker.

      Companies who open their software don't usually open their cash cow. Companies who have opened up, have either done so in a limited, less damaging way, or completely because they can't make any more money from the product. Look at Id. Didn't they open Doom or some other game? A fairly old game that isn't sold like their cash cows?

      --

      -
      ping -f 255.255.255.255 # if only

    5. Re:no and no by gl4ss · · Score: 1

      well, but there is good enough engines, that are up to the level of an average game(for a real world average game that hits the shelfs, if you haven't noticed most of them is crap and with dated engines) that are free, like ogre3d and others.

      hell, quake 2 engine would be more than enough for a _good_ game.

      the problem is the content for them.

      --
      world was created 5 seconds before this post as it is.
    6. Re:no and no by gomiam · · Score: 1

      Indirectly you are saying the same thing I did. As I said before, DrLZRDMN's comment talks about nVidia (a hardware developer) helping an already existing engine (Crystal Core) in order to make their hardware more attractive. By the way, didn't Id open the Quake engine, too? And the Quake II engine? Even not opening the Quake 3 engine right now has more to do with respecting current licencees than anything else.

  17. Creating whole worlds isn't yet very natural. by RyanFenton · · Score: 1

    The act of creating a whole world from art, sounds, abstract personalities, key events, etc, and all the interactions involved is NOT yet an act people will just do on their own, even for a large group working together. It's such a large undertaking in most cases, that money, enough money to pay people to stay in one place with promises of more money, is required in almost all cases to make a truly captivating world.

    Even with idealized tools, there's just so many decsions, so many interactions that need to at least be looked into, that by sheer force of choices, the visions of the designers get lost along the way - any only the most simple of stories get told by those who can't devote most of their waking lives to it.

    Can more, better open source games be created? Yes. But it's going to take amazing people, people who can establish ever-improving processes, and people who can stay true to their visions on the very long road to making a captivating little world.

    Otherwise, we'll get a lot more abstract puzzle games, but the real power of developer imagination may be lost to complexity.

    Ryan Fenton

    1. Re:Creating whole worlds isn't yet very natural. by Daniel · · Score: 1

      The act of creating a whole world from art, sounds, abstract personalities, key events, etc, and all the interactions involved is NOT yet an act people will just do on their own, even for a large group working together. ...

      Otherwise, we'll get a lot more abstract puzzle games, but the real power of developer imagination may be lost to complexity.


      Honestly, I prefer simple puzzle and arcade games. The other type takes far too much time and work for a *game*. If I want a story I'll go read a book.

      I know I'm not typical of the market, I just had to wedge in a curmudgeonly rant. :-)

      Daniel

      --
      Hurry up and jump on the individualist bandwagon!
    2. Re:Creating whole worlds isn't yet very natural. by Darkman,+Walkin+Dude · · Score: 1

      I'm afraid I disagree. The creation of entire worlds, societies, complex interactions and the rules behind those interactions are completed every day by games masters in role playing games. Big nerd that I am, I have dozens of such worlds mouldering on my shelves, and the spinning cores of dozens more in my mind.

      Heck I even wrote a 600 page RPG, not entirely from scratch I might add, but mostly original, giving rules (detailed rules) for everything from cave men hunting prey to the most advanced starships, politics, mass combat, organised crime, corporate horse trading on the stock markets, the works.

      And my players (a core group of 3, with many more coming and going down the years) have grown what I built in surprising ways. What I'm trying to say is that the ability is there, everywhere, whats missing is the motivation.

  18. Might be a good idea... by meringuoid · · Score: 1
    ... I notice that Bioware have started selling Premium Modules online - additional adventures for Neverwinter Nights. If they had a lot of those available, at some point it's going to be in their interests to make sure that as many people as possible have the game engine, to maximise the market for extra adventures.

    So: give away the engine for free. Sell the adventures.

    --
    Real Daleks don't climb stairs - they level the building.
    1. Re:Might be a good idea... by Hognoxious · · Score: 1
      So: give away the engine for free. Sell the adventures.
      But a free engine isn't free (as in speech) without an open 'API' - which leaves the risk that a third party will produce cheaper/better adventures for it.

      I like the idea in principle, though.

      --
      Confucius say, "Find worm in apple - bad. Find half a worm - worse."
    2. Re:Might be a good idea... by DarkTempes · · Score: 1

      that's actually an awesome idea they could give away NWN for free, even do it through bittorrent to keep server costs low, and just very cheap ($5) for actual mailed CDs have it come with one basic adventure to get them hooked... and then bam, sell the modules or 'books' =D

    3. Re:Might be a good idea... by Kiryat+Malachi · · Score: 1

      Considering that the API for creating NWN adventures is already "open" and there are plenty of third party modules written, I think that may be the last of Bioware's problem.

      Besides which, there's always the "We own the engine, we can write an expansion feature into the next patch and use it in one of our modules to get a head start on the competition." idea.

      --

      ---
      Mod me down, you fucking twits. Go ahead. I dare you.
      (I read with sigs off.)
    4. Re:Might be a good idea... by In-Doge · · Score: 1

      "We own the engine, we can write an expansion feature into the next patch and use it in one of our modules to get a head start on the competition."

      Or lease it, such as in the event of Neverwinter Nights 2. :)

      Development on the Aurora engine on part of Bioware is largely done, IIRC.
      They're working on Dragon Age now which is supposed to be their next-gen NWN, sort of - it's all in-house this time, using a system of their own making.

      I think it'd be neat if it went open source sometime though, kind of like Doom and Quake, etc.

    5. Re:Might be a good idea... by Kiryat+Malachi · · Score: 1

      Own, lease, whatever. :)

      I'd very much like to see some of the engines that have seen huge amounts of 3rd party development go open source, games like Total Annihilation and NWN, even the engine for Tribes 2. Wait until you're basically done selling the core game (what I like to call the "$9.99" stage, where the game is now selling for damn near no money) and then just give away the source code. It'd be a nice gesture for companies whose games succeeded in large part because of community support.

      Oh well, dreaming is fun, back to work.

      --

      ---
      Mod me down, you fucking twits. Go ahead. I dare you.
      (I read with sigs off.)
  19. The future is very bright... uhh...because...uh... by Jerf · · Score: 1

    The future is very bright... uhh... because... uhh... umm... I say so!

    The fundamental problem with the arguments in this essay is that they all apply now, and so far free games has conspicuously failed to take over. Why will they do so in the future if they haven't now, unless you're going to remove a problem or add an incentive?

    It boils down to a proof by assertion.

    He nearly exhausts the good games currently existing. I've poked through the Gentoo game categorization which is pretty good, and if there's one open source commercial-level game per section it's a miracle. A lot of stuff in there, even some good stuff, but if they were commercial products they'd be from 1990 or so, often even earlier if you strip the graphics from them and look at gameplay. My wife has been playing Dungeon Keeper again lately, which was released in 1997, and I'm still yet to find anything open that compares to that. (Caveat: I can't get 3D in Linux so VegaStrike may match that level of quality, but I doubt much else does. 3D is even harder that 2D to get right.) So, even when I say "commercial level", I even mean from a while ago.

    So far, if anything is going to make open source gaming happen, it's going to take more than the mere power of Open Source. We've had that for a while and there just hasn't been much movement. It takes a concerted attempt to close one's eyes to the obvious to think otherwise; you've got isolated anecdotes in favor of the argument but overwhelming evidence against.

  20. I think the cause of Stallman's rigid... by andalay · · Score: 0, Troll

    ...fundamentalism is the fact that he hasn't been laid since he named a module after his ex-girlfriend.

  21. Independent Games by lutskot · · Score: 5, Insightful

    The gaming industry is in many ways very similar to that the film industry sans the overpaid actors.

    This leads me to think that we'll have a similar trend in games in the future as we do in films today. The industry will be splitt between high-budgett, spectacular games such and Halo 2 and Doom 3, while a smaller market of independent films will emerge created by people who feel that games can be an art form, and not just entertainment.

    I know there are small independent game conferences allready, but we still do not have anything like the independent film festivals which help get the films out to their audience.

    As for licenses, I agree with Stallman in that the game engine, which is more cases can be thought of at generalized software should be free, while the artistic part of the projects need to be considered as custom work and could remain non-free.

    --
    -- Leo Utskot
    1. Re:Independent Games by Solr_Flare · · Score: 2, Insightful

      Agreed, that is the most likely scenario because, in many ways, it is already like that to a lesser extent. Games, like movies, tv, music, and books, are just another form of entertainment(albeit a more interactive form). As such, the general rules and trends of the entertainment industry will likely apply to a certain extent.

      --
      You are who you are, let no one tell you different. But, never close your mind to a new point of view.
    2. Re:Independent Games by andalay · · Score: 1

      Mod this guy insightful!

    3. Re:Independent Games by Thats_Pipe · · Score: 1

      As for licenses, I agree with Stallman in that the game engine, which is more cases can be thought of at generalized software should be free, while the artistic part of the projects need to be considered as custom work and could remain non-free There is a problem with making only part of a computer product open. The person who first writes the engine will feel like an artist who just created a story that uses that engine. It is a product created by an individual so there shouldn't even be a distinction between the engine and art/media/story. Both result from a creative process (although some people would argue how much creativity is really put into an engine) and should be on equal footing when it comes to dissemination of the product.

      --
      "You see them trees out back, I take care of them. I'm a tree, I'm a tree wizard." - Crazy Homeless Guy
    4. Re:Independent Games by bbc · · Score: 1

      The film industry will soon have a much bigger problem on their hands, when their blockbusters have to compete with movies starring computer generated actors. (Well, maybe not soon, but it will happen.)

    5. Re:Independent Games by cybpunks3 · · Score: 1

      Even for CGI you need voice actors.

      I haven't heard much innovation lately in speech synthesis to think you could do away with the voice actors.

    6. Re:Independent Games by Anonymous Coward · · Score: 0

      My guess is that there haven't been many advances in speech synthesis because there is no real need.

      Also, similar to the way you can use motion capture to create realistic animation, you could use LPC analysis and synthesis to map realistic speech to a synthetic voice.

    7. Re:Independent Games by lutskot · · Score: 1

      You seem to have missed the point and assumed that I tried to say that code writing was not creative work, while doing the art, storyline, etc for a game is. Nearly all work can be said to be creative, code writing is definitely creative. The difference is that the art for a game is done for a specific project, while the game engine can be used in a general way for many projects. Therefore the people doing the art need to be rewarded right away for their effort, while the coders can be rewarded later on, by providing services to others wanting to use their code, making modifications to specific projects etc. Generalize work should be free, while specialized work generally needs to be rewarded at once.

      --
      -- Leo Utskot
  22. Not the same faults by tmk · · Score: 1

    Free software can succeed, if the developers do not the same mistakes like the Closed source developers.

    But sometimes they do: Have a look at this article

    1. Re:Not the same faults by Timesprout · · Score: 1

      Yes because helping to create a multi billion dollar industry with high quality games was just the dumbest thing in the world for Closed Source developers to do.

      --
      Do not try to read the dupe, thats impossible. Instead, only try to realize the truth
      What truth?
      There is no dupe
    2. Re:Not the same faults by tmk · · Score: 0

      Especially when you read about the working conditions at EA.

    3. Re:Not the same faults by Anonymous Coward · · Score: 0

      He is just trying to karma whore with a clever statement without really backing it up with something solid.

    4. Re:Not the same faults by servognome · · Score: 1

      Especially when you read about the working conditions at EA.
      Free software can easily have similar working conditions, if the developer has a true feeling of passion. The people subjecting themselves to torturous hours at EA are probably not doing it just for the money. Those people are willing to deal with the pain because they want to make games. The drive and passion to work insane hours at the expense of your family and well being, is the same that drives somebody creating free software. It might not be "the man" telling them what to do, but the little voice inside them saying "just one more line of code" will drive them.

      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
  23. Games don't have enough longevity for OSS process? by CaptKilljoy · · Score: 2, Interesting

    Plot driven games, like movies, are something the player tends to go through once and then shelve. That doesn't seem likely to be compatible with the OSS model of incremental releases by which a package gets polished into an acceptable state. Non-plot driven games (e.g. the multiplayer modes of FPSes and other games) have better longevity but still tend to be relatively short lived.

    It seems more likely that OSS devlopment model would succeed with game development libraries and engines.

  24. Game software is an art. by cgenman · · Score: 3, Informative

    While one may find the optimal pathfinding route algorithim, most game software is a balancing act between competing resources and is therefore an art. If you look at the Quake 3 engine code, there are a lot of tradeoffs between accuracy (surprisingly innacurate, actually), speed, and memory. And then there are questions like how one will spend their processor cycles... in a complicated rendering engine or raw polys? Character focused or world focused? Do you spend more Ram on Precaching or go for dynamic texture loading?

    That having been said, the reason why you can't put game artists, texturers, and musicians in the same class as game programmers is because they generally refuse to work for free. While a programmer may find personal expression through a game, rare is the artist or musician who feels the same way. You can get ones who will work to make a name for themselves, or work because they like the game, but generally you don't find musicians who work on games like they compose their own songs. While working on games is personal for a programmer, it isn't so much for artists / musicians. Why do it then?

    And there is no such thing as an optimal software algorithm. There are ones well suited for a task and ones that are not, but there are no software algorithims that are best in all ways.

    TFA is DOA, BTW.

    1. Re:Game software is an art. by nathanh · · Score: 4, Insightful
      most game software is a balancing act between competing resources and is therefore an art.

      Writing software that balances several competing resources is engineering.

      I think that some software can be artistic in the sense that it is written creatively but that has nothing to do with it being a "balancing act between competing resources".

    2. Re:Game software is an art. by Anonymous Coward · · Score: 0

      you have to realize that although the artists and musicians pour their emotions into the art/music they create, the programmer is the only one who can express themselves because its their job to make the game so that the emotion of the art/music comes through

      although the artist/musician expresses themself, the programmer has control over the actual game and can therefore become connected to the game entirely not just the artwork or the music

    3. Re:Game software is an art. by redhog · · Score: 1

      Balancing between competing goals or resources forces you to choose. And choice is what allows for artisic creativity.

      Also, I find it strange that most people miss that programming is most often not about algorithms at all. Most programs does not contain a single complex algorithm (exceptions are libs made just for the sake of the algorithms, such as compression or cryptography libraries)! What programming is about is API:s - slicing the world in some interresting way that makes thinking about a specific class of problems easy. It is about creating a language. If this isn't art, then nothing is.

      --
      --The knowledge that you are an idiot, is what distinguishes you from one.
    4. Re:Game software is an art. by nathanh · · Score: 1
      Balancing between competing goals or resources forces you to choose. And choice is what allows for artisic creativity.

      Choice allows for many things, not just artistic creativity. Balancing between competing goals and resources is not art; it happens in too many fields to be anything special.

  25. Code versus Art by handy_vandal · · Score: 3, Interesting
    in what way does a coder differ from a graphics artist?

    I don't know Stallman's view on the matter.

    But if I had to guess, I'd say:
    Code runs on an operating system;
    Art runs in your mind.
    That's purely hypothetical, mind you -- I have no idea where RMS stands on the matter.

    In any case, code is art, in my opinion -- code, painting, music, architecture, literature -- it's all art, art, art.

    -kgj
    --
    -kgj
    1. Re:Code versus Art by mrchaotica · · Score: 1

      The difference between artwork and code is the same as the difference between architecture and civil engineering -- they're both creative and contribute to the final work (the game or the building), but one is art and the other isn't.

      Your code is "art" in the old sense of a word, but that's because programmers are artisans, not artists. It is not, however "art" in the sense of "exhibit your source code in a museum so that people can be emotionally moved by it."

      Besides, why get all worked up about it? It's not as if calling it "art" magically makes it better or anything!

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

  26. OT - How do you play Nethack? by Anonymous Coward · · Score: 1, Interesting
    I've tried to play Nethack, and I liked it, but I just can't learn how to play it effectivly. I always die fairly early on (within the first 10 floors or so). Either I get paralyzed by a floating eye and die, or turned to stone by a cockatrice and die, or encounter a superpowerful enemy and die, or put on some amulet and get choaked and die, or drink a potion and die, or run out of food and don't find anymore and die, or take a chance on eating a corpse and die, or kick down a merchant's door and die. So many ways to die suddenly and unexpectidly.

    I've tried playing in exploration mode, where you can't die, but eventually I'll get to a point where the enemies are so much stronger than me that I can't kill them and can't proceed.

    The game is so complex I just can't get the hang of it, and I can't seem to find any good information on the net on how to be a good player. I've read the guidebook, but it didn't help that much. I need a guide on how to effectivly use items (tricks like putting on a blindfold so that floating eyes can't paralyze you), and playing strategies, but there doesn't seem to be one.

    Nethack seems like such an incredibly deep game, and because of my limited ability, I'm only able to scratch the surface. The amulet of yendor is forever out of my reach.

    I think my ideal game would be something like a cross between Azure Dreams and Nethack, where it has depth (which Azure Dreams was sort of lacking), but also doesn't punish you for every action you take (the way Nethack does).

    1. Re:OT - How do you play Nethack? by wheany · · Score: 1

      There are lots of spoilers on the net and hints on game play. Also, reading rec.games.roguelike.nethack helps a lot.

      When playing the game, you have to descend slowly.

    2. Re:OT - How do you play Nethack? by gl4ss · · Score: 2, Informative

      a lot of learning how to play nethack is to learn patience, to play 'fast'(so that it doesn't take ages) while still covering your ass 100% of the time. if you're not prepared then you will insta-die sooner or later.

      first you need to get the poison resistance, reflection and such before proceeding. getting excalibur if you're lawful is an easy, cheap helper too. good ac helps too, and don't be fooled, good ac is at least -15. learn to use healing bottles to maximize your healthpoints.

      don't leave anything to chance! have stashes of food, don't try every armor you get on, don't eat old bodies, keep an unicorn horn handy...

      but this is exactly what i'm talking about, what kind of chances would a game have that was so mean as nethack in the real, for profit, market?

      if you want to speed it up, read some spoilers. they help a _lot_, a lot more than you would gain from playing in explorer mode for years on your own.

      --
      world was created 5 seconds before this post as it is.
    3. Re:OT - How do you play Nethack? by Seraphim1982 · · Score: 1

      If you can make it to the 10th floor fairly regulary then I would say that you're doing pretty well. My characters generally will die within the first 7 floors, or will run for a long time (20+ levels). My biggest suggestion would be to go slower. You seem to do a lot of things that are easily avoided if you don't play so fast. Hitting floating eyes, kicking down doors, putting on unided amulets, drinking unided potions, these are all things that fall in the catagory of trying to rush things. The best source of playing strategies is probably the rec.games.roguelike.nethack newsgroup. The people there are generally a great sources of information and ideas.

    4. Re:OT - How do you play Nethack? by xenocide2 · · Score: 1

      At its very heart, nethack is about identification and risk management. Identifying something by using it on yourself is the most dangerous way there is.

      There is a challenge that you've touched on, which is that a deep game like nethack is very unfriendly to new players. The challenge for nethack is to make it more friendly without making the depth irrelevant. The easier the game is, the less important and interesting depth will be. The sheer combinatorial possibilities of nethack is interesting because you need to exploit it, not just hit everything with arrows, swords and magic and move down a level.

      --
      I Browse at +4 Flamebait

      Open Source Sysadmin

    5. Re:OT - How do you play Nethack? by Poeir · · Score: 1

      I hang out in #nethack on irc.freenode.net which has a bot with a database of things in detail named Rodney. This helps to determine how to approach things. As an added bonus, the server advertised in the channel allows others to watch, and if you're in the channel at the same time you can solicit advice from others.

      --
      Sigs are like bumper stickers.
    6. Re:OT - How do you play Nethack? by Anonymous Coward · · Score: 3, Informative
      To me the beauty of Nethack is that it's utterly brutal. However, I'll see if I can point you in the right direction:
      1. Don't try to identify rings or amulets by wearing them without at least finding out if they are cursed or not. The same goes for trying on random bits of armor you find on the ground, although this isn't nearly as risky as wearing rings or amulets, so it's up to you really. Your deity (or maybe even someone else's deity) may be able to let you know which items are cursed. Certain items are almost always cursed when you find them, so if you know that an item is cursed you may be able to make a guess about what its effect is.
      2. For scrolls and potions, you can take most of the trouble out of IDing them by inspecting the prices in shops. The prices are modified by a scaling factor based on your charisma (most of the time this is 3/2 or 4/3) and some of a shops items are modified by another 4/3 on top of that. Items sell for half of the unscaled price, although sometimes the shopkeeper will offer you less than that so try dropping it and declining to sell several times to make sure you have the right price. Your main goal should be to find and ID an identify scroll, an enchant armor scroll, an enchant weapon scroll, a remove curse scroll, a charging scroll, a potion of gain level, a potion of gain ability, and a potion of enlightenment. HINT: None of these scrolls have an unscaled price of 100, 150, or 200 and you should look for potions with unscaled prices of 300, but bless them first and drink them somewhere safe.
      3. I can't remember the key combination to do it, but you can give new names to item types. You can use this to keep up with information that will be useful for identifying the items. If you find an amulet, pair of gloves, pair of boots, or helmet that's cursed, then rename its item type so you know that there is a pretty good chance that other items of the same type will be cursed. Rename potions and scrolls with the unscaled price and if you want to get really sophisticated, keep a count of how many of each of them you've found so that you can try to identify them based on the frequency with which they appear relative to other items
      4. Certain items have quirks that need to be learned. For example, scare monster scrolls crumble to dust if you drop them then pick them back up (hmmm, maybe you should see if dropping a scare monster scroll on the floor and leaving it there does anything special). Some potions can be mixed to make more valuable ones, and if you have spare rings of a certain type, you may want to look for a way to try to eat them.
      5. You can find some interesting things at the bottom of the Gnomish Mines. You need to gain some levels before you explore the mines, but I suggest you spend some time exploring and leveling in the mines before going any deeper than the Oracle's level. On the bottom floor you can find a stone that is particularly useful when blessed, though it is easily mistaken for flint, a stone of use for archeologists, or a type of very heavy, cursed stone. Try to come up with a way to distinguish between the really heavy stones from the others without picking them up.
      6. Your deity can make you a large supply of holy water at one time. Collect stacks of potions that you don't plan on using and change them into water bottles.
      7. Over the longterm, Valkyries are pretty much easier to keep alive than any other class. There's a certain powerful artifact that only they can obtain, and unlike any other class, under certain circumstances they can use it as a ranged weapon as well.
      8. Do whatever it takes to escape monsters more powerful than you. If you're cornered, take drastic measures. Zap some wands at the monster and just hope that you can find one that will either kill it or give you a chance to escape. There are also all sorts of crazy ways to weasel out of these situations. If you see a mind flayer, run like hell. Kill him from range when you can, but under no circumstances should you allow him to get clo
    7. Re:OT - How do you play Nethack? by penguinoid · · Score: 1

      My suggetions:

      1: Poison resistance is a must, but many corpses that grant it will also poison you, reducing your strength. Check a corpse spoiler, or have a way to restore it.

      2: Starving to death is pathetic. "Father who art in heaven, give us this day our daily bread..." My own advice is to eat almost every corpse (even stealing from your pet). Pray if you get food poisoned.

      3: Get a unicorn horn as early as posible. You might corner it and let your pet kill it, or possibly with a rolling boulder trap (it won't get within your line of fire and might teleport to avoid you). If you have speed or invisibility or fireball, you can kill it yourself. Unicorn horns restore stats, cure hallucination, stunning, confusion, blindness, foodpoisoning, illness.

      4: I usually do Gnome-town first (for the guaranteed altar and stores). The most effective way to rob stores is to have your pet steal your money, then buy/sell to use up your credit. The altar is so you can check whether your armor is cursed or not before trying it on.

      My favorite class is a wizard, especially when I manage to get my hands on an Identify spellbook.

      --
      Don't waste your vote! Vote for whoever you want, unless you live in a swing state it won't matter anyways
    8. Re:OT - How do you play Nethack? by archeopterix · · Score: 1
      Either I get paralyzed by a floating eye and die,
      Use "move" or "go" command - it will automatically stop when encountering anything interesting, including floating eyes. Moving through a dark corridor by repeatedly hitting the direction key is slow and dangerous - you are guaranteed to hit it one time too many.
      ... or turned to stone by a cockatrice and die,
      Cockatrices are slow - you can avoid them or kill them from distance. I usually genocide cockatrices , but "what to genocide and when" is an another topic.
      ... or encounter a superpowerful enemy and die
      Well, this one is hard to avoid, but most players actually invite this by being too aggressive. Run away, build stats, go back and get revenge :)
      ... or put on some amulet and get choaked and die, or drink a potion and die
      It's a "Doctor, it hurts when I do this!" category. Don't do that.
      ... or run out of food and don't find anymore and die
      This is a problem, but only in the beginning of the game.
      ... or take a chance on eating a corpse and die
      Take a few games in the explore mode and identify the edible creatures.
      or kick down a merchant's door and die.
      "Closed for inventory". Read the signs.
  27. tirsf tosp, version 2 (improved layout) by Anonymous Coward · · Score: 0

    This comment will make you throw away valuble mod-points for modding it down :)
    You will most probably also be meta-moderated positively for modding this down -> adds to karma.
    Happy modding.

  28. How naive. by r · · Score: 4, Insightful

    From the article: "In short, "open sourcing" projects like Half-Life 2 would likely lead to much better games, which would result in much better sales and happier end-users."

    This is like saying GM should open-source the blueprints for all their car engines. It's ridiculous. Valve put untold millions into HL2 development, and there's absolutely no incentive for them to just open the source, and there's a strong disincentive: if they were to open it, everyone could just build a highly competitive game on top of it without paying a cent. And what's gonna pay for the programmers? The original game's sales? Will they be high enough given the man-hours that went into the engine, especially since the new competing games would likely cannibalize the sales of the original game?

    The HL SDK already opens up most of the engine (sans some of the graphics and networking, I believe), and budding game programmers can cut their teeth on that (that's how Counter-Strike came about). But since it's still copyrighted, and the new game requires licensing with Valve, which helps them recoup the costs of developing it in the first place, and fund the development of the new engine.

    To ignore the economic constraints of development is breathtakingly naive.

    --

    My other car is a cons.

    1. Re:How naive. by nathanh · · Score: 3, Insightful
      This is like saying GM should open-source the blueprints for all their car engines. It's ridiculous. Valve put untold millions into HL2 development, and there's absolutely no incentive for them to just open the source, and there's a strong disincentive: if they were to open it, everyone could just build a highly competitive game on top of it without paying a cent. And what's gonna pay for the programmers? The original game's sales? Will they be high enough given the man-hours that went into the engine, especially since the new competing games would likely cannibalize the sales of the original game?

      This is like saying Linus should open-source the source code for Linux. It's ridiculous. Linus and his merry band of programmers put untold millions of hours into Linux development, and there's absolutely no incentive for them to just open the source, and there's a strong disincentive: if they were to open it, everyone could just build a highly competitive operating system on top of it without paying a cent. And what's gonna pay for the programmers? The original CD sales? Will they be high enough given the man-hours that went into the kernel, especially since the new competing kernels would likely cannibalize the sales of the original kernel?

      To ignore the economic constraints of development is breathtakingly naive.

    2. Re:How naive. by iroll · · Score: 4, Interesting

      No, I think that what they're saying is that instead of spending 'untold millions' developing the HL2 engine, Valve (perhaps in association with their competitors) should have spent 'untold thousands' kickstarting, shepherding, and cheerleading an open source engine project. A few engineers to do some of the heavy lifting (it being their job and only commitment) and to act as managers, farming out grunt-work to the excited masses. A few low-end marketing grunts to astroturf... erm, I mean "market" for them and build mindshare and other 'buzz' for the new engine (and by extension, the new games).

      Then they could spend 'untold millions' developing great games ON TOP of the engine. On miles of original art, grammy-winnnig scores, and original new stories. It seems as if once you've got a solid, continuously improving engine (with major releases every 18mos or so), you could devote more resources to producing more art (games) which would lead to more revenue streams than you would get with the current system (one blockbuster released every couple years). Once the engine is a commodity, the competition would be over the artistic aspects of the game, and we might see some more innovation in storytelling. When you have more resources to invest in the story/art aspect of the game, you can take more chances on new stories than companies seem willing to do these days--perhaps with a commodity game engine, we'd see fewer sequals of sequals of games from 1994, and more original games that make a mark as "innovative."

      The "open-sourcing" suggestion isn't a one-off suggestion about specific games, its a critique about industry and process, and suggests an entirely different approach, not a simple solution like "this game should be open sourced!"

      --
      Repetition does not transform a lie into the truth. - FDR
    3. Re:How naive. by grumbel · · Score: 2, Insightful

      The difference here is that Linus basically started with nothing, he didn't had a huge business depending on selling Linuxs to the masses and didn't invested millions to build it, nope, he just had a few thousand lines of code floating around on his disk, wouldn't he have published it, it would have most likly stayed like that.

      Valve on the other side does have invested millions into producing the game, so how exactly would OpenSourcing help them? In the best case you would see some forks and games making use of the engine, but Valve would still standing there with a few millions of bucks in the minus. OpenSourcing works good when you have enough money to not care or can make money out of support contracts (IBM) or if you start from scratch (Linus), but it really makes little sense when your whole business depends on selling boxed versions of the game.

    4. Re:How naive. by styxlord · · Score: 1

      The economic constraits of development? Linus and his merry band of programmers did put untold millions of hours into Linux development, for "free", because they wanted to, not because someone else said they to.

      id, Epic, Valve, et al make a tidy sum licensing their game engines to other companies, so they must have some value otherwise no one would pay for them, much like car manufacturers license engine designs to each other.

      If a group of developers want to get together and put the time into making a game for free because they want to, that's great. There's seems to be a perception that there could be a single game engine for everything and you can just 'plug the art/design in' to make any game. Games using licenced game engines usually end up being remarkably similar to the game from where the engine was created. The configurablilty of a piece of software is not independent to performance and stability, otherwise every car would have the same engine in it :)

    5. Re:How naive. by Doh! · · Score: 1

      Gee, that's helpful.

      I still don't get it. Who's going to pay the programmers? If it's the art (the story, the characters, the level designs, etc.) that brings in the money, why should Valve have to pay for the programmers while Company #2 only needs to hire writers and artists?

      Ah, right, they can also make money from providing servers for the multiplayer service. What if it's not a multiplayer kind of game? What if the price point for the service can barely pay for supporting the service itself?

      If I write a kick-ass word processor, should I make sure I've also got some books I'd like to write to help pay the bills? Wait, I forgot, there's that whole copyright issue that people feel so strongly about as well...

      I do see how Linux works, and how it has come such a long way *because* it's Free, but I can't see how it can be economically feasible to apply this to all types of software development.

    6. Re:How naive. by grumbel · · Score: 1

      ### why should Valve have to pay for the programmers while Company #2 only needs to hire writers and artists?

      The idea would not be that Company #1 does the hard work and Company #2 makes profit with it, but that Company #1 releases its work early on as OpenSource and thus gets Company #2 as a contributor, thus spliting the work and thus getting an engine for half the amount of work. Releasing stuff as OpenSource really makes only sense if one does it early on in the development, not when the work is already mostly done. In addition to that its of course necesarry that the software is not the primary product, but just some secondary thing.

    7. Re:How naive. by Anonymous Coward · · Score: 0
      OpenSourcing works good when you have enough money to not care or can make money out of support contracts (IBM) or if you start from scratch (Linus), but it really makes little sense when your whole business depends on selling boxed versions of the game.

      Wait, why? He was talking about the graphics, music, and stories being non-free, so why would the engine being open source effect boxed sales at all? What it would effect is the sale of the engine to other developers. But, hell even ID has been open sourcing their games after they stop making money.

    8. Re:How naive. by StrawberryFrog · · Score: 1

      The difference here is that Linus basically started with nothing ... Valve on the other side does have invested millions into producing the game

      So, you're saying that they will eventually be challenged by an open-source startup with nothing to lose?

      --

      My Karma: ran over your Dogma
      StrawberryFrog

    9. Re:How naive. by waveclaw · · Score: 2, Insightful

      Engine blueprints are not like software and tt is not always in the best financial interest of a company to charge for traditional products.

      You mentioned:
      This is like saying GM should open-source the blueprints for all their car engines. It's ridiculous. Valve put untold millions into HL2 development, and there's absolutely no incentive for them to just open the source, and there's a strong disincentive...

      But then you turned around and said:

      To ignore the economic constraints of development is breathtakingly naive.


      Form those of us who've actually developed software and taken classes on economics, these statement are very naive. For all projects, the return on investment varies throughout its lifecycle. This contraint is often overlooked by shortsighted money grubbing middle management in the pursuit of next-quarter's margins. As mentioned in the article, which you obviously did not read, game software that once garndered much money for each small (post-release) investment reaches a point at which few profits can be obtained with even large investment.

      With your competitors producting higher quality engines (for which you are getting zero royalties) and using newer storylines, you product cannot compete. In this situation, it makes sense save yourself the cost of distribution while ensuring people see your logos and discover the quality of your work. Corner isle loss leaders at supermarkets are the same idea. In the case of software, you are getting free adversiting, marketing and publicity from an existing product by releasing the source code.

      If you had read the article, you would understand that companies such as Valve are moving away from selling cars like Half-Life 2 to renting fleets of vehicles with systems like steam. For GM, keeping a blueprint seceret is not possible since the engine has to pass safety inspections. Very few peices of software have such mission critical natures. GM pays an engineer to make and sign off on their blueprints, but so do software companies that make 911 telecom software. Once built, it is very easy to reverse engineer a car engine. For the purposes of patents and publishing rights, the detailed methods of engine operation may be widely published with only a working prototype. Binaries of game software are easily encrypted and copy-protected. Usually such protection is kept until it interferes with enough of the customer base and generates enough bug reports to warrent removal.

      According to modern studies 95% of all in-house software fits the criteria for F/OSS release policy. Those fortunate enough to adopt service models, like content distribution via Valve's Steam or support offerings like RedHat's Enterprise Linux, are getting continual revinue which scales very well. (I'd much rather pay the taxes on $0 million in sales now and $4 million in income over the next 5 years than $500k from sales now with nothing to show for the next 5 years.)

      --

      "You cannot have a General Will unless you have shared experiences. You cannot be fair to people you don't know."
    10. Re:How naive. by grumbel · · Score: 1

      ### So, you're saying that they will eventually be challenged by an open-source startup with nothing to lose?

      In the long run maybe, but long as in very very long. Game engine design is still pretty much develpment on the bleeding edge, while Linux on the other side is basically a implementation of already decade old principles, sure they inovate here and there a bit, but the overall concept is just damn old, game engines are quite different in that aspect. Sooner or later we however will reach a state of development where even a engine which is a few years old simply is good enough for most games need, thus no need to license a new engine from Valve or id, however we are not there yet and probally won't be for a while, but one day that might change.

    11. Re:How naive. by grumbel · · Score: 1

      ### He was talking about the graphics, music, and stories being non-free, so why would the engine being open source effect boxed sales at all?

      If they release the engine OpenSource somebody else could come up create a game with it and profit from there work while at the same time cutting their sales. More important however is that a bunch of companies are also making money of licensing the engine, that money would all be lost with an OpenSource aproach. However if the engine is basically a 'throw away' thing, releasing it as OpenSource wouldn't hurt and thats why some are doing it that way (ie. Nebula Device).

      ### But, hell even ID has been open sourcing their games after they stop making money.

      Exactly, ID is only OpenSourcing stuff that is basically worthless to them. However even they don't release the whole thing, just the engine, artwork and stuff stays their own, not sure why they do that, maybe to sell the game again a decade later for handhelds (Doom on GBA)?

    12. Re:How naive. by xenocide2 · · Score: 1

      I think you're missing a fundamental difference: linus was a single guy with relatively little. He had just a super duper terminal emulator and access to the internet. Valve already has a state of the art system that relatively few could improve upon, and a reasonably solid business model. Linus could not have expected that his kernel would go to demolish the minix user base, become the foundation for several distribution/'opreating systems', and result in millions in his bank account. There's plenty of GPL'd software out there that doesn't even make a dime, despite active development on software that requires a lot of expertise and is generally considered intereting to the programmer community (for example, real time 3d rendering engines!).

      Its a personal opinion of mine, that one releases software under the GPL not because they're altruistic, but because they're greedy. Not for money, but for source code. A true gift to the world would be unencumbered, such as the BSD TCP/IP stack. I don't intend this as any sort of slam or insult to the GNU foudation, but rather a reasonable rationale for those who refuse to believe in the moral imperatives of Free Software.

      --
      I Browse at +4 Flamebait

      Open Source Sysadmin

    13. Re:How naive. by Anonymous Coward · · Score: 0

      If Linus had had the capability of making Linux what it is today by himself, he certainly could have made a great deal more money off of it by keeping the code to himself. In the real world, however:

      - he could not have done it on his own
      - he is not a commercial entity

      Valve, OTOH, is entirely capable of developing their game engines all by themselves (or paying people where they need help), and they are in it for the money.

      What's good for the apple isn't necessarily good for the orange.

    14. Re:How naive. by BlueWonder · · Score: 2, Insightful
      This is like saying GM should open-source the blueprints for all their car engines.

      Car engines already are "open source". Once you have bought a car, it is legal for you to take the engine apart, modify it, use parts of it in another machine you build, study how the engine works, even use the thusly gained knowledge to build you own engine. If the enginge breaks, you can try to fix it yourself or have it fixed, and neither action will cause you to be called a pirate.

      "Open source" or free software tries to alleviate the heavy restrictions that a law (copyright) puts on software. An analogous law for car engines simply doesn't exist, so you already have all the rights with respect to car engines that free software gives you with respect to software.

    15. Re:How naive. by patternjuggler · · Score: 1

      why should Valve have to pay for the programmers while Company #2 only needs to hire writers and artists?

      Valve would still hire programmers to add features to the game that will help differentiate the game (after all, they started with the Quake source but had to make all kinds of changes for HL1, they didn't wait around for id to do the work for them), optimize the engine in ways that would be inappropriate for the main branch, or fix bugs that are critical to them but not the other coders developer the engine. Under the GPL, they could keep those features secret until they begin distribution of the game, or they could release them as they're added- but it would be unlikely for every other company to be able to capitalize on them faster than the guys that created it and already have a concept for its use.

    16. Re:How naive. by nathanh · · Score: 1
      I still don't get it. Who's going to pay the programmers?

      Who pays for the programmers who write Linux?

      If it's the art (the story, the characters, the level designs, etc.) that brings in the money, why should Valve have to pay for the programmers while Company #2 only needs to hire writers and artists?

      Why should RedHat have to pay for programmers while Company #2 only needs to hire salesmen?

      I do see how Linux works, and how it has come such a long way *because* it's Free, but I can't see how it can be economically feasible to apply this to all types of software development.

      I don't think free software works for all types of software development either, but I don't think you are making any decent arguments as to why free software couldn't work for games.

    17. Re:How naive. by Tim+C · · Score: 1

      "Open source" or free software tries to alleviate the heavy restrictions that a law (copyright) puts on software.

      Copyright law places no such "heavy restrictions" on the software. The restrictions are placed there by the software developers/publishers, using copyright law as a club to back up their demands.

      Never forget - no copyright, no GPL. I'd be free to take any GPLed code I like, modify it, and release binaries without ever giving back the modifications.

    18. Re:How naive. by Tim+C · · Score: 1

      So what you're saying is that ATI and NVidia should sponsor games development in order to sell more graphics cards? A *lot* of money going into Linux at the moment is coming from hardware companies who want to sell more hardware at a greater profit.

      The other major source of sponsorship is software development shops like Oracle, who need an OS for their software to run on, and see Linux being popular (and pushed by "the right" hardware people), but I see no analogue to that for games. Third party library developers? I don't suppose there's enough money in that to spend it on getting games written to get licencing fees in return.

      The third main revenue stream is support, and franky, if you need to offer support for a game it's so buggy (or hard to play/install/whatever) that no-one's going to play it anyway.

    19. Re:How naive. by Felonious+Ham · · Score: 1
      Car engines already are "open source". Once you have bought a car, it is legal for you to take the engine apart, modify it, use parts of it in another machine you build, study how the engine works, even use the thusly gained knowledge to build you own engine. If the enginge breaks, you can try to fix it yourself or have it fixed, and neither action will cause you to be called a pirate.

      Ah, Slashdot... It is true that you are allowed to modify your car after you buy it, but, as so many Open Source zealots remind me, the cost of reproducing/distributing software is zero (which is apparently why information "wants" to free). This where analogies between software and hardware (computers, cars, chairs, whatever) breakdown. Even if blue prints are available, the costs of car production prohibit anyone from duplicating it--it's cheaper to have GM make it for you. Obviously, it costs millions to produce games these days, and the quality shows for it. Obviously, noone will buy a game if it is freely available. How will the game company make its money back?

      I find it barely interesting that OS zealots who have nothing invested in a software product, are so eager to demand it be given away. Because you give away your weekend hours noodling on a GUI for Gnome does in no way imply that everyone should.

      PS - I do my own OS stuff, and cheerfully, but I think the state OS game development speaks volumes more than all the ranting about the usefulness of OS as model for making games.

    20. Re:How naive. by BlueWonder · · Score: 1
      Copyright law places no such "heavy restrictions" on the software. The restrictions are placed there by the software developers/publishers, using copyright law as a club to back up their demands.

      I don't blame makers of proprietary software as much as the makers of the law. The software makers only apply an existing tool (copyright law) in order to maximize their advantage. An economy where entities (companies and individuals) try to maximize their advantage seems to work quite well.

      IMHO, the government's role is to ensure that no group has an unfairly larger amount of power than other groups. But this is the case with copyright law: in my opinion, it does not balance the interests of creators, right owners, and user, but is heavily biased towards the second group.

      Never forget - no copyright, no GPL. I'd be free to take any GPLed code I like, modify it, and release binaries without ever giving back the modifications.

      Yes. I'm not opposed to the concept of copyright in general, only to a number of aspects in its current implementation.

    21. Re:How naive. by BlueWonder · · Score: 1
      Ah, Slashdot...

      Already after reading your first two words, I had a feeling that you were going to insinuate some things which I never said, but which seem to fit with your idea of a typical Slashdotter. And I have not been disappointed...

      [...] Open Source zealots [...]

      For the record, I support the Free Software philosophy. I am opposed to the Open Source philosophy, which, although it has a similar effect (production of software under certain licenses), is quite contrary to the Free Software philosophy.

      [...] which is apparently why information "wants" to [be] free [...]

      I never said such a thing.

      This where analogies between software and hardware (computers, cars, chairs, whatever) breakdown.

      I agree. However, once the analogy had been made by another poster, I saw no reason not to reply to it. I don't believe that the right reaction to bad analogies is to ignore them.

      I find it barely interesting that OS zealots who have nothing invested in a software product, are so eager to demand it be given away.

      Although this statement doesn't apply to me (as said, I'm opposed to the Open Source philosophy), I would like to point out that I agree with RMS that Free Software should be sold for as much money as possible.

    22. Re:How naive. by Synbiosis · · Score: 1

      The problem is that open-sourcing a gaming engine would take 'untold dozens' of years to develop. We'd have another Duke Nukem Forever on our hands. Farming it out to more progammers doesn't help, because then you'll just get more incompatabilities.

    23. Re:How naive. by Felonious+Ham · · Score: 1
      For the record, I support the Free Software philosophy

      I think that's great. I love free stuff. Your fine distinction between Free Software and Open Source, however, is completely insignificant to commercial enterprise; to Valve, say, the only thing that matters is that other people are free to copy and distribute the fruits of millions of euros worth of investment. Of course, with Free/Open Source Software they can charge for that first copy, and I hope they charge more than the millions it cost to make it, because that's the only copy they're going to sell. Within moments, the source, binaries, artwork, and what all else would be available via bittorrent worldwide.

      This is obvious, of course, which is why (as I mentioned previously) F/OSS game development is eons behind commercial software.

      --
      Ah Slashdot...

  29. The problem is, most "games" aren't games by Glowing+Fish · · Score: 3, Interesting

    The problem with most games is that they aren't actually games in the true sense. They are more a form of entertainment. Most people play them for the bright graphics and sound, and the immersion of the game world. Which many people, including myself, love. However, as a Wesnoth developer said "Great graphics make a movie. Great sound makes an album. Great gameplay makes a game."

    As much as I love the Final Fantasy series, for example, I don't consider them "games" in the truest sense. They are wonderfully immersive stories, but that doesn't make them a game. The problem is, people are starting to really expect that out of their games. And even though Free Software developers could program a game with a much better engine, meaning it has a more challenging basic set of rules, then a Final Fantasy game; I don't think we can realistically expect free software developers to program the video and sound that people have come to expect. If you take the single opening movie from Final Fantasy VII, (a game that, at 8 years old, is ancient), I don't know how it could be put together without a lot of money.

    So I think the basic place for Free Games right now is games for people who love gaming. My favorite game right now, of any type, is Wesnoth , a turn based strategy game released under the GPL. The graphics and the sound are fair, but the game play is truly engaging.

    --
    Hopefully I didn't put any [] around my words.
    1. Re:The problem is, most "games" aren't games by servognome · · Score: 1

      "Great graphics make a movie. Great sound makes an album. Great gameplay makes a game."
      As much as I love the Final Fantasy series, for example, I don't consider them "games" in the truest sense. They are wonderfully immersive stories, but that doesn't make them a game.

      I have to disagree with you. Saying Final Fantasy isn't a "game" would be like saying a documentary isn't a movie because it lacks great graphics (special effects/footage/camera angles etc). Just like movies or music, different game genres have different presentations.
      Final Fantasy may be more like an interactive story (like many other RPGs), but most games are reliant on gameplay mechanics and complex rule sets.
      What we are seeing in general is a layer of presentation being placed over the gameplay. Now it's no longer enough just to have good racecar physics or strong enemy AI; you also need to have beautiful artistic presentation to enhance the user experience. In fact, some genre's like FPS require excellent artistic level design to enhance gameplay.

      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
  30. is this right Rich? by jago25_98 · · Score: 0, Troll

    Why not all IP treated the same?

    I'm suprised Stallman takes a halfway house!

  31. OSS for games is a different business entirely by jfonseca · · Score: 1

    An Enterprise OSS project that goes well will give the author plenty of business in consulting, book authoring, etc.

    But what is the reward for an OSS game maker? Just fame and being hired by a non-OSS game co.?

    Think about it. Games are different from enterprise software.

    I'm a diehard OSS fan and developer and have been since the day I heard of it in the first place. That's why I run Brasilia Perl Mongers, that's why I've developed everything I have within the OSS paradigm. I'm just saying this to fundament my point, I'm a big fan of OSS.

    Games are an optional, recreative, part of software development.

    Linux himself on his book "Just For Fun" made the point clear : he loved the profit, the financial reward is important, you gotta have the financial reward.

    If you build the game equivalent of Linux would you get the equivalent recognition of Linux? My point being : I don't think so.

    --
    Broken Hearts are for Assholes. - Frank Zappa
    1. Re:OSS for games is a different business entirely by jfonseca · · Score: 1

      Sorry to reply to my own article but I meant Linus:

      HERE :"Linux himself on his book"

      AND HERE: " equivalent recognition of Linux"

      Sorry about that.

      --
      Broken Hearts are for Assholes. - Frank Zappa
  32. Clarifying Stallman's opinions by Henrik+S.+Hansen · · Score: 2, Interesting
    Stallman believes that music, etc. ("art") may be treated differently than software, as in not being under the GPL or the GFDL. None of his essays are under the GPL, for instance.

    He argues that software is useful to modify, making it different than most art and creative writings, which usually are quite personal. He does believe, however, that these non-software works should be freely distributable.

    He mentions these opinions many places, for example in this interview.

    (I personally agree with him.)

    1. Re:Clarifying Stallman's opinions by wheelbarrow · · Score: 1

      I have no problem with the world according to Richard Stallman (and you, Henrik) as long as compliance is voluntary. As a software creator I am free to choose to release the software for free and I am free to demand payment for my software. On the other side of the coin, consumers are free to accept my terms or not.

      Don't we already live in that world. So what is your beef with people making decisions for themselves?

    2. Re:Clarifying Stallman's opinions by Anonymous Coward · · Score: 0

      I got a problem.

      Stallman is two-faced.

      He says proprietary software is immoral, but proprietary recipes, music, graphics, books, are ok?

    3. Re:Clarifying Stallman's opinions by QuantumG · · Score: 1

      I don't think you can take Stallman's opinion on Engine + Art == Telling a story type games and apply that to every kind of game there is out there. Actually understanding where his opinion comes from is more important than shouting "Stallman says it is ok" as justification for your actions. When Stallman talks about proprietary art being ok, he's refering to the consume-and-forget style of gameplay that currently dominates the gaming industry. The specific example he gives is the Quake II engine + artwork to tell a story. He specifically states that there is no need to demand that the user of this work be free to change the story and distribute the changed engine + artwork to others. He doesn't, and wouldn't ever, say that it's ok to restrict the verbatium distribution of the artwork. That is, it's not ok for you to make a game and tell your users that they can't share that game with their neighbour.

      --
      How we know is more important than what we know.
    4. Re:Clarifying Stallman's opinions by Henrik+S.+Hansen · · Score: 1
      So what is your beef with people making decisions for themselves?

      I believe you should be free to make your own decisions on this matter. I am not advocating that proprietary software should be forbidden. I am trying to convince you and others to reject proprietary software on ethical grounds.

      Most of all, I believe in freedom. This means people should be free to use proprietary software. However, if people agree that freedom is the most important thing, they would reject that choice because it takes away crucial freedoms.

    5. Re:Clarifying Stallman's opinions by Henrik+S.+Hansen · · Score: 1
      When Stallman talks about proprietary art being ok, he's refering to the consume-and-forget style of gameplay that currently dominates the gaming industry.

      Do you have any sources to indicate that? Thought not. It's pure speculating and misrepresentation of Stallman's views.

      Here's a quote, summing up his thoughts on the matter (from Free Software and Free Manuals:

      As a general rule, I don't believe that it is essential for people to have permission to modify all sorts of articles and books. The issues for writings are not necessarily the same as those for software. For example, I don't think you or I are obliged to give permission to modify articles like this one, which describe our actions and our views.
    6. Re:Clarifying Stallman's opinions by QuantumG · · Score: 1

      You mean other than the 30 minute conversation I had with him in-person in regards to this matter? How do you feel that applying his words in regards to articles and books to graphics for a game is not misrepresentation? Get a grip.

      --
      How we know is more important than what we know.
    7. Re:Clarifying Stallman's opinions by Anonymous Coward · · Score: 0

      So.....just to clarify your clarification......

      Only programmers should work for free.....

      Yeah, yeah, I know, "service and support". grumble..

  33. Mods are Free by 9mm+Censor · · Score: 0

    Want a almost "free game"? Look into games that have active mod communities. Such as BF1942 and UT games.

    Buy one game, and have the ability to play many other games for free.

  34. Games are art. by k98sven · · Score: 1

    Not to say that programming can't be viewed as an art; It can. But it is also engineering, which imposes more limits on what qualifies as 'good' programming. (In the same way, architecture is more limited than sculpture, because architecture is about creating buildings, which by definition need to have an inside and an outside and a door, at the very least. Whereas a sculpture has no such constraints.)

    So what does this matter for open source? Well, in open source development, anybody can (try to) contribute anything. So obviously you need some kind of 'artistic vision' in order to figure out what parts go in and what parts don't. The thing here is that programmers have a far more akin 'vision' on what constitutes 'good art' (or rather a 'good program') than the rest. Does the code run faster? Have less bugs? Is it easier to read, understand and maintain? And such criteria.

    With art (music, images, etc) this isn't as easy. Which makes collaboration very difficult.
    (Imagine ten people creating a collage, each with a slightly different idea of what the completed collage should represent. It wouldn't work.)

    So, this means that to get good art, you have to break up the total task into rather large pieces. (Say, 3d-models, interface graphics, intro/cutscene graphics, etc.) Because it simply wouldn't work if 100 people created the 1000 required 3d-models for a game, since the differences in style and form would make the whole so inconsistent in its 'feel' that it'd bring down the impression.

    So, you have these rather large, daunting tasks which more-or-less require being done by one or two people ('auteurs' I guess you could say).

    And for a game of any size on the scale of today's commercial games, it's a lot of work for so few people, unless they're working full-time. And that of course requires resources and money.

    So what I'm saying is basically that the OSS development model doesn't quite work, because the investment money isn't there to have artists working full-time, and you can't really get the thing started by having a large group of part-timers.

    That's my take on it, anyway.

    1. Re:Games are art. by elgatozorbas · · Score: 1

      because architecture is about creating buildings, which by definition need to have an inside and an outside [...]. Whereas a sculpture has no such constraints

      Which is why you can make a sculpture of a Klein bottle, while you cannot e.g. make a building of one...

  35. How old is Matt Barton, exactly? by thumperward · · Score: 2, Interesting

    Aside from making out that Defender was written in BASIC, or assuming that the crowd he was writing for didn't know what BASIC was anyway, was it really necessary to embarrass himself with that whole "Big game companies never innovate" thing and then mention Electronic Arts in the same sentence? Until ten years ago EA were the best thing that had ever happened to games.

    - Chris

    1. Re:How old is Matt Barton, exactly? by gl4ss · · Score: 2, Informative

      ..ten years ea, nor any other game company, was really 'big'.

      --
      world was created 5 seconds before this post as it is.
  36. Don't Think So by RAMMS+EIN · · Score: 1

    Some exceptions aside, I don't think Free games are going to come even close to typical commercial games. The reason for that is that making such a game costs massive amounts of man hours from various disciplines. This doesn't fit the open-source model where there may be a few core developers, but there usually isn't a clear plan for the final version, most contributors just submit small patches, and usability comes second to functionality.

    The kind of games we can expect from community efforts are simple games, which can be basically finished by a few friends in little time. Once the game is playable, others may chime in and extend it, e.g. by contributing levels or making improvements to the engine.

    --
    Please correct me if I got my facts wrong.
    1. Re:Don't Think So by DeepHurtn! · · Score: 2, Insightful
      I think the point is that games wouldn't be *completely* free -- only the engines would. This might -- might! -- be workable. As many people have pointed out here, developing a game engine from scratch -- or licensing one -- is very, very expensive, and adds a helluva lotta time to the development cycle. Let's say a few companies get together to develop a libre engine that they will share, and it catches on, building a community of developers. They could conceivably get a solid engine for much less than the cost to develop it purely in-house or to license one, focusing their development cycle on (still proprietary!) art, story, etc. The companies get a shortened and much cheaper dev cycle (allowing either higher profits or a lower price point) and the community gets a good engine that will allow for high quality indy games.

      From the consumers point of view, the lowered barrier to entry would be a great thing, but might be what would scare off existing companies from participating. But they'd probably be able to keep indy games, even of a high quality, restricted to a niche market due to their superior marketing muscle and ability to invest in things like "name" voice talent, more artists, professional writers, etc.

  37. No calls barred. by Doc+Ruby · · Score: 2, Interesting

    Stallman's (commie-style ;) freedom includes "no revenue", so I'm not too crazy about it, as a developer who converts code to food and rent. But opening these game engines to plugins would make them much more popular, even offering a life beyond the publisher's product lifecycle. Much like Doom-style games got new life from opening the "level editors". As more games are networked, the game server can become the gateway for revenue, especially if Web Service APIs are signed, and require authentication, but are also open. Killer apps create demand for services, but are a development/management cost that subtracts from the profit at the server. I'd love to import my Halo2 team into Madden NFL 2005, if a programmer could write the import plugin. Open the APIs!

    --

    --
    make install -not war

    1. Re:No calls barred. by Nasarius · · Score: 4, Informative
      Stallman's (commie-style ;) freedom includes "no revenue"

      Wrong.

      --
      LOAD "SIG",8,1
    2. Re:No calls barred. by Anonymous Coward · · Score: 0

      Yeah, that's what RMS *says* but note that he's never tried to make a living off the model he preaches about. In a practical sense, the grandparent poster is probably right.

    3. Re:No calls barred. by evilviper · · Score: 1

      No, he's not wrong. That document conveniently leaves out the simple fact that, while you can charge whatever you want to charge for your software, the GPL anyone that buys it from you, to redistribute it for any price THEY want... including free.

      As artifical scarcity is the only way to make money (directly) selling software, you simply can't make money selling GPL software, unless you are counting charity as a business plan.

      Think of a book, or an image... Could you make any money selling copies of a book or an image if you had absolutely no way of preventing others from giving away copies?

      --
      Slashdot gets worse every day... Pipedot: News for nerds, without the corporate slant
    4. Re:No calls barred. by Scooby+Snacks · · Score: 1
      Wrong:
      I could have said, "Find a friend who is on the net and who will make a copy for you." Or I could have done what I did with the original PDP-10 Emacs: tell them, "Mail me a tape and a SASE, and I will mail it back with Emacs on it." But I had no job, and I was looking for ways to make money from free software. So I announced that I would mail a tape to whoever wanted one, for a fee of $150. In this way, I started a free software distribution business, the precursor of the companies that today distribute entire Linux-based GNU systems.

      And wrong:

      Free software business already exists. In fact, I started a free software business in 1985. I was selling copies of GNU Emacs. I was looking for a way to make money through free software. So I said, "Pay me $150, and I will mail you a tape with the GNU Emacs text editor." People started paying me, and I mailed them tapes. I made enough money to live on. I stopped this because I started the Free Software Foundation, and it seemed appropriate for the Free Software Foundation to start distributing GNU Emacs. I did not want to compete with the Free Software Foundation, so I had to find a different way. For several years, the Foundation made enough money this way to pay several employees, including programmers. So actually, if I had done it myself, I would probably have become comfortably well off by selling copies of free software.

      After that, I started another free software business where I would make changes on commission.
      --

      --
      Runnin' around, robbin' banks all whacked on the Scooby Snacks...
  38. Yikes by Anonymous Coward · · Score: 0

    The only future I see for these "freedom games" is engine reimplementation. However, that leads to a situation where people are pirating the original software to obtain the game data.

  39. hypocritical of stallman? No, just a bad summary. by twitter · · Score: 1
    The summary claims:

    Stallman is quoted here saying that game engines should be free, but approves of the notion that graphics, music, and stories could all be separate and treated differently (i.e., "Non-Free.")

    We have to ask ourselves what Stallman actually said before we swallow the summary. The summary does fly in the face of the underlying ethos of Stallman articles such as The Right to Read. It contradicts what others, like Lessing have to say. It even contradicts what the article itself seems to say, when it compares Stallman to Martin Luther, who translated the bible so everyone could read it.

    The right to read clearly demonstrates the cultural consequences of non-free software: complete enslavement to those who control publishing. The reasoning is that no one is equal to the sum of all previous work and that we all need access to knowledge. Those who control that knowledge control society. The phrase "free as in speech" makes it just about impossible to consider art "non free". Nothing could be freer that your ability to sing Woody Guthrie tunes.

    People like Laurence Lessing have extrapolated Stallman's concepts and filled in the details for art and culture. His book Free Culture, attributes Stallman as the visionary who first realized how technology and certain anti-social tendencies could cause great social harm. As in technology, if we are not free to build on what has come before, we are lost, ignorant, dependent and enslaved.

    We can take this a step further by realizing that the most important knowledge is not practical at all. The "Liberal Arts" are those that involve persuasion, and are called so because their study was once restricted to "liber" or free men. Slaves were not allowed to learn how to persuade their neighbors, though they could be taught all manner of practical knowledge. It does not matter what we know, if we are unable to convince others of what is right.

    So, what did Stallman say?

    A game scenario can be considered art/fiction rather than software. So it is okay to split the game into engine and scenario, then treat the engine as software and the scenario as art/fiction.

    That's it and there's really no direct contradiction. The author claims that the story and art work should be covered by copyright law. That's a world different from saying it should be "non-free" as if the author has suddenly adopted the most Zealous stance of the Copyright Warrior. It does not have Richard Stallman claiming that copyright law, as it exists, is correct. The authors of the Creative Commons and the Free Documentation License are not suddenly endorsing "Digital Rights Management". All it says is that source code and pure art are different.

    You are fundamentally confused when you ask:

    according to stallman's views, should a graphics artist not be able to freely obtain the art of a game so he could modify it, without having to pay for it? after all, that is what he demands of software.

    Source code has the ability to be far more restrictive than any previous form of artwork and applying those restrictions to art is a cultural dissaster. You already have the ability to quote graphics and other art work. You may indeed take someone else's image and modify it and present it as your own. You can do the same thing with a song too. No one can keep your from studying a painting and making one of your own. If you think otherwise, it is because people like Bill Gates have expanded and misapplied copyright laws to cover non human readable formats and perverted trademark to cover common words and phrases. The whole idea that you can't use even the smallest quote or part of someone else's work is absurd as someone owning "Word". If you think you don't have this ability, the copyright warriors own your soul.

    --

    Friends don't help friends install M$ junk.

  40. You don't. by Anonymous Coward · · Score: 1, Insightful

    Instead, you go play something fun.

    Nethack has no visual appeal. No music. A shitty interface. It's "depth of gameplay" consists of getting killed over and over until you learn about all the things that can kill you.

    It's a huge investment with no payoff. If you want to enjoy the sense of accomplishment you get from doing something hard and tedious (the ONLY appeal of Nethack), go and learn something useful.

    If you want to play games and have fun, there are a thousand better ones out there.

    1. Re:You don't. by Mage+Inq. · · Score: 1

      I'm inclined to agree here. Nethack simply isn't very enticing after getting repeatedly killed over and over, and starting over from scratch. I do not find that to be an enjoyable way to spend time.

  41. Copyright power is based on the kind of work. by jbn-o · · Score: 1

    He's not "using double standards". He recognizes that not every kind of work requires the same freedoms. We currently have a copyright regime where different kinds of works have different levels of copyright power.

    RMS once proposed a system of reduced copyright powers that would work better for readers/viewers/listeners/etc. (since American copyright is ultimately aimed at benefitting readers, not publishers or authors). He framed his system on the kind of work something is--what function does it perform--under which all works may be copied verbatim and distributed non-commercially. Functional works, one class of work, may also be modified. Works which express people's thoughts is another class of work. These works only need to be copied, as changing them runs the risk of misrepresenting the ideas the author was trying to convey (perhaps this is closer to something you'd find amenable). The third class are aesthetic works which are works where the most important thing is "just the sensation of looking at the work" and this class has no easy answers. You can read the transcript of his talk or listen to it online.

  42. Older games by saur2004 · · Score: 2, Interesting
    I just wish companies that have determined that they are not going to bother making any money on older games, would at least consider open sourcing them so that the fan base can have it, and move the game they like forward.

    I know that there are actually a great deal of fans of Descent 3 who happen to be coders, who would be overjoyed if Volition would open source the code.

    1. Re:Older games by Anonymous Coward · · Score: 0

      Volition didn't write D3. That was Outrage, the OTHER half of Parallax Software.

      That said, I wouldn't mind someone fixing D3 to run properly under 2000/XP.

    2. Re:Older games by saur2004 · · Score: 1

      Yes but didnt Volition inherit the rights when Outrage was disbanded?

  43. Innovation and freedom. by jbn-o · · Score: 1

    The article says:

    I challenge anyone else who defends the status quo to show me some innovative new titles from the major developers.

    Reading this reminded me of some comments I've seen in discussions about free software. Often, the discussion is framed from the perspective of the open source movement and the values that movement promotes, which are not the same as those of the free software movement. As a result, people frame the debate as if we can have either innovative software or free software, or that software freedom isn't worth pursuing because there is insufficient innovation. RMS addressed this in a recent interview: (emphasis mine)

    Jeremy Andrews: I have read that the free software model tends to imitate existing software, rather than blaze new trails and developing completely new technologies.

    Richard Stallman: To speak of a free software "model" is somewhat misleading. The open source movement speaks of a "development model", but our concern is for the user's freedom, not how the program is developed.

    Free software doesn't always imitate, but often it does. There's a good reason for this: freedom is the main goal, and innovation is secondary.

    Our goal is to develop free software so that we can use computers exclusively with free software. In 1984, we started with nearly zero (we had TeX, nothing else). We had a lot of catching up to do, so we have done it. Even if GNU/Linux had no technical innovations compared with Unix, it would be completely superior because it respects your freedom as Unix does not.

  44. Eternal Lands by ReKleSS · · Score: 2, Informative

    Another free MMORPG - I played it for a while, but the economy is a bit screwy, because cactus is extremely valuable yet easy to harvest. It's fun, though - http://www.eternal-lands.com/. Oh, and don't forget about runescape... urgh.
    -ReK

    --
    md5sum -c reality.md5
    reality: FAILED
    md5sum: WARNING: 1 of 1 computed checksum did NOT match
    1. Re:Eternal Lands by Anonymous Coward · · Score: 0

      The cactus price was fixed long ago.

  45. No fundamental difference between code and data by iamacat · · Score: 1

    The author assumes that people need freedom to redistribute/modify programs, but not music or graphics. But it's a rare case I have time to modify other people's programs. On the other hand, if a song becomes popular, I may very well want to make a video of myself singing it or dancing to it and post it on my website without restricting who downloads it. Likewise, how do you run a fan site without copying some graphics and video clips?

    For some software like games, it's really not that important for people to have free access to source code - or graphics, music...
    Games are not essential by definition and in the worst case you lose part of the value of your $20 investment. There is nothing wrong with closed source model here. RMS should just leave game developers alone :-)

    For other software, like word processors and financial programs, open source is highly desirable. Imagine hundreds of businesses losing their customer records because one company flopped and their program has a Y2K bug. I don't know how any company can justify using MSWord.

    It's likewise with music, graphics and other data. Sometimes it's essential for users to have free access, sometimes it's not. That depends more on use scenario than the media.

    1. Re:No fundamental difference between code and data by QuantumG · · Score: 1

      Well it's obvious that very few people understand the context in which RMS is talking when he says that it isn't necessary that graphics and other art are free.

      --
      How we know is more important than what we know.
  46. Is this "story" on some type of auto rotation? by Saeed+al-Sahaf · · Score: 1

    Is this "story" on some type of auto rotation?

    --
    "Who are in control, they are not in control of anything - they don't even control themselves!" - Glen Beck
  47. What about the cheats? by Anonymous Coward · · Score: 0

    I like the idea of open source games but wouldnt this be making it easyer for the cheaters to cheat? They would have complete control over the client and would make it easy to code a bot, hacks and such... not to mention modify the way the games checks for modified components.

    1. Re:What about the cheats? by m50d · · Score: 1

      Yep. But as with copy protection, the cheaters can cheat anyway. You could probably do some digital signing which would protect the game...maybe.

      --
      I am trolling
  48. It's not hypocritical by spitzak · · Score: 1

    RMS wants you to be physically or altering the art. Same as for code. This has nothing to do with copyright and certainly does not mean you can violate it.

    The GPL relies on copyright, if you took Emacs and changed it and gave away your version without source code, you are violating the copyright (the GPL is really just a grant that says "you can violate my copyright if you follow these rules"). If it were not for copyright, the GPL would be meaningless.

    So the ability to modify Emacs obviously then does not mean you are free to violate the copyright on it. Same thing with the ability to modify the art in the game, which pretty much means that the source code to the game is available.

  49. One good reason to *not* open source games by slycer · · Score: 1

    Multiplay suffers horribly due to hacks being much easier to create.

    Add some kind of checker for the hacks? That's probably going to need to be open source as well (ie modifying the engine), which means that it'll be relatively easy to bypass it etc etc etc..

    I'd much rather pay for a game, with the knowledge that it's at least a little to create hacks, than play the open source, completely torn apart version.

    1. Re:One good reason to *not* open source games by grumbel · · Score: 1

      While this is of course a problem, I don't think it is that much of a problem as people make it. No matter if OpenSource or not, without additional cheat protection most multiplayer games will have quite a hard time. OpenSource might make the job of the cheaters a bit easier, but they don't seems to have much of a hard time without the source either.

      Best cheat protection in the long run would IMHO be something web-of-trust based, where each player gets an account/key and can then get 'trust' by other players that he is not a cheater. In addition to that such tracking could of course also be used to keep track of the players ability, thus probally making it easier to find other players with equal abilities. While this might not be 'eSport-proof', it should provide enough backing to keep the number of cheaters reasonably low.

    2. Re:One good reason to *not* open source games by Anonymous Coward · · Score: 0

      If you are familiar with Cube, it has NO form of cheat-defense. Clients can hack their game to say "I am killing all the other players" at the press of a button.

      Despite this, I have never seen a cheater in Cube. But there has been discussion on its forums about the topic anyway, in anticipation of long-term popularity. The system that was mostly agreed on was one of "trust," where players that cheated would suffer penalties to a "trust level" recorded on a master server - and servers could adjust the minimum amount needed to weed out bad players, in addition to kick/ban measures. (This would require some balancing to avoid gangbangs and innocent good players getting smacked) To play would then require Steam-style registration, of course, but there would be no work-arounds, no arms race. (something which Quakeworld now deals with)

      The end result being that cheaters who lose trust would slowly be forced into their own little universe, while everyone else can play normally with little disturbance.

  50. The gray between art and code by Musenik · · Score: 3, Informative

    As an independent game developer who just released a new kind of adventure game, I disagree that art and code are always distinct. Our game introduces an incredibly accessible user interface for controlling adventure games. I personally believe that user interfaces are an art form, yet UI is ultimately expressed in code. Consider that one example of code as art.

    1. Re:The gray between art and code by servognome · · Score: 1

      The UI is an example of engineering. Like any other form of engineering the design is the artistic side, the implementation is not.
      Once you have the interface "vision" designed, you break that down into individual goals to accomplish. At that point the artistic portion is pretty much gone, you are coding towards specific goals.

      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
    2. Re:The gray between art and code by Musenik · · Score: 1

      If that were true, all of the interfaces designed for a specific purpose would look pretty much alike. So many people restrict art to the basic five senses, Consider user interfaces as kinematic art. The way in which you operate a game can be as much as an emotional experience as the visual and audible components. Frustration is bad UI art. UI that fosters light bulbs above heads, and the commensurate feeling of accomplishment and confidence is good interface art.

    3. Re:The gray between art and code by Musenik · · Score: 1

      And for self-argument sake, I can actually remember user interface art that was was intended to provide a frustrating UI. Remember the Infocom game, Bureaucracy, by Douglas Adams? So my quick good/bad statement should be considered a 'technical' use of good and bad... :-)

    4. Re:The gray between art and code by servognome · · Score: 1

      If that were true, all of the interfaces designed for a specific purpose would look pretty much alike.
      No they wouldn't, the design aspect is the artistic part as I said. The interfaces for the same purpose can look and feel differently because people have different ideas as to the look and feel they want. You don't necessarily need to know anything about coding to design a good interface. Deciding what a button does is different from actually coding what a button does.

      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
    5. Re:The gray between art and code by Musenik · · Score: 1

      The UI I'm talking about is not the button. It's not the window. It's the strategic methodology to perform complex tasks. UI people are continually working with metaphors, for example: desktop and rooms. They use individual components (buttons,viewports,...) to craft these metaphors, like artists experimenting with brush strokes, to paint their canvas. UI is inverse poetry, taking advantage of an audience's experiences to enable that audience's expressions.

    6. Re:The gray between art and code by servognome · · Score: 1

      That is what I am talking about the design aspect is seperate from coding.
      Getting back to the original subject there is no gray area between art and code. Design (artistic) and coding (non-artistic) are often lumped together because historically they were done by the same person. Game designers were often the lead, or even only coder. As technology has improved and programs become more complex coding and design are becoming more seperate. Companies now may hire artists who may not know anything about code to design how the human interacts with the machine.
      It's the same as how buildings are created. The design starts off as sketches and drawings, but once it gets to the actual construction workers, there is no more art involved. Once a program is designed the coders are the construction workers, no art involved.

      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
    7. Re:The gray between art and code by Musenik · · Score: 1

      I have been designing and building computer game interfaces for 10 years. Each required iterative design between the coding and mock-ups. Each is influenced by the other so heavily that the final UI cannot be considered either art or code. The idea that some artist draws an interface that some programmer implements is so unrealistic, pig farmers could make feather beds from all the stock flying around their barn.

    8. Re:The gray between art and code by servognome · · Score: 1

      The idea that some artist draws an interface that some programmer implements is so unrealistic, pig farmers could make feather beds from all the stock flying around their barn.
      Yes, no artist without programming experience could ever come up with a concept and then work with engineers to create something popular.
      If you look at many interface concepts, they typically are sketches, simple drawings, and high level summaries of the metaphors and how things relate.
      The interface can be designed without a single line of code written. Artists already get consulted on design of peripherals and consumer electronic interfaces, program interfaces aren't really that different.

      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
  51. IAAGD - My 0.02c by Anonymous Coward · · Score: 2, Insightful

    If I use a fly swatter instead of bug spray to kill a bug, does it make the bug any less dead?

    Just because programmers are involved in making games doesn't mean that models for OS or Application Software translate over. It's like saying that because I draw art at Marketing Inc. in Illustrator, game artists should use Illustrator too. I mean, what's the difference? We're both artists making art, right?

    There are lots of reasons why gaming in the Open Source environment doesn't work at the moment.

    * The people making the games are programmers. Now, this isn't a bad thing - programmers just want to have fun too. However, it does mean that even basic game design concepts like iterative design, balancing or positive/negative feedback gets ignored in favor of "I need to implement OBB collision" or "I need to port this to an OS other than Linux so that the mainstream will actually play it". Nothing wrong with that from a programmer perspective, they're fun challenging programming tasks. They just aren't "Make the game fun and iterate on the design" tasks, which should be someone's priority when making a game.

    But I hear you yelling "The whole point of Open Source is that anyone can join in! Designers can just jump in anytime and work with a team of other Open Source developers on SourceForge!"

    Well...

    * The budding designers who want to design can't, because there isn't an engine for them. I wanted to make a quick prototype of a game idea that I had. I looked around, and every engine was either too simplistic, BASIC based and kludgy, complete engines with too much overhead for prototyping, or graphics engines with great 3D rendering but no consideration for actually Making Games.

    Having said that, I know some friends who are making just this - the game engine for designers who care more about iterative design than specular lighting. I'll put my 0.02c on them being insanely successful when it gets announced/released.

    * I don't care if your game is Open Source or not. Seriously. There's no benefit to me as a player. Just because you've made some racing game with a penguin, I should proclaim you as the second coming of Miyamoto?

    No.

    How about this? Instead of sitting on your asses and preaching, how about you take a leaf from the books of people making successful mods for FPS's, and assemble a decent team first.

    How about you write a design spec, prototype the game, then once you've iterated over the design until the game is fun and you have a team of artists, programmers and content creators, you go through and implement your planned game?

    How about once you've done that, you get some external people to iterate over it some more, then announce that you have a game? Then, if it's a good game, people will declare it's awesome, and you can be a successful game developer first, OSS poster boy second.

  52. What Is Art? Who's To Say? by handy_vandal · · Score: 1

    The difference between artwork and code is the same as the difference between architecture and civil engineering -- they're both creative and contribute to the final work (the game or the building), but one is art and the other isn't.
    Your code is "art" in the old sense of a word, but that's because programmers are artisans, not artists. It is not, however "art" in the sense of "exhibit your source code in a museum so that people can be emotionally moved by it."


    I prefer to use "art" in the classical sense of the word -- that is, everything imagined in the mind of man, and created by the hand of man. Poetry, sculpture, engineering, architecture -- everything.

    My wife, a sculptor, vehemently disagrees with me. In her view, "art" is made by "artists", who are always painters, sculptors, other types of visual artists -- but never coders, architects, etc.

    In my view, her view is elitism: "We are artists, we know art when we see it." Similarly, she and her fellow artists make a big deal out of "art versus craft", "outsider art versus (real) art", etc. I have no time for these petty limitations: what the mind imagines and the hand makes, that is art to me.

    -kgj

    --
    -kgj
  53. Misunderstanding irony by nebkor · · Score: 1
    The author of the piece has this choice tidbit:


    All of these games follow a similar premise-the player becomes the captain of an intergalactic spaceship which can be used for good or ill-it's really up to the player to decide whether to play the game as an honest trader or a voracious pirate; it's more than a little ironic that one of the biggest open source game projects is based on one of the most "open gameplay" games.


    No, see, that's actually the opposite of irony. What's truly ironic about that particular example is that he spends the article articulating the thesis that open-source games are MORE innovative than closed-source, and his crown-jewel example is a CLONE of Elite, a closed-source game.

    It's not that he's wrong, it's really just that he needs to learn how to present his case less dumb-assedly.
    1. Re:Misunderstanding irony by Anonymous Coward · · Score: 0

      Ah, just give up :)

      Irony is a word just begging to be changed from its original meaning... but don't worry, it will be in good company (decimate, artificial, awful, gay, etc.)

      Now, if you want to fight the good fight, I suggest a strong defence of "literally". Hearing people say "it literally killed me", figuratively makes my head explode.

  54. Are you for real? by xenocide2 · · Score: 2, Informative

    >>So how exactly is that different of when I take Firefox, name its "Grumbels Personal Browser" add some stuff to it and release? Why should I be allowed to do that with Firefox, or any kind of free software, but not with movies, videogames or whatever?

    >You're not allowed to do that with Firefox, or any Free Software; doing so would be misappropriation.


    Are you for real? Firefox was a stunning example of how someone did exactly what was decribed above. Someone (I don't think it was grumbel) decided that mozilla was too damn huge, and getting huger. So he decided to remove all the thunderbird extensions, the irc extensions, the huge preferences menus, etc and just bring the size down in any way possible. Eventually it was called phoenix, and given to people, without the explicit support of the Mozilla foundation. It was only after it was clear that phoenix was not only not going away, but was pulling developers away from the Mozilla effort that the foundation decided on the firefox directives. You can find similar examples, even within the GNU foundation; gcc 3.0 comes to mind as a fork that became official.

    --
    I Browse at +4 Flamebait

    Open Source Sysadmin

    1. Re:Are you for real? by fbjon · · Score: 1

      Heh, as a side note: I just noticed that Opera is called "Opera Internet Browser", not www browser... which makes sense, since it has rss reader, irc client, news reader, mail reader, www browser, and ftp client (and more?).

      In fact, it's quite a massive piece of application, but even so, I've never noticed it. It has the feel of a small and efficient browser (I get the same feeling with Firefox for sure).

      It almost feels like a work of art.

      Which is my on-topic point; some programs are just amazing. I'm similarly impressed by StarCraft. I've never managed to get the thing to crash, despite abusing it with heavy levels on a 486 with crappy hardware. I've never seen a graphical glitch. The gameplay balancing in the game is so meticulous, that you actually have to study it for months, if you want to be really good. Similarly, it feels like a work of art in design. Should something so perfect be free?

      --
      True confidence comes not from realising you are as good as your peers, but that your peers are as bad as you are.
  55. Re:What Is Art? Who's To Say? by mrchaotica · · Score: 1

    I agree with your wife, but I don't consider it to be elitism (although the people who think craft is somehow inferior to art are snobs). I just think it's a useful distinction to make. I don't want to say "art" and have to explain whether I'm talking about "art art" or "craft art" or "useful [engineering] art" or whatever.

    Besides, if they want to be elitist, I can too -- after all, those snobbish artists are obviously just too stupid and lazy to get a REAL job that requires logical reasoning and extensive knowledge -- and their "art" doesn't even do anything! At least what I do is useful! Neener neener neener, so there! : P

    --

    "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

  56. I know why! by mrchaotica · · Score: 1

    We don't have this. Popularity and engine technology are definitely important reasons, but I think it could also be that it's not as easy to make mods for Free games, because nobody bothered to make good (i.e., easy) tools to do so.

    Unless there are good tools, and I just don't know about them, which is another problem in and of itself....

    --

    "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

  57. Arcade style by randallpowell · · Score: 0

    Games similiar in style with older arcade games will succeed to a certain point and be availble for Linux. As far as OSS game engines, that is possible if a programming team or a company decides to make it availble to others just to produce more competition (which is good for business since products/services get better, trust me, I own a business). But OSS games that can be played on PS2, etc? I doubt it. It requires too much effort for a small team. Just the sounds, voice acting, artwork, and modeling for characters would require many skills and large skill set most programmers lack. The closest we can get to an OSS for consoles or PC would be game engines or maybe game interface. Just my 2

  58. Certainly.... by Seraphim_72 · · Score: 2, Interesting

    1) Much Ado About Nothing.

    2) The Tempest

    3) Comedy of Errors

    4) Romeo and Juliet

    I was taught that there were only a few basic stories and tha Shakespeare had done them all - every thing else is just a variation on a theme, if you want to see the other four, get reading.

    Sera

    P.S. Or at least rent the video of Much Ado About Nothing with Kenneth Branagh and Emma Thompson, IMHO it is some of the best film ever made.

    --
    Slashdot, where armchair scientists get shouted down and armchair theologians get modded up.
    1. Re:Certainly.... by Anonymous Coward · · Score: 0


      "I was taught that there were only a few basic stories and tha Shakespeare had done them all - every thing else is just a variation on a theme"

      Yup, and nobody ever did any of them before Shakespeare I guess.

  59. Art. For everyone. by ewe2 · · Score: 1

    I dispute the notion that somehow visual and music artists are a different breed to the "artistic" programmer.

    To demonstrate this fallacy: I am all three. Here are my free pictures. Here is some free music. And here is some free software.

    There is a bunch more personal expression out there than you know. What do you make of this story, for instance? Or this site?.

    I'm certain there are more and better examples out there.

    --
    insecurity asks the wrong question irritation gives the wrong answer
  60. Katamari Damancy? by glasse · · Score: 2, Interesting

    I'm surprised he didn't mention Katamari Damancy in the article. This game is probably the most innovative game of 2004, and Namco, the company that made it, isn't exactly the indiest of indie companies. (Oh, and it's for PS2, a console system.)

    I'm not sure you can truly say the innovation in gaming was on the computers and not consoles. Sure, MMORPGs were on computers first (but now there's also X-Box live).. but actual multiplayer games were on consoles first!

    Ethan

  61. Pardon my $.02 to an already stale thread... by SanityInAnarchy · · Score: 1

    Code and art can be the same thing. What do you call the AI? Or the more innovative level design?

    It was ARTFUL to give the Halo AI a blind spot, so that you could sneak up behind them and whack them. It was ARTFUL to give the Half-Life 2 Gravity Gun an upgrade at the end of the game. It was also ARTFUL to do real-time, multi-source lighting in Doom 3, because of the environment it was in.

    It's true that these are high-level design decisions, but you will find the same kind of decisions and tweaks throughout the code.

    That said, it's much harder to do incremental patches to any medium other than code, at least right now. I have yet to hear of an Open Content project getting anywhere near an Open Source project. Still, Wikis are a step in the right direction.

    The problem is economics and cheating. How do you make money if the game is free? If it isn't, how do you prevent piracy, even if you copyright the content? How do you prevent people from cheating if you can't control the client with an iron fist (Microsoft's "Trusted Computing")?

    The problem is way, way too many goals and motivations from every angle. I want to be able to fix the MANY bugs in Steam and Half-Life 2, but I don't want others to be able to cheat in Counter-Strike or steal Half-Life 2.

    There needs to be a new model, we just haven't found it yet.

    --
    Don't thank God, thank a doctor!
    1. Re:Pardon my $.02 to an already stale thread... by shaitand · · Score: 1

      I'm sorry but most of those things are not artful, they are all technical capabilities or intentional design flaws to allow a playable game. Performance vs resource designs are part of arriving at the design choice that is optimal for your goal, just as with a specific algorithm, there is already a correct choice and hopefully you discover it.

      As a coder I can understand why coders would want to call what we do art, but it's really not. It's not art anymore than building a home made jet engine is. Yes it's fun, it's something you can become enraptured in and find passion and pride in. But when it's all done, you have a jet, you have a functional application with inherient value of some sort.

      As a poet I assure you, creating art is nothing like this. You are not creating something from nothing. You are engaging in an excercise of futility such as digging and filling holes in the sand and attributing value to your futility.

      Although games aren't inheriently useful, game engines are graphic engines that definately could be used for something useful. While you may desire to draw mustaches on my artwork or rewrite my poetry or change the ending to my book, it will in no way benefit mankind if you do. If you upgrade a graphics engine it just might.

    2. Re:Pardon my $.02 to an already stale thread... by bioglaze · · Score: 1

      Code can be art, to some extent. How about the demo scene? Code, music and graphics combined to produce art. The point is that if You generate real time or still graphics and music with code, it is still art.

      --
      Who is John Galt?
    3. Re:Pardon my $.02 to an already stale thread... by shaitand · · Score: 1

      The sounds produced when you play the guitar are art, the strumming method which produces them is knowledge.

  62. Stallman is being misquoted here by Ideaphile · · Score: 2, Informative

    In the article, Stallman said "A game scenario can be considered art/fiction rather than software. So it is okay to split the game into engine and scenario, then treat the engine as software and the scenario as art/fiction."

    This does NOT mean he believes the scenario can be legally protected. RMS does NOT believe art or fiction are entitled to copyright protection except under limited circumstances.

    I had the chance to discuss the issue of copyright protection for art with RMS over Labor Day weekend 2004 at the World Science Fiction Convention in Boston. Also present during the discussion was Keith F. Lynch, a long-time friend of mine.

    I asked RMS under what circumstances a person who creates a work of fiction is entitled to restrict its further redistribution, according to his personal beliefs. Initially, he said there were no such circumstances. I described a hypothetical situation in which a person has written down a private sexual fantasy, perhaps for therapeutic reasons, and the document has come into the possession of another person. I asked RMS if the author was entitled to limit the distribution of the document-- basically, if the person had a unique right to control copying it, the essence of copyright law.

    Reluctantly, RMS agreed that such a document must be covered by a special exception to his beliefs. After considerable further discussion, he set out the terms of the exception: it applies only to creative works that are highly personal in nature and which have no value to the general public.

    This position leaves no room for copyright protection for other kinds of creative works, especially including commercial fiction, video game storylines, or the images and sounds associated with video games.

    In his article, Matt Barton clearly failed to comprehend Stallman's position on this issue, and has misled his readers.

    . png

    1. Re:Stallman is being misquoted here by blacklily8 · · Score: 1
      Misquoted, eh? Well, here's the exact question I asked RMS via email:

      Do you think the four rights should apply to games as well? Or do you think of free software as being limited mostly to applications, operating systems, utilities and the like?

      His response: They apply to all software, including game software. However, a game scenario can be considered art/fiction rather than software. So it is ok to split the game into engine and scenario, then treat the engine as software and the scenario as art/fiction.

      See my speeches on Copyright vs Community for an explanation of what that means.

      In another email, he wrote the following:

      All software should be free, but I don't think all art needs to be free. So there you have it. Misquote? I don't think so.

  63. Game software is an art-The Singularity of Art. by Anonymous Coward · · Score: 0

    "I think that some software can be artistic in the sense that it is written creatively but that has nothing to do with it being a "balancing act between competing resources"."

    Art is satisfying one constraint. Engineering is satisfying multiple constraints.

  64. Care Bears Philosophy by Anonymous Coward · · Score: 0

    You do realize your entire post contradicts the reining philosophy that "money's evil. and "the world doesn't need money". We can run the entire planet on love.*

    *Just read around every time business, outsourcing, or IP is discussed on "/.".

  65. Might be a good idea...Pee on Pee Games. by Anonymous Coward · · Score: 0

    "...and then bam, sell the modules or 'books' =D"

    Or download them off P2P because "Your adventure just wants to be free." :d

  66. You understand it already... by Cryptnotic · · Score: 2, Insightful

    So many ways to die suddenly and unexpectidly.

    Some of the other replies seem to be trying to give you advice on how to "win" at the game. I'll offer a counter-proposal: You basically understand the game already. The game isn't really played in the context of the execution of the nethack binary on a computer. The game is actually acquiring arcane knowledge to forstall death. The knowledge acquisition part of the game is played on Usenet, message boards, IRC, and Slashdot. It is possible, theoretically, to acquire the arcane knowledge via trial and error in the game, but this is so time-consuming that no sane person would try it. Examining the source code to the game, contrary to some people's opinion, is not cheating. It is merely another option in the game to acquire the arcane knowledge required. Also, it won't entirely help you, since there's some randomness to it.

    The whole game, ultimately, is a metaphor for the life of a hacker. The hacker acquires arcane knowledge (either by learning from a master, trial and error, or inquisition). He uses the arcane knowledge to advance himself in life through his career. Ultimately, he either dies or achieves independance and can retire.

    It's more complicated than that, of course, but that's basically the jist of it.

    --
    My other first post is car post.
  67. Closed src is to Open src as Capitalism is to... by Crasius · · Score: 1

    This well researched article struck a chord with me.. As a recent graduate of a well known (in australia at least) software engineering course, the battle of open source vs closed source has plagued my mind for the past 6 months. Prior to this i had completed my thesis which invloved the development of (in my and my supervisors opinion) a very inovative piece of software for medical diagnosis. No sooner had i printed it than i was deluged with business liason offices, lecturers, and business interests asking me.. Why don't you comercialise this? What ever you do, don't publish acadmically because then you can't patent it! I'm sure i am not the first to say this, but to me, the open v close source debate draws so many parrallels with that of Capitalism Vs Communism ( / Socialism ). The old addage "communism is great in theory but lousy in practise" (which incidentally, many people use to justify their beliefs but have nothing but pop-culture-come-dogma to back it up) has some applicability when it comes to this question.. What should i do? A) Commercialise (keeping the source code secret), thus perhaps make money for myself, while prevent anyone from learning from my work, and destroying the chance of better diagnosis tools being produced based on it because the work no longer took my fancy. B) Publish (along with the source code), thus telling all-and-sundry about the work and paving the way for future development of a raft of diagnosis tools which i would never have had the time to develop. For me this translates seemlessly to:- A) Take the money and run (leaving both your cows and everyone else's to die of otherwise diagnosable diseases) B) Do what a real communist would do (Keep one of my cows: what i learned from the project, and give the other one to society). So what happened? B. But don't get me wrong.. Though ideolism runs strong through my young vains, would i have done the same if i had not been offered other work / had had two kids and a mortgage / had just had my cardboard box washed away by a tsunami? Who knows.. but as a programmer who inhabits a planet that is inhabited by millions of other programmers, i sincerly hope we all realise that what we decide affects more than just the quality of our games...

  68. Don't Think So-SmackZone. by Anonymous Coward · · Score: 0

    "The reason for that is that making such a game costs massive amounts of man hours from various disciplines. "

    And yet people see no problem with downloading movies, music, books, and games, because...hey anyone can do that.*

    Funny what happens when reality takes one's world view, and smacks it upside the head.

    *Hey everybody! Since no one can "own" things. How about pulling some good games, movies, books, and music from our kit bag ala Felix the Cat (TM)?

  69. Stallman is being misquoted here-Reality Trip. by Anonymous Coward · · Score: 0

    "This position leaves no room for copyright protection for other kinds of creative works, especially including commercial fiction, video game storylines, or the images and sounds associated with video games."

    That's fine. Then we're going to keep revisiting this topic until people get some sense in their heads.*

    *Saying one desires something to be so, and it actually being so are different. That's why I'm not flapping my arms and flying around the room.

  70. Don't Think So-The Bionic Game. by Anonymous Coward · · Score: 1, Insightful

    There's just one fundamental flaw with your supposition. There are game engines that are free (F/OSS), and "effectively" free (Commercial games with editors). The barriers to entry couldn't get much lower.* The problem everyone's dancing around is the acknowledgement that it's the artistic element that's missing from F/OSS games. Not a technological one. The next step is reconcilling the OSS philosophy with the artistic philosophy. And if all the talk around here represents out there? Then it never will be completely resolved.

    *The only one that's high is developing game engines from scratch (as opposed to modifying preexisting ones).

  71. free mmorpg by Anonymous Coward · · Score: 0

    http://eternal-lands.com/

    They use blender, its a fairly nice game if u like that kind of game

  72. Re:The future is very bright... uhh...because...uh by cybpunks3 · · Score: 1

    If you look at games as similar to movies, ask yourself how many free movies you watch. By free I mean indie films put online. IFILM serves stuff like that, and for the most part, people aren't really that into them vs. the next big budget sequel coming out.

    It's all a problem of scale.

    You will never see a free game of the scale of a Halo 2 for the same reason you'll never be able to download a movie that looks like Peter Jackson's Lord of the Rings.

    The amount of time and money it takes to create works of that scale go beyond what anyone is willing to donate for free.

    The few exceptions to the rule out there where games have been created that look halfway decent usually came about because a handful of people made MAJOR sacrifices in their life. It's not something that is going to be commonplace.

    Look, lots of people like playing flash and java applet games. But it's a whole other category from the mainstream game industry. These games are not a threat because nobody would pay for them if they had to.

    It doesn't mean they aren't fun. It doesn't mean they aren't games. It's just a whole different sector.

    When you buy a game you are buying the production values more than anything else.

    Having game engines closed-source does slow innovation somewhat, but money is a strong motivator. People will reinvent the wheel in order to implement their own feature to match what the competition can do. It's not a terrible situation. Plus a lot of problems can draw upon theories from elsewhere in the computer field (AI for instance) or just continue to build within the knowledgebase of the corporation (which would be extensive in the case of any major publisher today). It's not necessarily a matter of starting from scratch the way the article implies.

  73. For fans of roguelike games by mikera · · Score: 1

    To make a shameless plug - anyone wanting to play or help develop a great open source (GPL licensed) roguelike should check out my little game:

    Tyrant

    I't a graphical roguelike with a rapidly growing world and a dedicated development team. Some notable features are:

    Highly extensible and flexible game engine

    Comprehensive skill-based character advancement system

    Randomly generated world with outdoor regions

    Over 1200 items and 150 monsters to discover

    God mode for playtesting and fun!

  74. Re:Games don't have enough longevity for OSS proce by evilviper · · Score: 1
    Plot driven games, like movies, are something the player tends to go through once and then shelve.

    Yeah, because new stages aren't forthcomming. With open source, you could play through the game, then wait a few weeks, download the new stage, and start where you left off.

    In fact, we've basically seen how that works for movies, as the Animatrix was released in this fashion... It could make movies (and games) more like TV shows, or an over-all leader could be more restrictive, and force each release to just further the plot of the last, making it sequental, and more like a normal movie (or game).

    Non-plot driven games (e.g. the multiplayer modes of FPSes and other games) have better longevity but still tend to be relatively short lived.

    It sounds to me like you just don't like to stick to a single game for long... I think that, with a death-match type of game, incrimental improvements would make it playable forever. New weapons, new doorways to new rooms, newer moves, etc. It could be the ultimate LAN Party game.
    --
    Slashdot gets worse every day... Pipedot: News for nerds, without the corporate slant
  75. open gaming projects by GFXsoftUsr · · Score: 1

    what ever happened to LGdev's 'Angry-Pixel' group?

  76. People work hard without payment all the time. by Anonymous Coward · · Score: 0

    I'm not sure it's entirely true that people won't spend a major portion of their lives working on something without financial restitution.

    Most writers don't make any money from their work, and even if they do manage to get published, the pay is pathetic. (For example, current payrates for short stories [in professional genre magazines] are the same as they were eighty years ago.) A novelist may spend two years on a book knowing the chance of seeing anything for it is pathetic.

    In games, there are mod groups that spend years working on something they will probably never get paid for. The Counterstrike folks couldn't have known that they would one day be able to get money out of their game--most groups never do.

    It's not the motivation, often, but that people want at least the _potential_ of payment to remain. That's why writers will keep on sending their work out instead of just putting it out on the Web.

    Also, I think it's possible that when someone does spend that much work to create a world, to write a really good engine, to create textures or write a story--especially if a few people spend years of their life on it--then they don't want other people going in and mucking around with their work.

    I don't think it's that there aren't people out there willing to work with little chance of financial reward. It's that they at least want to think there might be a chance of reward, and they want control over what they make.

    (I think I may have strayed from the issues your post addressed... ah well.)