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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.")"

66 of 347 comments (clear)

  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 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.

  2. 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 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?
    2. 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.

    3. 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
    4. 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...

    5. 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.

    6. 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
    7. 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.

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

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

    10. 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/

    11. 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

    12. 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.

    13. 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.
    14. 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.

    15. 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
    16. 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?

    17. 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

    18. 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.

    19. 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.

  3. 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 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.

    2. 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.
  4. What?! by MutantHamster · · Score: 5, Funny

    Free games? Where can I buy them?!

    --
    My Greatest Heist - Muisc partly inspired by the unbeatable Qwantz
  5. 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 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.

  6. 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? :)

    --
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    1. 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.
  7. 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.
  8. 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 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?

  9. 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[-
  10. 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.
  11. 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.

  12. 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".

  13. 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
  14. 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 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."
    5. 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. 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.
  16. 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.)

  17. 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.
  18. 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
  19. 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.
  20. 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.

  21. 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
  22. 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.

  23. 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.

  24. 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.

  25. 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

  26. 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.
  27. 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

  28. 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
  29. 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

  30. 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.