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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.")"

27 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.

    --
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  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.

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    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 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
    5. 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.

    6. 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?

  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.

  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. 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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    45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    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.
  6. 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).

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  7. 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.

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  8. 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.

  9. 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
  10. 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".

  11. 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
  12. 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
  13. 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.

  14. 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.
  15. Re:No calls barred. by Nasarius · · Score: 4, Informative
    Stallman's (commie-style ;) freedom includes "no revenue"

    Wrong.

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    LOAD "SIG",8,1
  16. 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.

  17. 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