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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.")"

16 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.

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    4. 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.

    5. 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?!

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  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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  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. 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.

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  8. 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.

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    1. 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!"

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  9. 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".

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

    Wrong.

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