Apricot Team Selected For Fully Open Source 3D Game
crush writes "The Linux Game Tome notes that the final team to produce a fully Open Source 3D game using the CrystalSpace engine and Blender has been chosen. The project (known as Apricot) aims to produce a cross-platform, 3D game with completely Free (CCA) graphics, music and code. An important side-effect of the project is to improve open source tools for the professional game development industry."
I look forward to more 3D games on my desktop, even if this one won't be the first. (And where is the open-source bus-driving counterpart to the under-rated FlightGear?)
I look forward to more 3D games on my desktop, even if this one won't be the first. (And where is the open-source bus-driving counterpart to the under-rated FlightGear?)
I'm honestly not trying to troll here, but it's probably a hell of a lot easier to do those "visionary" and innovative games in a non-free context.
To use your example, Spore has been in development for like seven years and has undoubtedly cost tens of millions of dollars, mostly in man-hours of work. Do you think a free-source project could get a solid core of designers, coders, and artists to donate their time and money regularly for over half a decade with NO product to show for it, on the hope that one day it might be released and... look good on their resumes?
We've all heard the horror stories about what EA puts its employees through to get games out the door. Do you think an entire project team would put themselves through that voluntarily for NO money, or for what little money a free project could get from ads, donations, and so on?
Now, an FPS, that's a known criteria. You can set clear goals for how every little thing should work, and any "controversial" parts, like level design, are conveniently lumped into chunks that can be handled individually. (If I want to make an oddball level or character model, I can handle it on my own.) Compare that to a more experimental game like Spore, where there aren't discrete levels and the creature models are intrinsic to the gameplay.
Basically, you can have innovative, high-production-value, or free: pick two. "Innovative and free" can be managed by small teams, and "high-budget and free" might theoretically be managed by initiatives like this one with clear and easily-established milestones along the way, but to get innovation AND high production values, you probably need a level of team discipline and management that can only be established with regular paychecks to incentivize everyone involved.
"Why is it that only non-Free developers are giving us new kinds of games like Spore?"
Because a game like spore takes decades of man-hours to do right, and most open source developers have full-time jobs. When you pay for software - especially games - you're usually paying for a lot of thought and time from the developers/artists.
I'd like to add Battle for Wesnoth to the good FOSS games list. It and Vega Strike are the only two games that I've been playing recently. The only non-Free game I've seen recently that I've wanted to play is Portal, but the fact that it's not available without DRM, nor on any platform I own has meant that I haven't bought it.
I am TheRaven on Soylent News
The project site makes it pretty clear there's no design document for the game, no central vision of what it will be. They're going to design it once they've got the people together, so it's going to be one of those designed-by-committee games.
That way lies adequacy and weak gameplay.
Still, I wish them well and since they're off to a bad start it can only improve from here.
I don't see this becoming a "game" so much as it'll be a technology demo. The same way Elephants Dream was just masturbation material for artists. There wasn't anything in the way of real story being told, unless you really reach for some meaning in it. It's 11 minutes of "That's neat", but I'm never going to watch it again like Lord of the Rings or X-Men. I foresee roughly the same thing here, a bunch of people get together to show how deeply functional each of their subsystems is. Most of the "game" won't even have a purpose other than to show you how great Programmer X did collision detection, particle physics, etc. You'll be able to spend 5 minutes shooting cannon balls at a stack of barrels and watching them smash but otherwise there won't be much to do. Maybe it's pessimistic of me, but that's been my opinion of most games over the last decade. Everyone seems to be more proud of the intricacy of their work and doesn't understand why you think the game sucks, they think you just don't "get it". It's like they spend 3 years hand-crafting a #2 pencil and when I write a sentence then throw it away they're like "Hey, that thing was a work of art! I spent 13 months renting equipment at NASA to insert the lead using a bleeding-edge particle injector!" and I'm like "Yeah, but it still had one of those hard erasers that just smears what you're trying to erase so it's no good." I really subscribe to the idea that you need a single visionary to design a game. Otherwise it just becomes a pile of interesting components but it has no gestalt form.
It seems to me that you (and just about all of slashdot) are missing the point.
I agree with you, the game is probably going to be crap. But even if they had a better than average chance of making a good game, it'd probably be crap, since most games are crap.
From what I see, the point of this game is to demonstrate that an OSS toolchain is a viable solution for game design. If they can create a game that works mostly and has reasonable gameplay, they will have accomplished the goal. If the game is lacking in the concept department, most people who make the decision to create a game will be able to see that although the game isn't vey good, the platform seems to work well enough to use as a foundation. If it ends up being a good game, it's a total home run, since they get free publicity.
I'm surprised that as a gaming professional, you don't see the possibilities here. I'm in the silicon design industry and if someone wanted to demonstrate chip design using OSS tools, I'd be mostly unconcerned about the final product.
The reality is that vendor tools are a serious pain an the ass. They are usually broken and support is mostly useless. Our internal tools are not much better as far as bugs, but since we have the source, there's at least some chance of getting it working in a reasonable amount of time. If someone demonstrated the 90% of what we needed was OSS and it had some miles under it, we'd be all over it.
That said, I'm sure they still have an uphill battle to achieve even a modest success, but I don't think it's hopeless.