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Pushing Linux Adoption Through Gaming

An article on CNet questions the viability of using games as part of a strategy to increase Linux adoption. It points out a blog post by Andrew Min which suggests: "... Linux companies also need to start paying attention to the open source gaming community. Why? It's lacking. However, gamers can get excited about free games. They just have to be up to par with commercial games. The problem is, commercial companies pay hundreds of employees to build a game for several years, while many competing gaming projects only last several years before the developer moves on. It's time for open source developers to start getting paid for their jobs. Who better to pay them than the companies that benefit most?"

11 of 269 comments (clear)

  1. Who better than who benefits the most? by xenocide2 · · Score: 4, Insightful

    Wouldn't the people who benefit the most be gamers themselves?

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    1. Re:Who better than who benefits the most? by unity100 · · Score: 5, Insightful

      you need to give a kickstart to the thing first.

  2. Open Source Games... by XDirtypunkX · · Score: 5, Insightful

    Require Open Source Artists. Art assets are very important to games and most programmer art just doesn't cut it.

    That's the real challenge, because while many coders will happily knock up a game engine for their own amusement, handling stuff like artistic direction to get a consistent "look" and generating inane brick textures is not something that many people do for "amusement". Of course, that could change if people got passionate about it, but it's much easier to focus as an artist when working on something like a Source Engine mod, where a lot of the inane brick textures already exist and you can concentrate on building cool character models (etc).

    1. Re:Open Source Games... by Daengbo · · Score: 5, Insightful

      I think it would be easier if FOSS game developers generally worked with a common toolkit. For example, if most developers and artists used Blender for a decent part of the games' development, then those models and textures would be easily reused or modified by others also using Blender. Engines are similar.

      The real problem is that gaming is too proprietary. Once most of the engines, textures, sounds, and models necessary are made, creating a game will be much easier.

    2. Re:Open Source Games... by Anonymous Coward · · Score: 4, Insightful

      It doesn't help that most artists are ridiculously greedy, pretentious, silly and overestimate the worth of their (usually) mediocre work... and as a consequence won't even consider releasing any of their precious efforts for free use.

      Some coders are like that too... but less so. Coders tend to come from more of a science background.

  3. Re:Late to the Party by mikesd81 · · Score: 4, Insightful

    I agree with you. If we want Linux adoption, then companies need to make drivers that support Linux. And Linux itself needs to make things more standard. Suse uses /srv/ for http and ftp. RH uses /var other distros use /opt. It makes installing some things difficult. Having to edit config scripts just to get a simple webmail program installed is not going to bring anyone to the world of Linux. Granted programs that you compile yourself will find the right places to put them and packages for your (you generalization) distro work, but for those programs that aren't packaged and don't need compiling it's a pain.

    The argument for OSS replacement of this or that program is starting to be less and less. There's tons of programs out there now that can replace proprietary programs.

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  4. Re:A little bit more complicated. by Z34107 · · Score: 4, Insightful

    I'm a bit young to have first-hand experience writing DOS games, but I've talked with a few people who have. Writing DOS games was a pain because you had to write your own drivers for everything. That's why older installers card whether you had an SB16 or a Roland something-or-other or Disney's craptacular card - DOS provided no support.

    Programming drivers is hard; most people bought a driver package from someone to include with their game. That drove up the cost of games somewhat.

    Complete hardware independence is why DirectX - software pipeline takes over if they *don't* have a SB16, rather than crashing back to a command prompt.

    Besides, Windows generally does a good enough job of not "running things in the background" during a game. DirectX locks your graphics card and your sound card; your game has exclusive control over that. If you check your performance logs, you generally won't find much CPU% being gobbled up your non-game process.

    And really, this is a big reason PC gaming sucks compared to the consoles

    GTFO v.v

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  5. Re:Late to the Party by cgenman · · Score: 5, Insightful

    As a game developer, I'm kind of annoyed how trivializing this is to the development process. A great game can take a team of 200 people 3-5 years to make. Most games are between 3 - 30 million dollars to make, and 80% of them don't make money. That means you need to spend between 15 and 150 million dollars to finally get a game that catches on.

    It's not a trivially easy hook to sell systems.

  6. Re:Paying the OS Game Developers by rolfwind · · Score: 5, Insightful

    Another reason this won't work is that older games tend to be ported. Gamers want the newest out there in general. Also, Open Source just won't be able to keep up with the billions of dollars spent on this industry.

    But we shouldn't have to. A lot of casual gaming is moving to flash. Linux can run flash. ALL the recent games I like are on flash (no, I have a Windows install too, it's not because it's the only game in town for me): for instance games like http://www.playauditorium.com/Play Auditorium and the http://rocksolidarcade.com/Rock Solid Arcade games in general.

    In my experience, the easiest to convert were the casual computer users (99% browsing activity). It would seem to me, that the casual gamers, which the Wii tapped into completely, is a larger market and one easier to bring over. Flash already works! No work to be done!

    Sticking money into this area, other than a common toolkit/API to run games would be folly. Trying to win hardcore gamers whose current platform gives them practically everything.

    If Linux need to get popular as fast as possible, perfect Wine a lot. Have it run Direct X whatever out of the box as well as the top games and top windows apps. Before long, a self-feeding cycle will have started where requirements will start listing Windows XP, Vista, or Wine 1.x. Then companies too, eyeing the lower TCO, will start switching, and perhaps native apps start taking off.

  7. Wrong. In very many ways. by Qbertino · · Score: 4, Insightful

    The GP Metaarticle is wrong.

    1) Frequently, the best and most successfull games our at least their proofs-of-concept don't come from the industry anymore, but from the modding community. In fact, the modding community is such a powerfull force in gaming you *must* play ball with it, if you want to be taken for granted. However, the modders, being passionate freebee providers themselves, have considerably different ethics on some issues. In ways they are even more pragmatic than the OSS vs. FOSS crowd. And they have to be, as they have a completely different goal, which is: Building good games. Duh. Right now, Valve and the Source engine are pulling over quite a few of the modders, for the simple reason that they have one of the best engines.

    2) The best people built games primarly because it's their passion, not because they are paid. However, these people want to build games, and not have to dick around with XFree86 crap with problems which, believe it or not, that sorry excuse of an operating system called Windows solved something like 2 decades ago.

    3) As with #2, game builders want to build games. They want a working production pipeline. As long as that is virtually non-exsitant on OSS, they won't use OSS. Plain and simple. Cudos to the Blender team for hacking away at this problem one step at a time. However, modders use free versions of Softimage or Maya or UT Editor to build their stuff, and they quite frankly care squat wether it's FOSS or not, as long as it gets the job done.

    And last but not least: Good software takes time. From an non-expert end-user standpoint, Linux is barely stopping to suck with Ubuntu 8.10 - and only if you don't want plug-and-play your printer or want to play games that don't run on Wine without a hitch. AFAIAC, Gnome & Nautilus has just stopped sucking a few months ago (I like(d) KDE/KUbuntu much better before) and one-stop zero-fuss printing as in Mac OS X will probably take another year or two until the vendors finally catch on. The very same goes with games.

    And lets face it and be realistic: The first thing you want out of the way is your grafics layer, and that has been sucking long enough with XFree86 (Yeah, I know, neat networking, whatever, XFree fanboy, screw you, that's a total non-issue nowadays). Since that appears to be out of the way and desktops are rapidly maturing left, right and center all over the OSS community it is now moving to productivity apps. And AFAICT only now are Evolution and KMail slowly closing in on closed source apps in the field. (Allthough I could be wrong, the KMail crew could still be flat out lying about their ability to provide viable working mail encryption, as they have done for many years).

    Once that is all aside and the more complex apps required for multimedia are nearing their true 1.0 release in the OSS community and we finally get a FOSS 3D game engine and a 3D production pipeline that doesn't suck by todays standards, we will see games pop up left right and center as the modding community joins the FOSS fray. And we all will be blown away by the quality they bring to the table. The gaming industry will be hit just as hard as other software fields and will have to adapt with pay-for-content or simular strategies.

    Bottom line:
    If you want to know how the future of FOSS gaming looks like, check out the modding community. And yes, it's a 120% Windows world right now. And, yes, believe it or not, for its very own very good reasons too. ... (I can't believe I just said that.)

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  8. Re:Paying the OS Game Developers by PainKilleR-CE · · Score: 4, Insightful

    Really the money needs to go into the open APIs that are needed for gaming. OpenGL used to be the best API to use for graphics in games, now almost everyone is using DirectX.

    I would love nothing better than to be able to run games natively in Linux, and have an option to strip the system down to the bare essentials to run a game, rather than having the ever-bloating Windows OS taking resources from my games.

    Of course, as pointed out below, art is a major expense in game development, and getting artists to do a lot of work for a game, for free, is nearly impossible.

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