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Ask Slashdot: How To Get Old Commercial Software To Be Open-Sourced?

First time accepted submitter Optic7 writes "Many gamers have probably dreamed about the idea of an old favorite game or other no longer supported or developed commercial software being converted to an open-source license so that it could be updated to add new features, support new hardware, other operating systems, etc. However, this type of change of license seems exceedingly rare, unless the copyright holder itself decides on its own that it would be beneficial. The only examples I could think of or was able to find in a brief internet search were Blender (3D animation software that had its source code bought from creditors after a crowd-funding campaign) and Warzone 2100 (Game that had its source code released after a successful petition). With those two examples of different strategies in mind, have any of you ever participated in any efforts of this kind, and what did you learn from it that may be useful to someone else attempting the same thing? Even if you have not participated, do you have any suggestions or ideas that may be useful to such an effort?"

56 of 234 comments (clear)

  1. The google's way ? by Taco+Cowboy · · Score: 3, Insightful

    Google did open-source some of the commercial-wares - by acquiring the company
     

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    1. Re:The google's way ? by hawkinspeter · · Score: 4, Insightful

      I don't see that as too much of a problem. Freedom to modify software running on your own computer is important, but you shouldn't need to modify code running on someone else's computer.

      --
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    2. Re:The google's way ? by bhcompy · · Score: 5, Insightful

      They're not selling it, they're just using it. No one bitches when Random Dude modifies code on his end for his own purposes, why does it matter if it's Random Corp instead?

    3. Re:The google's way ? by Hognoxious · · Score: 2

      Have you even read the GPL? The key word is distributing. Running it on your own machine does not constitute distribution.

      --
      Confucius say, "Find worm in apple - bad. Find half a worm - worse."
    4. Re:The google's way ? by Dr_Barnowl · · Score: 4, Informative

      There's a license for that ; the Affero GPL, which has the same terms as the GPL but counts use of the software via a network to be the same as distribution. But you can expect all but the most hardened Free Software advocates to avoid that one like the plague.

    5. Re:The google's way ? by bhcompy · · Score: 3, Insightful

      No, they're not selling the program. They're using the program as a means to make money. There is nothing wrong with that.

    6. Re:The google's way ? by Lumpy · · Score: 2

      If you dont distribute the program you dont have to release code. They are playing by the rules.

      --
      Do not look at laser with remaining good eye.
    7. Re:The google's way ? by KiloByte · · Score: 4, Insightful

      Most hardened Free Software advocates consider Affero to be non-free. It introduces usage restrictions, which go against Freedom 0 ("the right to use the software for any purpose"). It also prevents most code reuse: you can't take a part and put it inside your program if it interacts with users in a way that doesn't provide means of file transfers.

      Sadly, RMS has brain farts sometimes. The GFDL, for example, with a literal reading prevents locking the door to a room you have your computer in: keys and door locks might be 14th century technology, but are still a technology. Or, you can attach an "Ode to Hitler" to the work and have it immutable and unremovable.

      Of course, erring the other way is wrong too. Some folks says it's good that clang is BSD-licensed. Wrong: that allows Apple to take your contributions and close the whole rest of the toolchain. I can't cross-compile for Mac, can't test build without being a Mac user, etc. With Windows there are no such problems: I run daily test builds for Windows from the comfort of my Debian box, can test any version of Windows in a virtual machine, etc. But on Mac? I have to beg someone to run a Mac build, and if there's a toolchain-related problem, there is nothing that can be done. Can't build stuff for OS X 10.4 because the compiler crashes (bug long fixed upstream...), can't build for PPC-based Mac, and so on. This is why freedoms ensured by the GPL are so important.

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    8. Re:The google's way ? by hairyfeet · · Score: 5, Interesting

      Sigh, I just wish I had saved the emails from when I tried talking to some of these defunct game rights holders, because it would have been a perfect example of why we need shorter copyrights and a "use it or lose it"clause but frankly after spending nearly 6 months TRYING to deal with them frankly they just made me wanna puke.

      I probably better explain...anybody remember those old shareware discs we got during the days of Win3.x-Win98? You know, those ones filled with cheesy little games from all over the place? Well me and a buddy had the idea that because you can't play those anymore without major hoop jumping that is frankly beyond most, and that is if you can even find the games in the first place, that we'd cook up a nice little GUI frontend to DOSBox and sell flash sticks with these shareware games on them, just to let folks who never got to have that see what it was like and for old farts to have a trip down memory lane.

      Now we of course never expected to make any money off of that, any changes to DOSBox would of course been GPLed and the price we were gonna go for was a few bucks over cost plus shipping with the few bucks being split between the guys that had wrote the shareware titles. For us it was strictly a labor of love thing, both me and my friend had kids and we wanted to let them see what it was like when we were their age, so what happened?

      We quickly found out that even with games that hadn't been in print in 20+ years and that frankly never sold worth a shit in the first place (we're not talking Doom here folks, we are talking those cheesy knockoffs and platformers and puzzlers) that when we found the owners the amount of sheer fucking insane levels of greed was beyond nuts. There were several wanting 4 and 5 figures up front NOT for the code, NOT for even the complete game, but just for the right to use the original shareware! And many wanted the rights to OUR code on top! The sad part is we also found that we could just go the Chinamart route and say fuck the IP bullshit and get it done that way.

      In the end we just gave up, and likely that is what they'll have to do in TFA. With copyright law as it is your grandkids will be in the nursing home before these games are PD, if they EVER are, and the ones that end up with the rights act like every 5th rate game that was placed on a floppy or CD with a dozen other games should bring in the kind of revenue it would have if it was Ms Pacman. Good luck dealing with these greedy bastards friend, because they would rather not do a damned thing with it than settle for less than what a AAA game would go for, I swear its fucking insanity!

      --
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    9. Re:The google's way ? by dontclapthrowmoney · · Score: 2

      How about Rule 34a: If it exists, there is dodgy car analogy porn about it?

    10. Re:The google's way ? by whatthef*ck · · Score: 2

      We quickly found out that even with games that hadn't been in print in 20+ years and that frankly never sold worth a shit in the first place (we're not talking Doom here folks, we are talking those cheesy knockoffs and platformers and puzzlers) that when we found the owners the amount of sheer fucking insane levels of greed was beyond nuts. There were several wanting 4 and 5 figures up front NOT for the code, NOT for even the complete game, but just for the right to use the original shareware! And many wanted the rights to OUR code on top! The sad part is we also found that we could just go the Chinamart route and say fuck the IP bullshit and get it done that way.

      Sounds like they gave you guys the "go away and quit bothering me" price. I might do the same thing if someone contacted me out of the blue asking me to sign over rights to something for them to sell, with the assurance, of course, that they "never expected to make any money" off it.

    11. Re:The google's way ? by hairyfeet · · Score: 5, Interesting

      But you see we were asking for NO RIGHTS other than the right to put it on the stick, that's all. no IP rights, no right to even put our names on the stick other than whatever plug the DOSBox guys might have given us because that would have been there under creators instead. We offered to give them links to any product they wanted to sell, contact info, anything they wanted without asking to do anymore than those original CDs did back in the day, simply offer them up to people at a cheap price. hell we weren't even gonna ask for the rights to use any of their images in the artwork, instead letting them choose whether they wanted to put something from their game or a logo or not.

      so they went from getting an equal cut of every cent over the cost to...nothing. absolutely fucking nothing. Not a SINGLE ONE of the games we were looking at had been in print or sold anywhere for ANY price since the days of Win95, in fact we had gone out of our way to buy up old as the hills shareware discs to purposely find the weird quirky crap you'd find on the discs back then. And I'd remind you that the whole point of those original shareware discs was to sell a taste of a game and link back to the owner with contact info so they could sell you the complete game, not to get the same price as the next Gears Of War, yet that was EXACTLY what these companies wanted. To put just 5 games on the stick we would have had to sell each stick for more than D3, do you HONESTLY think anybody is gonna pay diablo 3 money for a game running in DOSBox that hasn't been touched in 20-25 years?

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      ACs don't waste your time replying, your posts are never seen by me.
    12. Re:The google's way ? by hairyfeet · · Score: 2

      Thanks friend, i'm surprised how many seem to keep ignoring that, but that was the ENTIRE POINT, to recreate the days of shareware and just like the days of shareware we would have had links going back to the parent companies for the full games. hell we even offered to donate our time to get their full game up and running in DOSBox so they could have it pre-packaged and ready to sell on their website for whatever price they chose, it would have been practically free money for them. they would have not only gotten a cut of every Shareware Stick we sold, they would have had the FULL SALES of any complete copies they sold, without us getting a red cent of those.

      Hell we figured the MAX we would get is 25c a stick which would have been used to buy more shareware discs and contact more companies. We had hopes of making genre sticks, best of shware puzzlers, platformers, megasticks with dozens or hundreds of games like the big Win95 CDs, and frankly we wouldn't have been making jack shit it was ALL gonna be going to the companies that made the games, we just wanted to make it easy for folks to play them again.

      In the end it just shows what uncontrolled greed leaves you with, nothing but worthless IP. Most of the game designers were long gone, the companies bought up ages ago and passing through a dozen hands until it ended up with some PHB who looked at every old piece of code like it was Donkey kong, damned shame that we couldn't have shared our childhood with everyone else by letting them see what shareware was like, but that's greed for ya.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    13. Re:The google's way ? by hairyfeet · · Score: 2

      I wish that were so friend, but according to a lawyer that is an old friend of my buddy who was gonna do it with me frankly it didn't matter what kind of rights were on the original CDs as they could just bury us in motions and break us, we just didn't have the kind of money to afford standing up to lawsuits. And we made it VERY clear we didn't desire ANY rights to the games themselves, nor were we asking permission to distribute the full versions, we even offered to help work for free on a DOSBox version of the full game they could sell on their website which we would have happily linked to.

      No friend I wish I could chalk it up to something else but in the end it was simply PHB greed that made sure your kids can't pick up a Shareware Stick and got to try all those quirky shareware titles and even buy the full versions from the rights holders, which we had planned to provide full links to and made it clear that "If you liked the shareware version you should try the full game!" but these companies were bought up long ago by vultures at firesale prices when the bottom fell out of the shareware market and now they would rather just sit on the IP than allow even the original shareware titles to be distributed without giving them a check for probably more than they paid for the entire company.

      But if you were to try distributing new copies of those old discs according to our lawyer friend you WILL be sued, and no matter what the license.txt says you will still have to pay for a couple of years worth of lawyer's fee and court motions, we just couldn't afford that. Just one more nice thing we can't have due to insane copyright laws.

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      ACs don't waste your time replying, your posts are never seen by me.
  2. Become Rich by ilikenwf · · Score: 4, Informative

    Buy the rights, and then release it... Honestly, looking back, very few instances of these things happening have been the case...I mean, there are the cool companies that sometimes do it like the rare instances mentioned, and there's other companies that roll them out after their initial profitability has died (Quake, etc).

    That said, short of buying the rights to the source, I doubt you'll get very far even with a petition. Look at us Linux users asking nVidia to fix the problems or opensource the blob...

    1. Re:Become Rich by wvmarle · · Score: 4, Insightful

      And even "buying the rights to the source" may be easier said than done: it only works if the complete source is copyrighted by that company.

      It is very well possible that they use bits and pieces of software written by others, for which they do not have the right to redistribute the source, but only the binary linked to their own software. This I have seen before as argument why a source could not be released, or if released, only incomplete and would not compile.

    2. Re:Become Rich by jellomizer · · Score: 5, Informative

      Releasing a previously closed source project to open source is much harder then people realize.

      1. You have to deal with many copyright owners. If you look at some titles you may see mutable companies connected to it. Some of these companies have been closed or acquired however there is someone who still own some copyright. You need to get all those parties to agree.

      2. You might open source it. But it probably can't be GPL. Sometimes you will find that they used third party libraries. That are closed source and those companies are active in the developments libraries. Assuming these library owners allow you to release the source with there reference in them.

      3. Companies will sometimes hold onto the title to make a remake/reboot/sequel later. Or they will sell a package cd of all the games. So they will not want to open the game up.

      In general even if you own rights to the source you may not be as free as you thought.

      --
      If something is so important that you feel the need to post it on the internet... It probably isn't that important.
    3. Re:Become Rich by pipatron · · Score: 2

      3. Companies will sometimes hold onto the title to make a remake/reboot/sequel later. Or they will sell a package cd of all the games. So they will not want to open the game up.

      I think this is one of the things they are the most afraid of, and the most ridiculous thing to be afraid of. Take for example the case of Diablo III. Wouldn't it have been seriously cool if they had released the source code to Diablo I just before the release of Diablo III? It would be all over every geek blog and new site, and it wouldn't hurt a bit.

      It's stupid to think that someone wouldn't buy Diablo I in a collectors box just because they have shown how it was made. And they still have whatever rights to the trademark as they did before. I just can't see any problem here.

      We're talking about old games here. Games where it would be insane to think that you would take even one line of the source code to base a sequel on.

      --
      c++; /* this makes c bigger but returns the old value */
  3. ID by Anonymous Coward · · Score: 4, Informative

    ID Open sources most of their stuff after a few years. Further than that, John Carmack goes through to add comments, clean up code, and in the case of a feature that was settled after a patent dispute with someone else, re-implemented the offending bit of code prior to release. (Seem Doom 3 engine)

    Cheers
    Kactus

    1. Re:ID by Anonymous Coward · · Score: 5, Insightful

      Yes, but they develop everything in-house. Once you start contracting for the engine, art, sound, etc., it becomes more difficult.

      And what company wants to release code today in our litigious environment. Patent trolls would have a field day. It is safer for most companies to keep their code locked up than to allow these patent trolls to freely search and find 6 lines of code that they think violates a patent.

    2. Re:ID by Eraesr · · Score: 3, Informative

      And what company wants to release code today in our litigious environment

      The Doom 3 engine source code was released in November last year and John Carmack has already said that when the time is ripe, he'd do the same with id Tech 5 (the engine that powers Rage). So there's still (high profile) people that believe in it.

  4. The Ur-Quan Masters by tonique · · Score: 4, Informative

    One further example is Star Control II whose source code was released by the developers. The result is known today as The Ur-Quan Masters. And, of course, Wikipedia has a whole category for formerly proprietary software...

    1. Re:The Ur-Quan Masters by Anonymous Coward · · Score: 4, Informative

      I seem to be missing one of the most famous examples in that wikipedia article. Famously, Netscape open sourced their formerly closed-source browser, because it made business sense: It permitted them to stay competitive in the marketplace.

  5. the Triplane Turmoil case by lindi · · Score: 5, Interesting

    I liked Triplane Turmoil, and old shareware DOS game, a lot. When I met the original developers by accident I offered to help port the game to SDL and managed to convince them to release it as open source: http://triplane.sf.net/

    1. Re:the Triplane Turmoil case by Anonymous Coward · · Score: 2, Informative

      Looks like a clone of the classic Sopwith game from 1984,
      http://en.wikipedia.org/wiki/Sopwith_(video_game)

      now Free with GPL-goodness!
      http://sdl-sopwith.sourceforge.net/

      apt-get install sopwith (although the original .exe(.com) version run in DOSBox is still more mature)

    2. Re:the Triplane Turmoil case by tjt2 · · Score: 4, Interesting

      As one of the original developers, I would like to point out that it was always clear that the game would eventually be released as open source. The only question was to find time to port it, so it would not be dependent on closed or unavailable libraries.

      I would also like to thank for the port.

  6. Allegiance by Areyoukiddingme · · Score: 4, Informative

    I can't answer the question either, but yet another game that has been open sourced that's missing from the Wikipedia list is Allegiance. http://www.freeallegiance.org/
    The game was originally published by none other than Microsoft. Shocking, I know, but way back in prehistory (1999), Microsoft actually released some complete open source software. A game.

    I'll pause while our older members grab their portable defibrillators....

    Yes, Allegiance is open source and has enjoyed ongoing software development as well as a community-contributed texture "face-lift" to improve the look of the game. It has not made its way onto Linux because it was originally implemented with Microsoft's orphaned DirectPlay, and no one has been interested in replacing the entire network implementation. Its anti-cheat system, which was community-developed, is also dependent on Microsoft libraries unavailable on Linux. (Though possibly Mono has advanced far enough that's no longer true. Regardless, it's anti-cheat geared for Windows, so it's not especially portable.)

    For those interested, it's an arcade-style space combat game (think Wing Commander, or the original X-Wing and Tie Fighter games) where two teams fight to control the arena. The added wrinkle is the addition of RTS elements, including a single human commander for each side who plays in RTS mode. Yes, it's that holy grail of games, an RTS/FPS hybrid. As it turns out, RTS/FPS is a hard game to learn and a hard game to play, so it has never enjoyed great popularity (contrary to the popular opinion of a million vocal wannabe game-designers on the forums of the Internet).

    As with most small, insular Internet communities, the players tend to be snobbish and stand-offish to newcomers. Goes with the territory.

  7. Value to the company by humanrev · · Score: 4, Interesting

    A software company might (and I emphasize MIGHT) be willing to open-source some old commercial software they own if it can be shown to be of benefit to them. Simply doing it for philanthropic purposes is unlikely to sway most companies, but if, say, a newer and better version of their software is coming out and the old, discontinued version people are asking for is of no threat to their profit margins, then that might be enough of a motivation as it would increase publicity, improve the image of the company (good PR is always helpful), and all the side benefits as well.

    John Carmack open-sources all the engines he writes for iD software after a while, once the engine is no longer deemed commercially viable. It's unlike anyone will use the Doom 3 engine (technically id Tech 4) for example in a commercial game as it's been superseded by modern engines, and virtually no-one plays Doom 3 online so the threat from exploits is redundant. This is a great idea since it means projects such as iodoom 3 can be born to improve the engine and allow hobbyist developers to use it in their own games. I wish Valve would open source the original Goldsource engine used for their Half-Life 1 based games, but that will never happen as long as Counter-Strike is still actively played.

    --
    Most people on Slashdot are fucking idiots.
    1. Re:Value to the company by TheRaven64 · · Score: 2

      Mod up. If you want a company to, effectively, give away an asset then you need to give them a reason to do so. This typically means either offering them money (which can be counterproductive, as it may make them think that the software is worth more than it is) or persuading them that the goodwill is worth more than sitting on some copyrights for a thing that they're no longer distributing.

      The iD case is a bit more interesting, because they make most of their money from selling commercial licenses. Their business model with regard to the open source engines is similar to MySQL AB (before the Sun purchase). You can create non-commercial games with the open source version, but if you want to sell it you buy a proprietary license. More importantly, you can create games for fun with the GPL'd version, and then when a company wants to hire developers to write the next FPS they have a large pool of potential candidates with experience using an iD engine, rather than one of their competitors. Using a license as restrictive as the GPL means that most potential iD customers won't consider using the open sourced version - or any derivatives - instead of the proprietary one.

      --
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  8. OS/2 Lesson: Legal & Copyright hassles by PolygamousRanchKid+ · · Score: 4, Insightful

    A lot of folks wanted IBM to open source OS/2 after its sunset. One of the stated reasons why they didn't open source it, was because parts were jointly developed with Microsoft and others, who had joint copyrights. There would have been too many legal and copyright hassles necessary to get open sourcing done. Device Drivers were especially a big problem.

    This could be true with a lot of other dormant software. Maybe nobody really knows what potential copyright issues are involved, and nobody wants to take on the liability by open sourcing it themselves, because it might cause litigation grief later.

    --
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    1. Re:OS/2 Lesson: Legal & Copyright hassles by Richard_at_work · · Score: 2

      The problem with OS/2 is that it's still making money for IBM - Serenity Systems bought a source license (with royalties) and continues ecelopment of an OS/2 based operating system called eComStation, which is still actively developed. It's far from dormant software.

    2. Re:OS/2 Lesson: Legal & Copyright hassles by ThatsMyNick · · Score: 2

      This is about licensing agreements between IBM and Microsoft (other third parties), unless they made their licensing terms dependent on copyright lifetimes, it has nothing do with copyright terms. This is contract law, not copyright law.

    3. Re:OS/2 Lesson: Legal & Copyright hassles by wvmarle · · Score: 2

      Transfer rights in full to a separate company: a shell company set up just to hold those rights. Say all the rights IBM has in it they transfer to this "OS/2 source holding ltd" company.

      Have the OS/2 source holding ltd. release the whole thing - put it on ftp and let the world back it up.

      Close that company.

      Now who you gonna sue?

    4. Re:OS/2 Lesson: Legal & Copyright hassles by Kjella · · Score: 2

      Agreed, but if the copyright on something has expired, then companies should be free to open up something like that to the world.

      Why? A contract may very well stipulate conditions that go beyond the copyright term. "Should be" != "is"

      For instance, in this case, let's say IBM chose to open up OS/2 Warp. They could get an agreement w/ Microsoft and all surviving companies to be okay w/ releasing it under any agreeable license. Same for device drivers.

      If you need an agreement they could try it today, it'd still be a helluva lot of work to track everyone down and many would either refuse or make outrageous demands.

      However, if the device drivers concerned are of certain discontinued products, feel free to publish them, given that they are not otherwise actively supported.

      So you're the law now, since you can tell them to "feel free"? Are you going to indemnify them when some liquidation company somewhere finds they have some IP rights lying around collecting dust that they can sue for? The risk of even one lawsuit of "up to $150,000" plus lawyer time is enough to scare away any interest in the project.

      --
      Live today, because you never know what tomorrow brings
  9. Reach out the the owners? by anilg · · Score: 2

    For small to medium software, the reason it isn't sold anymore is that it was probably not successful commercially. Find a way to reach out to them and see if they would be interested in releasing the code (and if they own the entire copyright).

    I recently helped revive a 5 year old screenwriting software (http://www.trelby.org), which is a niche editing field, ruled by 200+$ alternatives (Final Draft/MMS). I work on this simply because this will more than serve the need of most of the market, and it's fun to program. I could do that because the original developer had opened it when it was not successful commercially.

    --
    http://dilemma.gulecha.org - My philospohical short film.
  10. cross licensing problems by bloodhawk · · Score: 4, Insightful

    Plenty of games, even old ones are not entirely inhouse developed, why reinvent the wheel when plenty have already done it before you. Hence they buy 3rd party engines and routines that they have no rights to open source thus dooming the game to never be open sourced even if the game developer would not mind doing so.

  11. Not always an easy decision. by flimflammer · · Score: 2

    It's not always easy for a company to just up and release the source code to their games, as many aspects of it may be entrenched in proprietary licensing. Physics, sound, rendering engine, etc. Entire sections of the code that can't be released, which makes much of the game what it is. It's hard to convince a company to spend resources going through their old source code, plucking out the code that can be released, and then letting it go. It might give them public good will, but it costs them money and the return could end up being very little.

  12. One of the more famous recent cases by thegarbz · · Score: 4, Interesting

    The original Prince of Persia was recently open sourced after the developer found the once thought lost source code on a floppy hidden away somewhere.

    1. Re:One of the more famous recent cases by Anonymous Coward · · Score: 2, Interesting

      One of the authors of the original Elite (on the BBC Micro) released the source years ago. Sadly, it's pretty much incomprehensible. I used to program on that platform, but endless pages of uncommented assembly language with multiple instructions per line are actually harder to read than a well formatted disassembly.

    2. Re:One of the more famous recent cases by ratbag · · Score: 3, Informative

      Before you visit the source code page, switch your "90's web page design mistakes" filter to maximum.

  13. terrible beauty: public domain in the modern world by neurosine · · Score: 2

    I think this was the reason for the existence of the Public Domain, where copyrighted works were available royalty free to the public after 50 years. I'd really like to play Redneck Rampage. For that reason I'm really just sort of spinning my wheels until I'm 74.Of course, they could open source it sooner. I'm not sure if Xatrix still exists though. Or if any of todays paridigms will apply at that time.

  14. All sorts of reasons this is harder than it seems by jonwil · · Score: 2

    Reasons why getting companies to open-source stuff is hard include:
    1.They may not have the code anymore (or it may be in some archive vault somewhere and difficult to find)
    2.3rd parry copyrights on the code (e.g. licensed game engines, licensed middle-ware etc)
    3.3rd party patents (e.g. anything that supports any flavor of MPEG or e.g. the Creative Labs patent that ID hard to work around in releasing the Doom 3 source code)
    4.Licensing (e.g. movie or sports tie-ins)
    5.Cheating or hacking (publishing the code may make it easier to cheat or hack the program)
    6.NDAs (e.g. the NDAs for platforms like the XBOX 360, PS3, WII or the hardware NDAs for things like PowerVR GPUs or the NDAs for anti-piracy solutions that may be integrated with the code)
    7.They may still be using some or all of the code (or derivative versions of it) in current software.
    8.They may not want to open source something old and not-sold-anymore if the result would be competing against things they are still selling.
    9.They may not want to give their competitors an edge by opening up code that their competitors might want.
    and 10.Cost to review the codebase and make sure that you are free of the above items

    It depends on the company, smaller companies are more likely to be willing to either release the code or to do a deal (as happened with Blender) whereas larger companies are less willing to entertain either open sourcing directly or to sell the rights (either to the software as a while or to the codebase but not the data/game/whatever).

    For example, it would be almost impossible to convince a large company like Electronic Arts, Activision Blizzard, Atari or Ubisoft to open source any of their stuff. (or in many cases to even support modding of their titles or share information/tools modders would need)

  15. Just dreaming by jones_supa · · Score: 3, Funny

    Even though it's a far cry, I would be excited for Minecraft to be open sourced. First of all, the performance issues could be fixed (by using a native language) and after that, the possibility for interesting modifications would be almost endless. Another gem is the first Rollercoaster Tycoon, which according to Chris Sawyer was coded in pure assembly.[1]

  16. The Decent Series is open source by angel'o'sphere · · Score: 2

    That is a space pilot multiplayer first person style shooter. A bit like a flight simulator.

    --
    Cost free eBook I read (by iBook/Kobo/Amazon/ObookO/Gutenberg etc.): "The Green Odyssey" by Philip Jose Farmer.
  17. What source? by Tim+Ward · · Score: 3, Funny

    Are we expecting that the source code still exists, and that the build system still exists, and that anyone ever wrote down any instructions for how to build it (let alone document the design)? Sure *some* old games will be properly documented and archived, but the way of the world is that this won't include *your* favourite game!

  18. how to do it by ddt · · Score: 3, Funny

    I'd probably set up a website where all these games can be found in a nice, attractive setting that makes them look like the museum pieces they should be- nicely lit, oak frames, black velvet, that sort of thing. Use all procedural textures for the wood grain, velvet, etc, so that they remain resolution independent and always look delish. Get the credits engraved in said wood next to every piece of framed box art, and inlay those credits with gold.

    Look for the dudes who did the work, the actual developers. And then approach the authors and explain that the site is going to be organized from top to bottom by which games have well-maintained source and which don't. Instead of rating them numerically, you'll just do it by turning the knobs on the degeneration on the procedural textures, so that the wood looks all rotted out, the inlay half-flaked away and over everything there's a thick patina of dust. So still looking classy but in an increasingly forgotten way.

    Then put a classy old collection cup somewhere in the frame there. If clicked on, it'll prompt for donation amount and then animate a corresponding number of coins that make a satisfying clinky sound and animation as they drop into the collection box, and then all the collections are split according to ranking. And you can donate directly to games by dropping coins directly into little miniature collection boxes right next to the lovely framed pictures with the lovely credits. And they'll be sent to the IP owners. If the IP owners are confirmed to be split the proceeds with the actual authors, you'll give that picture extra sexy lighting, finer woodwork for the frame, a richer, lusher, redder velvet.

    Give it a nice, pretentious name like The Gallery Eternal.

  19. Re:TA:K by Lotana · · Score: 2

    Well the graphical assets and the rights are probably owned by Atari.

    However, check out Spring open source engine. It was developed to run Total Annihilation, but expanded to be quite an impressive RTS engine in its own right.

    Perhaps if enough interest, someone will champion porting TA: Kingdoms assets to run under Spring.

  20. I collected vintage 1980s DOS software (not games) by Anonymous Coward · · Score: 4, Interesting

    As a collector and researcher (of regular software, not games)...

    Forget it. Most companies are not still around. If they are around, they're not the company they once were, and probably no one there even remembers the old software. If they are still around and remember their old software, they'll ignore you if you ask about it.

    This is a great tragedy. It's technically illegal to do research into 1980s software, because the only way you can get it is by violating copyright. Something has gone horribly wrong when doing history is illegal.

    Borland started releasing old versions of their software (not open sourcing them, just releasing the old binaries) but the usual happened: Whoever started this effort was quashed by the company changing hands.

    WordPerfect blew me off totally when I asked about 4.1, 4.2, and 5.1 - I found these at a "pirate" site.

    Will historically important programs like Turbo C, WordPerfect, etc ever be open sourced? Never. A whole chapter in the history of computing is essentially being lost. Only historians who know software very well and can set up emulators can even preserve this software, and only if they can find it.

    Even shareware versions are lost to history. Some "shovelware" images of old shareware BBSes have old shareware, but disk space was tight back then and historical versions are gone for good because the new version always replaced the old version. Very difficult to find 1980s shareware for any package with versions released in the 90s.

  21. It is (or was) being done for Apple ][ software by plate_o_shrimp · · Score: 2

    You could ask these guys how they go about it:
    http://lostclassics.apple2.info/

    --
    This sig has exceed its monthly bandwidth allotment.
  22. Good Old Games (gog.com) by Gaygirlie · · Score: 4, Informative

    While not directly an answer to the question posed, gog.com's community wishlist ( http://www.gog.com/wishlist ) is one way of reviving old games. Not all companies are willing to open-source their creations, no matter how exceedingly good arguments you make, but they might be willing to revive these old games if there was a way of getting even one dollar of profit out of it.

  23. URU Myst by Frans+Faase · · Score: 2

    URU in the Myst sequel of games has been open sourced by Cyan Worlds. See openuru.org.

  24. With small developers, just politely ask by pruss · · Score: 3, Informative

    I very politely asked the developer of the PalmOS 2sky astronomy app for this. In asking, I emphasized that (a) all I needed was his agreement to license under GPL2+ and a copy of the source code, that (b) I would do all the maintenance and support and that (c) I am an experienced PalmOS developer, and I think I listed my shareware and open source credits. He agreed, telling me that he turned down an earlier request. I thanked him very much for his generosity. I think my emphasis on how little work he would have to do with the release was important. Before release, I had to rewrite and/or use an open source library as an alternative for some SDK example code that was being used and that was under an incompatible license, and then update some of the data. He even sent me a dump of his old website, which I updated and put at open2sky.sf.net .

    In this, the hardest thing was actually tracking down the author and his email address. Then there was a lot of gruntwork rewriting code with an incompatible license, but that was fairly standard UI code.

  25. Re:I collected vintage 1980s DOS software (not gam by Joe_Dragon · · Score: 2

    One companies said that there old ver of some software was not up to there standers but they no longer offer there old mac 68k of it and they say that downing it from a "pirate" site is illegal.

  26. liberatedgames.com by SirGarlon · · Score: 3, Informative

    For games, there is already a site working on getting old products open-sourced: liberatedgames.com. They don't update super often but they do seem to still be active.

    --
    [Sir Garlon] is the marvellest knight that is now living, for he destroyeth many good knights, for he goeth invisible.
  27. I got a couple games released... by hypethetica · · Score: 2

    I'm responsible for 2 very, very old games (Jumpman and Beyond Castle Wolfenstein for the PC) to be open sourced and released, but it's reverse engineered source code and not original. I contacted the original authors (although in the case of BCW, Silas Warner had passed away, but his widow gave me permission). These games had passed through so many hands by the time I got around to them that the rights had simply been lost to bigger companies who didn't even know they owned them. Not only were the rights gone, but the original source code was always long lost.

    Hopefully someday the original source may materialize in some box of floppy disks in the back of a closet (see jordan mechner's recent discovery of Prince of Persia) but the odds of these things are so incredibly rare.

    About all I learned was that this is tough to do, very time consuming, and it's easier to ask for forgiveness than to get permission.

  28. Re:GOG.COM by SuiteSisterMary · · Score: 2

    I'll say this: I've bought games on GOG.com that I could turn around and pull off of my shelf. Why? Well, generally a) for the convenience of having a nice, all in one installer rather than, say, floppies or old scratched up CDs or whatever, and b) the work of setting up DosBox, getting rid of nonfunctional copy protection, and all that jazz is done.

    The only thing I'd change is to make games more amenable to custom DosBoxing. Wing Commander, for example, had a great General MIDI score. But you can't activate it in the GOG version, as the installer/configurer isn't included, and the settings file isn't really human-editable.

    --
    Vintage computer games and RPG books available. Email me if you're interested.