Ask Slashdot: Are The Days of Homebrew Gaming Over?
Croakyvoice writes "A few years ago the Homebrew community went from one console to another releasing some excellent software, from the Days of the Dreamcast the first breakthrough homebrew console, to the PSP which gave us the first handheld Nintendo 64, GBA and PSX emulators on a handheld. The last few years we have seen Microsoft, Nintendo, Sony and Apple all bring out means to thwart homebrew development. The app store on both Android and iOS have taken many homebrew devs over to try and break the market. The major consoles have so many firmware updates that the days of Homebrew seem to be numbered, is there a way back for the Homebrew Community?"
http://en.wikipedia.org/wiki/Betteridge's_Law_of_Headlines
I am literally 3000 tokens away from the chaotic crossbow --Stephen
Is the Xgamestation still around in any meaningful sense?
You can write a "homebrew" choose-your-own-adventure text game in minutes or hours at most.
Without some understanding as to what the author means by "homebrew", this question can't really be answered effectively.
Perhaps if there were an article linked, we'd get that additional information...
Even sites like http://psp-news.dcemu.co.uk/ and http://dreamcast.dcemu.co.uk/ these days are struggling because the vast majoriity of users have left these consoles behind and new consoles just arent getting hacked like they used to and the likes of Nintendo etc release so may updates that it seems genuine homebrewers dont stand a chance, hacking of consoles for pirating however is as strong as ever.
gaming is lots of fun when everyone makes up their own rules
it would be fantastic if homebrew had a trackrecord that produced meaningful software (outside of emulator ports). But for the most part, most homebrew turns out to be no better than Amiga demo scene at best.
XNA, yeah you can homebrew some games for the XBOX consoles... also there is a whole indie game store to!
Well, in the U.S. at least, if you could come up with enough campaign contributions to buy repeal of the DMCA, then sure. But considering the deep pockets of Sony, Apple, Disney, etc. it's going to cost you a LOT. Otherwise your only real shot is to get the Supreme Court to rule the anti-circumvention provisions of the DMCA unconstitutional. And as conservative as the Court is these days, you can pretty much forget that. The DMCA appears to be here to stay.
What political party do you join when you don't like Bible-thumpers *or* hippies?
There are a number of games made by enthusiasts for the systems that I grew up with. People are writing games for the C64, Atari 2600, etc. Not in the kind of numbers as back in their heyday, but there is still life non the less.
These systems are well known, fully documented. All of the tricks are there to try out, lots of great sprite editors, assemblers, etc. There is no need to homebrew only on phones.
As far as I know, you can still write a game in XNA, play it, distribute it, and indeed sell it in XBox Live.
Doesn't that kinda incorrectly assume the days of consoles haven't already ended?
I suppose homebrewers can release long after industry support goes away.
Its getting kind of bad in console land. My son's favorite game to play on the big screen is angry birds on the roku, when he's not playing on his ipod touch. At his age I was a little atari 2600 / Coleco monster. He does occasionally play some wii games, but the streamers and the app developers will eventually figure out multiplayer and then its bye bye consoles.
"Science flies us to the moon. Religion flies us into buildings." - Victor Stenger
Given that you can buy a completely functioning computer for about £30/$50 then I would say they've just begun again!
Unless homebrew means "writing software by breaking through console security", there's plenty of homebrew out there.
The fact that Android is mentioned means the original question is vague to begin with!
First off, Android has basically no restrictions - you can install any app any which way you want. There's no "security" to break through so homebrew is basically legitimized - anyone can download the Android SDK and whip out an app. For iOS, it's mostly true as well - homebrew apps games well, they just get the SDK, pay $99 and publish it.
If you want apps that Apple doesn't approve, there's jailbreaking (all Apple devices except AppleTV have a method to do so - all iPhones through (and including) the 4s, iPod Touches and iPads), of which there's a homebrew community as well.
And the Xbox has a homebrew games community they call Xbox Live Indie Arcade as well.
Then there's the venerable PC which even with Mountain Lion can still run any valid executable code.
Of course, if the question is about people breaking security for fun, there's iOS jailbreaking and console security busting.
Between the PC, Xbox Live Indie Arcade, Android, and iOS, there's an outlet for one's programming talents that has legit paths that require no work to customize, really. And since the signing keys for the PS3 are public as well, the PS3 is also an open target that no firmware update can remove (though you can get your console banned from PSN if they discover "strange packages" installed on it).
Perhaps the better question is - what is the real question?
But the odds of being a success is drastically reduced. There is a race to the bottom, cheap and simple games are now produced by large companies in bulk. Takes a real diamond in the rough to stand out these days.
that did not have any vendor lock-in problems ...
What's so special about running code on a console? Why not just run your code on a PC, a Raspberry pi or a rooted Android phone? They all have HDMI ports and work with console controllers.
n/t
Warning: this article may contain humor, sarcasm, parody, and perhaps even irony. Read at your own risk.
I don't understand what it is that people are being prevented from doing. If you want the widest possible audience for your DIY game and want to make a few bucks, go for iOS; $99 isn't that big a barrier to entry. If you don't want to pay the $99 and/or want to do one of the specific things with your game that Apple says you can't, write for Android. Or just code for a standard PC operating system. There is nothing special about modern consoles; they're basically just restricted and usually outdated computers. You can hook any modern PC up to your TV through the HDMI port.
Between XNA, Steam, flash games, iOS, Windows Store, Kindle Store, Google Play, and the upcoming spectacular failure Ouya, the homebrew gaming scene is better than it has ever been.
StoneCypher is Full of BS
Older consoles were not particularly complex and used moderately common parts so you could hack them and make your own games since things were generally well documented.
These days consoles are generally far more powerful than your average PC with custom hardware (so you're not emulating it) and good luck making games without manuals, etc to tell you where to even begin coding. Without an emulator you can't code and test on your PC. Every change has to go through the process of loading it onto the actual console.
In addition, with certified channels, you don't need to go through the hassle. If you want to make games, anyone can for iOS and Android and if you have talent you can get picked up by a developer with the proper tools to work on consoles. XBox is pretty much a standard PC so you can use DirectX and if it runs on your computer there's a very good chance it will run on the XBox. MS released XNA to make XBox development accessible to people.
So again, the whole "homebrew" thing is either supported or not. If it's not supported by the console maker, it's just not worth the hassle. If you really want to get into the game programming business it doesn't matter what platform you work with. Most people now just use the PC, Android or iOS since that captures the bulk of the market and proves you value to any development company.
Homebrew hasn't gone away. The historical "hacking" aspect of that term has just been rendered mostly moot.
Work Safe Porn
Android Handhelds and related:
http://obscurehandhelds.wordpress.com/
http://www.theverge.com/2012/6/8/3072142/power-a-moga-controller-hands-on
http://www.engadget.com/2009/12/11/odroid-the-android-gaming-handheld-now-shipping-to-android-gam/
http://www.wired.com/gadgetlab/2012/04/android-gaming-tablet-looks-remarkably-similar-to-sony-psp/
http://arpandeb.com/02/2012/gadget-preview/3-handheld-android-gaming-tablet-consoles-review.html
Android dominance:
http://news.cnet.com/8301-10797_3-57448990-235/gaming-handhelds-relegated-to-niche-status-by-ios-android/
http://www.phonearena.com/news/Nintendo-claims-the-iPhone-killed-the-handheld-game-console_id29533/
"You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
Starcraft II implemented the best custom game making system in gaming history. Since SC1 ran steady for like 12 years and set records for the longest time on store shelves primarily because of user-made content, that makes sense. They're both RTS games but I made a board game out of a map :-P It's practically a programming language wrapped in a premade graphics engine so you can make any kind of game you want inside it. Many, many people have made tower defense and full blown RPGs with leveling and saving. Some are even D&D-based. So just because the big name consoles are blocking people out left and right doesn't mean people can't design their own games anymore.
I'm not sure if this article is just asking about emulators of older systems on the new handhelds, or things like pspdev's psptoolchian... But my main two cents is that what homebrew gaming is right now, might live on in HTML5 apps.
http://www.wiibrew.org/wiki/Main_Page
Wii homebrew still gets made, emulators get updated still. It's slowed down, but after we hack the Wii U, I imagine there will be a bunch of new stuff.
Stuff still gets made for the Xbox 360, the PS3.
Wouldn't even need to ask the question if you googled the various scenes.
Be seeing you...
When I homebrew, I create a batch of beer. Then I put it in a keg marked "BUD LIGHT (but better!)" and sell it to bars. But Anheuser-Busch served me a C&D and now I can't do that anymore. Is this the end of homebrewing?
Everything is better with chainsaws.
I think the Ouya (or any of its clones that recently sprung up) would actually offer what these people were after: a platform on which they can run their own software, and even distribute it. Sure, the fact that they no longer need to break into their intended platform through a vulnerability might not make it as "edgy" as it used to be, but one could state they now should "go legit" and not fear crippling firmware updates but rather applaud modifications that enable extra possibilities.
IMO homebrewers want to develop and share. As more open-minded hardware configurations become available and are somewhat standardized, to me it would seem to be the ideal growing ground for the homebrew community. Any actual homebrewer that wants to address this assessment?
You can always develop for this thing: http://www.kickstarter.com/projects/ouya/ouya-a-new-kind-of-video-game-console It will be available to buy March 2013.
Why did the chicken cross the road? Because Elon Musk put an AI chip in its head.
He says they lack homebrew, but I can go and get a XNA or playstation mobile license quite easily and make games. It seems what the GP has a problem with is the lack of easily accessible pirated content, which of course the platform makers try to fight.
Generalized homebrew computing, hardware and software, is more important. From this, all specialized homebrew computing is dervived, including homebrew gaming.
There is a woman (yes!) who homebrews here own transistors. Her IC fab tech is probably just a handful of transistors now. Figuring out sand -> computer is the ultimate answer to corporate DRM; but we don't have to go that far. As long as you can buy components, you can build a computer. As long as you can build a computer, you can homebrew whatever software you want on it.
No, it won't be handheld in the foreseeable future... or even safe to leave plugged in unattended; but it'll exist. Our guys are out there. You can't beat us.
I don't always homebrew, but when I do, I put it in a keg marked Dos Equis.
Stay thirsty my friends.
This is about the fourth time I've seen this in a week here and almost never before that.
But there may be a gaping flaw:
"Won't someone Think of the Children?"
My first Journal Entry ever, in 8 years! http://slashdot.org/journal/365947/aphelion-scifi-fantasy-horror-poetry-webzine
Say what? The Atari 2600's first homebrew came out in 95, a few years before the Dreamcast was even released.
I've got a few 2600 projects underway. One's Space Rocks, an updated version of Asteroids: http://www.youtube.com/watch?v=Mi2r8hnH9B8
another is Frantic, an updated version of Berzerk/Frenzy http://www.youtube.com/watch?v=wRxdl2T8nlQ
ROMs for both can be found at my AtariAge blog. They can be played in Stella (cross-platform 2600 emulator) or on the real thing using a Harmony Cartridge. http://www.atariage.com/forums/blog/148-spicewares-blog/
The third (and possible fourth) project will be announced later this year.
It's time to start trolling the trollers. Headlines like this deserve such a response.
It's really getting old to have it under half of the submissions.
Which will be Microsoft's demonstration of how not to lock down a platform. Expect shifting requirements, app-breaking security updates, complete incompatibility with Win 9 and the endgame: MS screwing homebrewer, developer and gamer alike when they pull the plug on their ill-conceivef monstrosity.
It's time to start trolling the trollers.
If I wanted that I'd just go to 4chan.
At this point, the hardware and dev tools have become advanced enough that developing "homebrew" games for a modern console is no longer significantly different from developing games for a PC or Android or iOS. If you want to make a game, you just make it for Steam. If you want to make a demo, you just make it for an old system and people run it on an emulator. If you want a portable clone of another game, you make it for Android/iOS. It's not that homebrew is "over," it's just changed to suit what makes sense on modern platforms.
Homebrew was necessary in the past because there was no outlet for hobby game developer to develop on "closed" game platforms.
Today, there are SO MANY outlets for hobby game developers to create content that it is no longer necessary to "hack" a device to get your content on it.
I don't think its a question that manufacturers are finding ways to "lock down" their systems, just that they have provided alternative ways to independents to get content on those boxes.
For instance, why "hack" a homebrew game onto an iOS device? Apple opened the door for anyone to develop content for their platform, and while Apple's platform isn't as "open" as many would like, you have to either be blatantly discriminatory or outlandish to not have an application posted on iTunes. If iOS isn't open enough a platform for you, then Android welcomes all the rest of the apps Apple won't touch. That too closed for you, then fire up a website with flash/HTML 5 and build your own game online directly without much censorship.
It's kind of lame to pursue hacking a system that embraces independent development. While some companies haven't quite figured it out yet (Sony, Microsoft, Nintendo), companies like Apple, Google and Valve are new champions of relatively open hobby game platform. I know people get a rush out of doing something they are not supposed to do, but spending a lot of time and effort to break into a system when your buddy already posted, and perhaps making a profit, on a hobby game on the same system is silly.
I haven't thought of anything clever to put here, but then again most of you haven't either.
Never heard of it.
I'm currently working on a homebrew modern jet combat flight simulator. For this I'm using JoGL+JOAL+JInput+JOCL. These contain embedded native libraries that work on lots of platforms (including, but not limited to Microsoft's platforms). The tools are all free/Free which means you can share everything with collaborators and clients without them having to get additional licenses. I use these technologies at the moment and apart from small variations between AMD and NVidia drivers on different platforms (which affects you no matter what technology you use) the code just works. I can move the same binary between Linux, Mac and Windows and it runs sweetly (and with very high performance since you can use the GPU as well as if you used C/C++).
For this particular genre (combat flight *simulation*) neither consoles nor phones have enough power to be viable targets. PCs (Windows and Linux) and Macs have sufficient hardware to be useful. Perhaps the next generation Playstation may have enough Video RAM to make it worthwhile as a target, but the expensive development kit, system limitations, and (most importantly) different target market (twitch gamers who don't really have an interest in simulations) make it more than 'low hanging fruit' (unlike Windows/Mac/Linux).
So, homebrew gaming is alive and well for myself and others. It's just not on consoles. Consoles are out of my field-of-view to the same extent that PCs&Macs are similarly out of the field-of-view of console/phone/tablet gamers (and the publications that serve them). I do have a PS3 but the games don't appeal to me (the PC versions of the same games are vastly superior, thanks to the vastly superior resources of a decent PC).
Go to kickstarter and look at the "Ouya". Basically, it's an Android console but it's WIDE open. It has had a huge backing and is looking to release next year. I think homebrew will make a nice comeback. It has a bunch of other cool things about it. (Look below for the haters).
While I agree with other posters that "homebrew" carries on but just looks different on different platforms, it is disappointing to see homebrew communities for older platforms fade out of existence. I was quite involved with the GBA/DS homebrew scene, but that has mostly disappeared by now. It's a ghost town over at gbaDev these days.
There will always (hopefully!) be somewhere for hobbiest and independent game developers to show off, but homebrew console gaming as it has been defined during the last 10 years is certainly declining.
I do miss it though -- there was a certain excitement about getting something running on your GBA that isn't quite there when I write code for modern portable devices. (Although I also wonder if part of that is nostalgia).
You want homebrew? Now THIS http://belogic.com/uzebox/index.asp is homebrew!
... a censor is a person who is tasked with reviewing material in order to decide "officially" whether or not it is appropriate. /. moderators fill _precisely_ that purpose. The whole point of having moderators is to mark up the most worthy comments and mark down the most unworthy.
---
Retrogames Feed @ Feed Distiller
What are you smoking. The Xbox and the Apple hardware are perfectly capable of homebrew without hacking the damn things.
The problem, as others may point out is that there is too much crap in the API which makes Windows development a huge mess. Linux and OS X aren't in any different of a boat.
First you need drivers
then a HAL
then a Windowing system
and a rendering compositor
all before you draw a damn thing.
And if you're doing game development in a browser, you add the browser as another abstraction layer.
It's a $100 and is developed on android and will be open. I expect plenty of homebrewers and hobbyists to get into the homebrew console market using OUYA. There won't be a need to hack like other locked down consoles, or ridiculous hardware and software startup costs, or monthly fees.
One Homebrew is starting to get some helping hands the xbox comuity games being a good setup. Minimal up front costs and it becomes a pool to find new tallet for the big boys. Two andriod and to a lesser degree IOS are great places for home brew. If the Ouya flys (and its looking more and more likley) it will bring it to the TV.
I'm still coding Amiga demos you insensitive clod.
Besides http://en.wikipedia.org/wiki/Betteridge's_Law_of_Headlines, I'm still making games on my own. In fact, I was still making my own games while I worked on a game studio.
The major consoles have so many firmware updates that the days of Homebrew seem to be numbered, is there a way back for the Homebrew Community?
I have a friend at the RIAA who was sympathetic when I explained your problems: an old business model that lacks technical relevance or customer demand. He said you should respond by suing your customers.
I am not sure how this will help and to be honest neither did he, but he said that was the advice the RIAA's lawyers gave them and he's sure it's good advice because they further advise him it should start working any day now.
Given that I got a completely functioning computer (2GHz 2GB) out of the dumpster for free... I fail to see what your point is, computers have been dirt DIRT cheap since the mid 90's ... it may not be the most awesome machine ever made, but its still a functioning computer, and I bet its a lot faster than a 700MHz ARM
The censors of the Catholic Church do not _suppress_ books, they simply put them on a list of books that Catholics can decide not to read.
Ever heard of, oh, let me think: Threewave's original Capture the Flag, which spawned dozens of imitators just on Quake's engine alone, let alone the countless variations on I don't know how many different engines since?
No? How about the original Team Fortress? TF2 seems to be making Valve a buck or two these days, eh?
Or, how about Rocket Arena, a game mod with built-in maps, a matching system for 1v1, 2v2, and 4v4, complete with scoring system that carried across map changes?
You want something even more off the beaten path? How about QRally, a road racing game? Or Quess, a chess game?
All of those mods, plus hundreds if not thousands of others, were all built using id software's Quake engine and their modding tools. There's been nothing quite like the Quake modding scene since. Lots of imitators, but I don't think any of them ever managed both the depth and breadth of what that modding community did with the tools that id software supplied.
Well I guess it depends on your definition of home-brew, but I think it is hard to make a game for iOS or Android that wouldn't be let into the store (unless you say crash on launch, or are noticed grabbing all the user's contacts without permission). It is in fact far simpler then it was to get your own games onto the Dreamcast! You get the real dev kit for very cheep (cheeper then the hardware you are developing for), and while the hardware to host the development on isn't free, it isn't exactly expensive (hardware dev systems for the 16bit era ran to $30k, now it is just a Mac mini, or pretty much any old PC for Android).
On the other hand if homebrew has to mean "we figured out how to get onto the hardware ourselves and made our own psudo dev kit", yes Android and iOS are hurting that effort because who really wants to go to all that bother when they could just get down to making a game?
Are you retarded or have you been living under a rock for the past two decades?
I've been a gamer all my life, and I've been writing computer games for around 25 years. I've been having an eye on the games industry/scene for about as long.
There were two great times for small indy developers - one was the early years, when graphics and sound where so limited and people didn't expect that much and a one-person project or a small team could bring out a full game that rivaled everything else on the market. Mostly, think C64 times. Think computer games magazines printing the hexcodes of entire (small) games that you could type down and run on your computer. Those times.
The other time is now. Since a couple years, hobbyists have tools at their disposal that make it possible to compete again. You can get Unity3D for free or for just over a thousand Euros. Other engines are affordable, too. You have Cheetah or Blender or other 3D software for your models, and free or affordable software for textures, graphics, sound effects, music. And you have a vast Internet where you can find fee or affordable assets, with access being made ever easier by the likes of the Unity Asset Store. And finally, integration between all of these components has finally reached a level where things can realistically be accomplished. Because sure you could buy 3D models from various sites for 10+ years - but format differences and a whole bundle of unknowns made actually using them in your projects so much work that it really wasn't worth it.
And finally, thanks to Apple, Steam and others you have a shot at distribution even as a small-time developer. Because having a website is only one part of the equation.
Today is a great time to be around when you're a small game developer. "Homebrewn is dead" - are you fucking kidding me, or are you pushing an agenda around that is so dead and wrong, it has a funny smell all around it?
Assorted stuff I do sometimes: Lemuria.org
MonoGame and its mobile cousins allow you to target numerous desktop and mobile platforms with a single codebase. CSharp is a pretty good language, and XNA plus OpenGL and Open AL give you much versatility in exploiting hardware features to obtain performance.
I work for a major game company. I've developed for the commercial desktop, mobile and console platforms.
For hitting many platforms in one effort, MonoGame is pretty good. It's probably not so well documented as others, and it's got bugs, but it's open source and worth a look. If i were to develop a gaming startup, MonoGame is at the top of my list for trials and experiments to prove out whether it can or can't do the job. From what i've done with it so far, it looks very promising.
O lord, bless this thy holy hand grenade, that with it thou mayest blow thine enemies to tiny bits, in thy mercy.
The question asks if someone "will not" Think of the Children, so the answer "no" implies that someone will.
const int one = 65536; (Silvermoon, Texture.cs)
SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
Will people please stop using headlines and summaries that pose questions?
const int one = 65536; (Silvermoon, Texture.cs)
SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
http://psl1ght.com/ - "PSL1GHT is a lightweight PlayStation 3 homebrew SDK that uses the open-source PlayStation 3 toolchains to compile user applications that will run from the XMB menu (GameOS homebrew)."
http://wiibrew.org/wiki/Homebrew_development - "Homebrew application development for the Wii is both fun and challenging. If you want to develop homebrew for the Wii, you will need some tools."
The Xbox360 one has two options: XNA Framework ($100/year, restrictive half-ass managed API), or a console hacking session to allow it to run unsigned code ($5 to $30 one time payment for parts or kit required to hack the console, native execution). Haved worked under both routes, I prefer the latter as it's much less restrictive; the XNA route sucks with the piss poor floating point performance and forced decisions that really should be in the programmers hands and not the APIs.
Unless you're arguing that suppression needs to be backed by coercive force in order to be counted as suppression, that the Catholic Church no longer is capable of wielding coercive force is neither here nor there. But the term `suppression' is frequently (and correctly) used in situations where there is no force at hand, for example by the dictates of an authority even when no force is present or by a party (Google, for instance) agreeing to hide certain terms.