Black And White: Open Source? 121
RP writes "It will be if Peter Molyneux (the designer) has his way. I noted this link over on thecitadel.net where he is quoted as saying: "The first thing is my ambition to make the whole of Black & White, the AI engine, the 3D engine, the physics engine, open-source. Then anybody can download and use that stuff. To use it in a commercial product, you have to pay us a royalty, but, you know, absolutely free for enthusiasts to use." If you've seen any screenshots of Black and White, you know this could be exciting. " Very impressive looking stuff.
open source and free software (Score:2)
That means it won't be free. It probably can not be distributed on CDs because these can be considered commercial products (you usually pay for them). The code can not be reused in GPL programs since it adds restrictions which is not allowed by the GPL (for good reasons). Using code in any program under another license can be problematic since probably redistribution will be either explicitly or implicitly (through the non-commercial clause) restricted.
Still, it is "open source", since the source is open. That should give some insight why some people rather dislike using this term when referring to free software (especially RMS does [gnu.org], of course). "Open source" has a rather positive association with free software to the wider masses now. So now companies can publish non-free software and get an automatic market boost by claiming they are open source. They even made it to a Slashdot story, though they don't have anything the free software community might profit from (which the story poster consequently didn't realize, in order to support my point).
Really more like the Sun license (Score:1)
What Peter is proposing is in reality a lot like Sun's "community license." The code is available for non-commercial use, but if you want to make money off of it, you have to pay. The problem with this is that it's inequitable. The original developers get to release a commercial product, royalty free, while those who contributed later don't. And while it's much better than a closed-source EULA, I secretly long for B&W to follow Quake's footsteps and go GPL.
Re:If you have to pay a royalty, it's not Open Sou (Score:2)
He's releasing the source, there for it's open source. It doesn't matter if some standards group defines open source by a different meaning. And those that pay royaltees are commercial companies, the people who SHOULD have to pay to make money off of someone elses work. I want to play with this I can free of charge, I can change what I want, so what's the problem? Why are you bitching?
Re:Wait a minute... (Score:1)
Re: Marketing free software (Score:1)
let it be true (Score:1)
Check the Open Source Definition (Score:2)
-russ
Because Open Source means more than open source (Score:2)
What makes Open Source interesting is that you can change and/or redistribute the code.
-russ
baby steps (Score:1)
Re: Marketing free software (Score:1)
That's why what you suggest doesn't happen yet... Linux distributors, *BSD projects, and such are already doing just that: putting free software on a CD, and charging for it. Red Hat, Caldera, and SUSE make it their mission to target the end-user.
Now, I could see useful a $15-$25 Gimp package for Windows, with a CD and a manual, as it's only they that don't get Gimp on their OS CD. I don't care how many people whine that Gimp doesn't have Pantone or CMYK or something, 90% of Photoshop users are average people who grabbed acopy from someone else. If they could get Gimp legally, and cheaply, it could become successful.
The only 100% secure method (Score:2)
Re:If you have to pay a royalty, it's not Open Sou (Score:2)
This is not some basic library for implementing huge projects (like e.g. Qt) with 100000+ LOCs but a game engine where the sum of all "derived code" (in the GPL sense) will very often be several orders of magnitude smaller than the original code (esp. if it supports some kind of scripting) and most of the work is spent for art and level-design. And since the copyright on the artwork is more than enough to prevent some enthusiasts from developing a standalone free clone while the game is still on the shelves, it would simply make no economical sense to pay much for a special licence.
Re:If you have to pay a royalty, it's not Open Sou (Score:1)
(Of course, this being Slashdot, it was in much less polite terms.)
I ask you to read my message again. Where the hell do I say it's bad that it's not Open Source? I don't actually give a damn! I think it's great that the source is being released, however it's being released.
I just care that the term "Open Source" is being misapplied to something that doesn't meet the Open Source Definition. I don't think it's due to malice, I don't think it's evil, I just think it's a linguistic bug that we should all be more conscious of.
Preventing Cheating (Score:1)
Re:If you have to pay a royalty, it's not Open Sou (Score:1)
You could not reverse engineer a game which took several years to code and get anything close to source code and understand and work with it without a major effort remember this is many people coding for much time compliling writing 10-100's of thousands of lines of code that code is then compiled with an optomizing compiler to take advantage of all kinda of cpu peculiarities to get more speed out of it. You cant just decomplie it and have usefull source. If you have the commented source to play with on a non commercial basis you have an amazing base to learn from and quite frankly if you want to use it commercially they have the right to make you pay for it.
me
Re:That's simply not true. (Score:1)
With a UNIX server, the object is to validate the identity of the person attempting to perform an action, and to provide a secure way for the server and the user to communicate. It's all about secure communications.
With games, the communications is out in the open. The issue is validating the data that the client is sending.
Things aren't quite this simple, of course. Unix does do some data validation, such as a user password, but even this is of a different nature. With a login password, there is only one acceptable input - the correct password. With a game server, it isn't even always the data that must be validated - it's the source of the data. Is the aiming info in Quake coming from the user's movement of the mouse, or is it modified by an aim-bot? This is akin to a Unix server trying to differentiate between an actual user loggin in and a script running on an automated telnet client. If the script knows the correct password and is programmed to provide a small, variable delay between characters to simulate human typing, the server has a hell of a problem.
Hmmm... I nearly agree... (Score:1)
I'm a GPLite myself, but I can't agree with what you claimed there.
There are some companies doing open sourced development and using the BSD licence, and not just in the *BDS OS world, either. Lots of them do seem to be driver software, though, which is something of a special case.
On the otherhand, I can only think of Hewlett Packard (for their eSpeak thing) of the non-Linux (Redhat, VA etc) companies that is using the actual GPL[1]. Novell is using something very similar, but they have renamed it the Novell Public Licence. Most seem to use the Mozilla Public Licecne, or variations of it.
I do agree with you point, though - most companies do tend to use Open Source licences that force the code to be recontributed, unlike the BSD.
[1]Ignoring companies that make contributions to exisiting GPLed projects.
Re:Wait a minute... (Score:1)
"Black and White" is a game. It's a complete application, already packaged. I don't see much of a market for paid support for a game, nor do I see much of a follow-on market for upgrades and new versions. So please help me Get It. Explain what this new business model is that will allow a company to make money off an open sourced game?
The only realistic possibility I can see would be to keep a (partially?) closed-source server which includes a serial number validator similar to Halflife, etc. and charge for the serial number to play online. It might even be possible to open source the server and keep a centralized database of valid serial numbers. I'm not sure I'd classify this as a new, open-source business model, however.
Re:Open Source != Free software (Score:2)
No they don't. The definition of open-source is still as clear as ever it was. Something cannot be open-source if it discriminates against one class of users - ie this can't be, if commercial folks have to pay for it, yeah?
I've seen too many gratuitous abuses of this "open" word as a buzzword not to get extremely pissed off with it. Everyone, get it right!
Interesting idea... if something claims to be open source and yet isn't... if someone violates the [L]GPL... who do we get to fight for us?
~Tim
--
Re:Open Source != Free software (Score:2)
-russ
Re:Because Open Source means more than open source (Score:2)
-russ
Re:Because it's not free software, it's not open s (Score:2)
Most people who have never heard from RMS understand the term "free software" to mean gratis software -- software without cost. Microsoft uses it that way. That's why it's bad to use the term "free software" unless you're going to include a spare RMS with every instance to explain what it really means.
-russ
Re:Wait a minute... (Score:1)
Re:If you have to pay a royalty, it's not Open Sou (Score:1)
nothing bad about it (Score:3)
One side effect: all this free code & wisdom raises the standard for us poor game programmers
Not the problem (Score:2)
Since this program is more of an RTS type thing it isn't really an issue as much. Computer Augmentation can pretty much make you invulnerable and a perfect shot in quake, but It wouldn't really be able to do that much in starcraft (Humans can already beat the computer in general).
I'm not sure how much of an issue it would be in Black and White.
Re:If you have to pay a royalty, it's not Open Sou (Score:1)
He might mean something like the GPL, where it's illegal to distribute in closed-source form. Perhaps he equates that with "commercial purposes".
Re:How would he know that someone used his code? (Score:1)
Uh, "Highly Encoded binaries "? As opposed to what, lowly encoded binary code? They're not that hard to reverse engineer, it just takes a lot of time, and while doing it would tell you how it worked, you couldn't "plug and play" it into other projects.
Anyway, I seriously doubt that companies like blizzard rip off code, first of all, there isn't really any open source products that they could have ripped off for starcraft and such, and often its a pain to integrate code from something into something else. I'd personally rather just rewrite the code anyway. Just having the source files doesn't mean you can understand them easily, if you write your own code, you understand it... most of the time... (There's one line in a prime number generator I wrote that still in retrospect)
Re:changes (Score:1)
Re:Wait a minute... (Score:1)
The GPL dosn't prevent commercial use (Score:1)
Re:Who cares!? (Score:2)
Oh, maybe words *don't* mean what YOU or I say they mean? They might have an actual definition [opensource.org]?
Re:open source and free software (Score:1)
That's why you use the GPL and not BSD (Score:3)
-russ
Because it's not free software, it's not open src (Score:2)
They are free to claim it, but as you can see from surveying the comments, most users can see through their nonsense. Any software that isn't free software cannot be Open Source. A simple look at the Open Source Definition [opensource.org] will show you that.
-russ
Screen Shots, Previews, etc (Score:2)
Preview at Daily Radar (English) [dailyradar.com]
Total Video Games - Screen shots and Interview (English) [totalvideogames.com]
Games On Line (Italian) [g-o-l.com]
BW Zone at GamesWeb (German) [gamesweb.com]
Enjoy!
That's not what he meant (Score:1)
When he said you have to pay a royalty to use it commercially, I got out of that that if a company wanted to use it in there game and modify it, they would have to pay a royalty. This makes sense.
Besides, it might be separate of the other license. He could just say, "it's GPL" and then if someone wants to take it and modify it to use in a commercial game, they would have to pay royalty, like the other game developers do.
Chris Hagar
Open Source != Free software (Score:1)
I can get Windows freeware without source that costs nothing. They usually don't have restrictions on commercial use. The definitions keep getting muddier and muddier.
Re:Hey, just wondering... (Score:1)
Re:Wait a minute... (Score:1)
level of interest == "who cares"
else "Whoopee!"
Not Quite (Score:1)
If this game's source is included on the CD when it hits the shelves, under ANY license, it will be groundbreaking. (Or for that matter, if it's d/l able, or whatever. I just mean while the tech is current)
cot
Gesture-Borging (sounds kinky) (Score:1)
The first would be to send the actual gesture data to the trusted server/other clients for verification that they weren't simply repeating the genuine pattern over and over again. This way, you at least wouldn't get 100% accuracy; you'd have to come up with a good way of fudging it.
The second would be to put limitations into the game mechanics itself to fix this -- i.e. it doesn't matter how good you are at using the gesture, it takes five minutes to recharge before you can do another one.
Both of these are workable solutions IMO, and I'm sure another approach could be developed. It's not like there aren't going to be security problems anyways; people will crack games and develop cheats regardless of whether or not they are closed/open source. You could also do gesture-borging with a souped up version of GPM, for instance.
Nicholas
Useful resource (Score:1)
I liked his (bullfrog-guy) comment on the req. this game needs; for perfect performance it needs a way past 10gHz because of adaptive 3d.
Always available, always LOD, but really; how can you do it consistent? This will be one of the few games i'll ever buy; and i'm looking forward for the linux-implementation
Re:If you have to pay a royalty, it's not Open Sou (Score:2)
Right, it's not "Open Source". It's "open source" - a figure of speech, which no one has a monopoly over. Give Peter Molyneux a break. As far as I'm concerned, he can say whatever he pleases, ESR be damned.
Re:The only 100% secure method (Score:1)
Why would the server send that information to the client at all? As far as I can see, it could be made fairly cheatproof by simply only sending sending information the client should know, and only receiving the user's actions. Of course, this may put a greater on the communications and the server than otherwise.
The only problem is things like automatic aiming, but as this is a strategy game rather than a FPS it might not be a problem.
Re:If you have to pay a royalty, it's not Open Sou (Score:1)
Who cares how they deal with source modifications? (Score:1)
Before delving into this discussion, has anyone checked out the site? I mean, with a Gesture recognition engine and all, it's gotta rock. I hate having to remember what icons do what and what buttons to push on the keyboard / controller.
Now the real issue...
While working at a job once where nothing happened, several of us sys admins got bored and started playing this tank game (bzFlag) designed for SGI Irix and eventually open sourced. Well, when I got really bored, I started hacking the code and could toggle invulnerability, oscillation overthruster, several other things, and could even type in a player name and a laser would shoot out of the sky and destroy them (thought that part wasn't perfect code :P ). And you know what the other guys finally did? Either not play anymore or go to a lab where I couldn't play my hacked source and lower the ttl count so I couldn't play from my office. Basically, I was black-listed.
So for everyone out there who is worried about people hacking up their source, learn from me... You WILL be black-listed and you WON'T have any fun in doing so. Perhaps Lionhead Studios will take a measure to ensure original binaries (well, compiled from gcc or whatever is needed) and perhaps they'll let users keep a list of "friends" whom they only play with that can be trusted, but the most notible counter-measure is the users themselves black-listing other users for cheating.
The fact that this may be open-sourced is cool. It's worth it. I've checked out the site and I've never been this excited about a game ever. Many new innovations will make this game rock and, personally, I can't wait to see how it's done.
Re:That's simply not true. (Score:1)
Is security through obscurity suddenly desirable, now that we're talking about games? Has OpenBSD suddenly become a haven for crackers and script kiddies, because the source code is out there?
I never understand these gamers who throw up their hands as soon as someone mentions giving out source code to a multi-player game. Haven't they learned anything from the history of UNIX?
Just look at the problems that Diablo had with cheaters. The game was virtually unplayable. And it used security through obscurity.
Re:Who cares!? (Score:1)
"When *I* use a word," Humpty Dumpty said, in a rather scornful tone, "it means just what I choose it to mean - neither more nor less."
"The question is," said Alice, "whether you *can* make words mean so many different things."
"The question is," said Humpty Dumpty, "which is to be master - that's all."
Yeah, you can make words mean whatever you want them to mean - otoh, this can make communication rather tricky...
Flamebait, eh? (Score:1)
Re:Errr, duh? (Score:1)
You are a sorcerer and through that sorcerer, you can controll the life in the eden, or as the official black and white homepage [lionhead.co.uk] puts it, "Seventeenth Heaven." Black and White is a game that is not easily surpassed, and if it is to be open sourced, should be a great addition to the myriad of Linux games.
Re:more data needed (Score:1)
Same with perl.
Same with sendmail.
Same with Linux, or did you forget that Red Hat pays Alan Cox for his Linux kernel work.
Me, I'm going to continue to enjoy the benefits of shared software funded by commercial exploitation. I'll also be looking forward to the day games like Freeciv see commercial sales, as well.
Old news. (Score:1)
Re:2nd (Score:1)
two different releases (Score:1)
Chris Hagar
third (Score:1)
Ok, great, but.. (Score:3)
I dunno how usable it will be..Talk about legacy code..If anyone has been following Bullfrog in recent years, you'll know how long they've been wrestling with Black and White. Its most likely a mess, i'd imagine.. Then again, it might benefit from a few thousand pairs of eyes tearing it apart and cleaning it up. A good move.
Bowie J. Poag
GPL & also copying of open-source software (Score:1)
One question about this scenario though: can you relicense code you maintain and have written 95% of - which is GPL code - under a commercial licence? If not, the biggest plus of being open source for Bullfrog is gone (assuming they care about cash more than cool code, which may be a false assumption), as the bug fixes they might have made themselves with careful inspection are now locked into GPL mode, and although their game is patched on the cheap, they cannot resell patched code. If so, then where is the line drawn between source you can rerelease and source you can't?
Now the issue that concerns me more. Open sourcing the code implies that the code could be passed around in a way likely to give a games company that dislikes piracy the shivers (legal copying of binaries anyone?). Now there are 2 solutions I see to this. 1) The Descent solution - release code not artwork; risk someone redoing the artwork themselves (or 'close' the licence a bit by specifying original artwork only? Smells bad to me). 2) 'Close' the licence to prevent binary distribution altogether, make everyone compile their own copy. This is not GPL open source, but the only valid copyists of your game are now the development market you were happy to open your source to, and you engender tremendous developer community goodwill, so most of them will probably buy a copy of the game anyway. IMHO this is optimum for the interests of everyone concerned, although I'd be interested to hear others' comments.
Anyway, more power to Peter Molyneux's elbow; it's a grand gesture from a games company and quibbling would be churlish. If his ideas come to pass, I vote we make up some kind of
Sorry for any typos, lack of care in formatting, sloppy thoughts, etc; its late where I am.
Savant
How would he know that someone used his code? (Score:1)
What about multiplayer? (Score:1)
nuclear cia fbi spy password code encrypt president bomb
Wait a minute... (Score:1)
hmm (Score:1)
If you have to pay a royalty, it's not Open Source (Score:5)
Companies should be applauded for making their source code available, but making source code for a product available and making a product Open Source still need to be treated as different things.
Strange... (Score:1)
You have to pay a royalty if your going to sell the product, but do you have to release your source code with it? I know just because it's "open sourced" it doesn't mean it's gpl'd... Just a question... I probably couldn't understand 95% of the code anyway :-) *curses his cmpsci101 class for teaching MFC*
I think they'll be an interesting spawn of things being released with this open sourced..
Re:No *way*!! (Score:1)
Yes. *sigh* It was disgusting... I learned ANSI C a while ago, and doing MFC C++ just made me feel quite ackward and backwards.
Linux port (Score:1)
more data needed (Score:4)
I do wonder about players in multi-player games tampering with the code to give them godly powers -- or at lest demi-godly powers. How will such tampering be prevented, if at all?
One philosophical question: At what point does a bad license make releasing source code for software A Bad Thing? (A Bad Thing for the original developers, users of the software, and the programmers making use of the source, that is.) Is the situation made worse by calling the software "open source"?
-- Diana Hsieh
then it's not "open source" (Score:2)
Re:more data needed (Score:1)
It doesn't have to be - Black&White is a God-simulation.
So tell me, how do Gods cheat? :)
That's simply not true. (Score:5)
Finally, something I can lecture about.
I've spent a good while over the past five months working on an open source MMORPG, and one of the issues that constantly shows up is client-server security. Anybody who has the source code can modify it, and can run their own hacked client. And there's nothing that you can do about it, apart from closing certain portions of the source code, which is a Bad Thing. (One possibility would be a closed source validator which checks to make sure that the binary is "Acceptable")
That said, what you need to do in any sort of open-source project with a multiplayer function is to develop a system where you trust nobody. In other words, should player X suddenly get a +5 sword of flame and there's no way that he could have gotten it on this level other than cheating, the other clients ignore it/notify the other users/kick him out. I don't know enough about Black and White to go into more detail in terms of how you'd compensate for its actual style of gameplay, but that's one approach.
Another approach would be to maintain a list of "untrustworthy" players based, possibly, off of their IP addresses. Then, if a player is determined to be cheating, he can be blacklisted.
You CAN have secure open-source projects; this is clearly proved by Linux itself. You just need to keep this in mind when you design the game -- and you want a fairly secure multiplayer model anyways, as people will find ways to cheat no matter what. (Played Diablo lately?)
Myself, I'd love an open-source Black & White, just so I could port it to Linux and further disrupt my productivity.
Nicholas
Re:If you have to pay a royalty, it's not Open Sou (Score:1)
lionhead website (Score:1)
Re:Not the point... (Score:1)
How about cheating? (Score:1)
My respect to those that have the time+skill (Score:1)
...................
Black & White (Score:4)
One thing I'm looking forward to is that you cast spells (generating a thunderstorm for instance... which looks really awesome in the video clips I've seen) using "Gesture Recognition technology." For example the storm takes effect when you draw a circle in a certain manner. I'm not really sure what all that involves.
The fact that it is going to be "Open Source" (Open Source depending on what the license really says of course) is the icing on the cake.
Re:-?- (Score:1)
Lionhead's Website (Score:1)
(Why the site's address wasn't included in the news post I don't know)
Actually.. it is open source.. (Score:2)
Re:I hope that... (Score:1)
It's absolutely amazing. This person is trying to give us a gift. He wants to give us, for free, what other companies charge millions for, The source to the game. And we have the audacity to cry out that he should be giving us more? What makes you think he should give us this much?
Whether code "wants" to be free or not doesn't actually matter at the moment. What matters is that in the here and now it's not free and it represents a major asset to the companies that possesses it. To suggest that they have some sort of obligation to give this to us is crazy.
OpenUT isn't open source either (Score:2)
Semi-open open source projects just don't work, corporations control parts and allow enthuisasts to midify part, without actually changing the game itself. This is not a "Good Thing" and someone needs to realize it.
Game source vs data... (Score:1)
Still, this is a good thing, and it does not fit the model of what is logical to fully open.
Re:What about multiplayer? (Score:1)
I have been thinking about this.
A server could list as a rule that you use their binaries. The player downloads a fresh copy and starts it. The program checksums itself and the data files the player already has and sends the results back. If everything is OK the user can start playing.
Every few days (more or less) the server would patch or recompile the program, if only to give it a different checksum.
This is probably a lot more complicated than I think but it might stop some cheaters.
Re:If you have to pay a royalty, it's not Open Sou (Score:1)
Re:Evolution in Client/Server Games (Score:1)
Perhaps I should have written more, expressed myself better, or examined Quake World (I don't play Quake World).
The key is for the server to authenticate everything, like you said. Yes, this does use more bandwidth, but if you want to do things right, you have to up the ante. You can't play Quake World on a Pentium 133, right? If someone wants to play Quake World on a 14.4K modem, that's too bad. They'll have to upgrade to ISDN, DSL, or cable.
There's a right way to do things and a wrong way to do things. The right way may not always be the optimal way. In that case, you make a design choice.
But don't claim it's impossible to do it the right way.
Eric Raymond has a lot to answer for (Score:1)
Re:Evolution in Client/Server Games (Score:1)
I'm not sure why you'd want to play over the internet, what with losing packets left and right, routers going down, and people using 28.8K modems. But if you must, it's still possible. You can optimize how information is sent. This does require a little knowledge of TCP/IP and networking, but nobody said this stuff was easy.
Yeah, I know that current client/server models really suck. But that's true for both closed and open clients. I hate to keep bringing up Diablo, but I really liked that game a lot. I felt it was one of the few games to capture the Roguelike feel, while giving everything a cool Gauntlet-style interface. The client bit, though. It sucked worse than my Calculus grades. It was so easy to hack, people would walk around in the equivilent of god-mode.
There's really no solution but to bite the bullet and do things the right way. I agree, it's going to hurt for a while. But the technology will progress, making this less painful. That's always the way of things...
Bullfrog (Score:1)
Re:Black & White (Score:2)
Amusingly, British Dreamcast magazine DC-UK has an interview with Molyneux this month, with a sidebar entitled "I'm Rubbish: Peter Molyneux" -- wherein he criticizes all his own games:
<paraphrasing>Populous -- "Very repetitive"; Dungeon Keeper -- "I think I made an awful lot of mistakes"; Theme Park -- "I don't think most people played past the first level" etc.
</paraphrasing>
Of course, *he* can say that -- we can't...
--
How this could work.... (Score:3)
The easiest and IMO best way to do this is to licence under the GPL, then sell licence exceptions. Include a note with the open source release that says only submissions assigning copyright will be accepted into the code base (still fully acknowledging authorship in the code and credits). A nice addition would be giving Lionhead share options to major contributors.
This could definitley work, and if people really want to licence the engine in for redistribution binary form, they just pay for a special licence from Lionhead.
Re:If you have to pay a royalty, it's not Open Sou (Score:3)
Re:more data needed (Score:2)
Are you hackers and want to learn from the code, or are you just interested in gettings stuff for free (like in beer _and_ free speech)?
Personally, if i can have both, i am very happy.
Sure, Open Source is the true way to go.
But being enabled to learn from the code is what is most important for me.
Be honest, when have you ever seen a game-company releasing their absolutely hot code?
I am _really_ looking forward to the day when i can grab the source and have a look into it - why should i care if i could use that in a commercial product?? - hey I want to learn from the code, not make money from it! Those coders from Black&White give us the chance to look how they have done it - and i think they should really be praised for that decision (_if_ they eventually really open the source)
Yes, its not 100% "Open Source" but its for SURE A Good Thing!
Don't complain, be happy!
xandi
--
Lastest Game Developer ... (Score:2)
It lists the most common ways someone will hack the game to cheat, and also gives (obvious) rules of thumb. e.g. Security through obsecurity doesn't work, etc.
Why do most of us game developers treat problems and solutions on game cheating as taboo ? The cheaters are ALLREADY smart enough to hack the game - openly discussing on how to make a game more secure isn't going to give them any more insights !
> That said, what you need to do in any sort of open-source project with a multiplayer function is to develop a system where you trust nobody.
When it gets right down to it, you still need to trust someone. e.g. If there isn't an authoritative server, then you game is going to get out sync faster then we can say "inserted packet"
> You CAN have secure open-source projects; this is clearly proved by Linux itself.
Very nice point.
Congrats to Lionhead for talking about open-sourcing their game. I _really_ wish games older then 5 years would be open-sourced: It would keep the fanbase around longer !
Re:Ok, great, but.. (Score:2)
Re:more data needed (Score:2)
If code is released, in a way that makes it infeasible for a fork to be maintained, then it's no better than no source at all.
That's what makes SCSL (Sun's parody of open source) worthless, and that's what makes non-commerical restrictions dodgy.
Commercial exploitation is sometimes a fantastic way to fund development. Take Freeciv. Wouldn't it be great, if someone could package Freeciv and make money off of it, and use that money to fund further Freeciv improvements? If this Black and White code has a non-commercial restriction, then a project using the code could never, ever take advantage of such an opportunity.
Think Apache's corporation. Sendmail's. Think of the fact that Linux originally had a non-commercial restriction, and how much would have been lost if Linus Torvalds hadn't been talked into switching to GPL.
Re:Wait a minute... (Score:2)
People just don'e Get It. Free Software != $0 pricing. It does mean you have to change your business model. Substantially, in fact. And because of this, businesses are afraid to try it. But it is quite possible to make money, even a ton of money, with Open-Source software.
Re:If you have to pay a royalty, it's not Open Sou (Score:2)
If the licensee wants to close up their modified engine, they would need to get a separate license from Lionhead, and Lionhead could ask for royalties. Whether this would work depends entirely on how intent on closing their engine modifications potential licensees are, and how much they trust the GPL.
Note: I'm not saying the GPL is the only option, I'm just using it as an example.
Another note: I'm not saying you shouldn't trust the GPL, but it is still untested in court, and when your product is on the line, being certain you have the right to use third-party code can be worth a lot of money.
Bullfrog? (Score:2)
He now works in/for his Lionhead studios, that he founded after the bad experiences had with BF & EA.
Ciao,
Rob!
whine whine whine, bitch bitch bitch (Score:2)
That said, let's see what happens before jumping to conclusions, k?
Not really open source (Score:3)
Would this technically be "Open Source", doesn't that imply that you can use it for commercial purposes? I mean, this would be very similar to Sun's community source license, witch a lot of people have a problem with (though, I personally don't).
Personally, I'd like to distribute software like this myself, I mean, I don't see a problem with other people using stuff I write, but I don't see why they should get to profit from it when I don't. (Also, it goes against the teachings of Eric S Raymond, so it must be good, right?)