On The Difficulty Of Developing Open Source Games 87
Thanks to an anonymous reader for pointing to a Competitive Enterprise Institute essay for discussing lessons learned by looking at the history of open-source games (PDF link, text version as posted to Politech list.) The piece suggests that "generally, games have not been a success story for the open source community", arguing that "...the consensus among gamers and developers is that open source games still lag behind proprietary games in originality, sophistication, and artwork; many are clones of earlier
proprietary or shareware games." It notes that "...the open source business model seems to have trouble coming up with large initial investments at the cutting edge of innovation, where risks are greatest", and then suggests some larger lessons for governmental public policy on open-source software.
Laxius Power (Score:3, Interesting)
The website is: http://laxiuspower.fr.st/ and its about 20 megs, and one of the best damn RPGs I have played. If you are a fan of SNES-era rpgs, check this game out. At times it is very difficult, but very fun and rewarding.
Re:Laxius Power (Score:3, Insightful)
Unfortunately, it's offtopic a bit, as it's not open source. It's made with a (nice proprietary) RPG creation program called RPGMaker.
Just because it's distributed for free doesn't make it open source. However, if I'm wrong and the download is an editable module for RPGMaker that someone could load up and tweak the hell out of just for kicks, then I'll accept it as being on-topic.
Re:Laxius Power (Score:1)
Re:Laxius Power (Score:2)
the reason IMO ... (Score:5, Insightful)
Re:the reason IMO ... (Score:1)
Not only in your opinion, but it is also the author's opinion. RTFA
Re:the reason IMO ... (Score:1)
j/k
Re:the reason IMO ... (Score:1)
Only a few have mastered this, but many try.
Re:the reason IMO ... (Score:4, Interesting)
For example, I have been playing FreeCiv a lot lately. For those that don't know, FreeCiv is a free/open source game based on Sid Meier's Civilization series. I really like it, but let's face it, it's just a clone. Now, I'm willing to bet that when Sid Meier made the original Civilization, the majority of work went into gameplay & balance, not into coding. It's that kind of vision of how a game should *work* that most free/open game projects seem to lack. I'm not saying that they're all bad or unoriginal - it's just the nature of the free/open source community to be made up mostly of coders honing their skills rather than game designers.
Some other data: Linuz Journal's 2003 user choice awards [linuxjournal.com] picked out Frozen Bubble as their best game - a clone of an old arcade game. Second was Quake 3, and third was Tux Racer. Tux Racer at least seems to have an original concept and design, so at least it shows the community can come up with some original ideas.
Re:the reason IMO ... (Score:3, Interesting)
This is why we see so many projects started to clone an existing game - you can get a group of people to, say, copy X-Com UFO Defense, or Civilization, or Dance Dance Revolution, because they know what the final product should turn out to be.
Trying to create a new game results in much more difficulty, as you have people disagreeing over what the design should be, each person gets their own features in and then wants to keep them in regardless of the game balan
Re:the reason IMO ... (Score:1)
There may be few artists in the open source community, but I feel generally there are far more 'artists' contributing to the public domain than there are programmers. Skins are a good example of artist contribution to the public commons (for example www.t
Re:the reason IMO ... (Score:1)
Duh (Score:3, Interesting)
Art and graphics and such take a lot of time, effort, work, etc. Nobody who has the ability to do that stuff well is going to do it for free and release the rights to it in a GPL style license. Especially if they design marketable new characters or make new amazing music. The talented folk who do that stuff well all have jobs doing it for a living. So they sure aren't going to want to do it in their spare time.
Look for open source game engines. You'll find a-plenty of high quality ones. But complete games need artists in addition to programmers. And these types aren't into the open source action. Old games work very well for open source because they are all pixely and you don't need to be a great artists to do them, just a decent one. A programmer who can wield the gimp well can make an old school game. But I'd like to see you make a modern fps at the Half-Life2/Doom3 level with just 3 programmers in a basement. Expensive artists are an absolute requirement.
Re:Duh (Score:2)
which doesn't get quite into the open source model where software evolves over time and gains momentum..
but the artwork/leveldesign/scripting/plot are the main issues. there's lots of high quality free games from genres that don't rely on these(puzzless&small action games&etc).
Re:Duh (Score:1)
Re:Duh (Score:5, Insightful)
I think it's primarily a difference in mentality and subculture. A lot of these design artists don't have an 'open-source community.' Why this is, and why the two communities are different, is left as an exercise to the reader.
Re:Duh (Score:2)
Being any kind of programmer won't get you laid, so you may as well work for free if it's fun.
Re:Duh (Score:1)
I believe it is modern western culture which splits these two camps so starkly. Modern western culture teaches artists that their artwork is a special sacred thing that we dare not tamper with and it is heresy to allow anyone else to modify our works. This is of course a very re
Eh...maybe (Score:2, Insightful)
Maybe...but then again, one could argue that Shakespeare synthesized new plays from material that was available then; from what I've seen from at least some of the sources for some of his plays, there are enough differences between what Shakespeare wrote as a play, and what the sources Shakespeare probably used actually said, that Shakespeare's stuff comes across as mostly original and unique.
Music has a similar problem: yes, musicians can borrow either theme or sample from an existing work (or body of wo
Re:Duh (Score:5, Insightful)
Yeah, us programmers. Easy work with lots of free time. Why just yesterday I rolled out of bed around 11AM, scooted off to work for an hour or so, then came back home to work on my open source project.
Ahhh, drawing, that's hard work my friend. Manly work. Many is the day I've seen tortured, broken, artists rubbing their nubby, dirty, worn fingers; sore from the back breaking illustration marathons.
In my experience, as a programmer married to an artist, they're not too different.
The fact is *most* open source projects are done by students or the unemployed. There are exceptions to that where there is a business supporting the product (i.e. apache or the linux kernel) but the majority of projects are done by students.
Artists would release their work into the public domain for the same reason people writing GPLd code do. Recognition, enjoyment, chicks, whatever.
However I think the concept of open source, giving something away that could be sold is pretty unique to software development right now. I find it humorous that people just give away all their work myself.
Re:Duh (Score:1)
Do you have research on this? The Boston Consulting Group's Hacker Survey [bcg.com] (warning, PDF!) had some very different numbers. I'm curious to the real story either way.
Re:Duh (Score:1)
I too would be interested in putting some real numbers down. If you'd be interested in collaborating, let me know.
Re:Duh (Score:2)
Let's see... I'm a college student, an open source programmer [halo43.com] and an artist [halo43.com]. I seem to fit pretty well into your stereotype except for two things. One, my artwork is just as free as my software, and two, unless somethi
Re:Duh (Score:1)
I'd not categorize it as a stereotype, just an impression. Stereotype is the wrong word as it conveys a negative connotation.
Your artwork is nice, if uninspiring and I'd hardly call HTML work "programming".
Maybe you should spend some more time collaborating with a low level programmer (e.g. not PHP/mySql) to create a video game
But, you actually do fit into my 'stereotype' as you're a college student giving away your code. I'm curi
Re:Duh (Score:1)
T
Re:Duh (Score:1)
Have you ever seen the Desert Combat [desertcombat.com] and Eve of Destruction [planetbattlefield.com] mods for BF1942 [planetbattlefield.com]? They look waaaaaayyy better than the BF1942 game itself, and they are free. OK. I know, BF1942 is not GPL-ed. And there is already an existing graphics engine. But many skille
Re:Duh (Score:1)
Motivation of virus writers (Score:2, Offtopic)
While there are a plethera of worms and viruses directed at Windows because of the political proclivities of hackers...
I'm guessing the main reasons people write worms for Windows in not because of some ideological disagreement with Microsoft but probably because (a) Windows is riddled with security holes, (b) tons of people use Windows, and (c) a worm or virus activated by a common user on a Windows machine can do lots of damage to system files.
GMD
Re:Motivation of virus writers (Score:2)
Re:Motivation of virus writers (Score:2)
Most people use Windows, and most people are stupid enough to run any unfamiliar program that they get their hands on. A virus is propagated.
Though this is more exclusive to trojans versus worms, which exploit user stupidity (b) versus security holes (a) respectively.
Two minutes of Googling... (Score:4, Insightful)
The CEI appears to be a pro-business lobbying organization. Their donors list is a who's-who of US automobile and oil companies.
The article referenced can be summed up as: "There aren't very many open source games, therefore governments shouldn't open source code they pay to have written and shouldn't have procurement policies that prefer open source code." No real effort is made at connecting the thesis and conclusion. (Governments don't buy many games--America's Army aside.)
I'm not certain why a very minor article from a propaganda organization would be considered newsworthy.
Re:Two minutes of Googling... (Score:1)
Preview, I meant to hit preview...
http://www.capitalresearch.org/search/orgdisplay.
Re:Two minutes of Googling... (Score:2)
Didnt think so.
Re:Two minutes of Googling... (Score:1)
In fact, government-funded development is done under whatever license the government chooses in it's terms for the funding. This can be a point of negotiation in many contracts, but since contracts are often open-bid, ther
Re:Two minutes of Googling... (Score:1)
I actually agree with most everything you state except the last part.
Once that source is available under the public domain it can be used for any purpose without restriction, which should be the intent of government-funded software research (unless, of course, there are specific reasons to keep the software itself out of the pu
Not Suprising (Score:4, Informative)
Additional reasons (Score:3, Insightful)
An example of an open source game being bullied to death is FreeCraft, a great WarCraft II clone developed by fans primarily because WarCraft II doesn't run on Linux or Windows, and Blizzard showed no intention to port it. Despite the fact that it encourages you to buy a copy of the game to rip the tilesets from, Blizzard shut them down earlier this year by threatening to sue. Since most non-business oriented open source projects aren't backed by money, the developers had no choice but to give up on the well matured project, despite having a a good chance of winning if they had gone to court.
Unless you're inventing an entirely new genre, you'd be taking a big risk developing an open source game these days.
Re:Additional reasons (Score:1)
From the FreeCraft/WarCraft II fiasco, I would think the lesson would be that companies are willing to go after open source projects that try to be direct clones of existing games. There's a big difference between creating a game in the same genre, and creating a game that is supposed to be a clone(down to importing art files) from an existing game.
While the attitude of the companies is rather short sighted, I'm n
Re:Additional reasons (Score:1)
Yes, Blizzard sent a letter to the FreeCraft developers asking them for a name change and a few other things, which seem to be mostly a result of Blizzard lawyers not understanding what FreeCraft really is and never ever looking at it. Thats it, the next day the FreeCraft developers deleted the project from sourceforge.net without any furt
Re:Additional reasons (Score:2)
insightful? (Score:1)
More pro-Microsoft crap (Score:3, Interesting)
This "report" is filled with all sorts of wonderful crap, isn't it?
Furthermore, some of the political support for building preferences for open source into the process comes from anti-Microsoft sentiment...
Perhaps it's more a matter of the government being wary of being completely and utterly dependent on a company who makes products riddled with security holes and has already been found guilty of illegal market practices.
GMD
It isn't just programming (Score:2)
Games go beyond the "scratch an itch" model, because they require a artistic vision that is probably very hard to motivate other people towards unless you pay them. Imagine the mailing list flamewars over what philosophical or political undertones to put into a game or, even worse, what the cup size of the heroine should be.
Re:It isn't just programming (Score:2)
Well said (Score:2)
good games cost too much to exist in OS (Score:1)
The great part of OS is that it allows everyone to add to a project, changing it to fit there needs or desires, and give their opinion. This doesn't work for making games though. You really need a group of people that are lead by a single idea.
Developing a game for free is not a viable idea. It takes too long and requires too many skills. If you were to do it following the OS model the game would be out of date by th
Creative differences, not talent (Score:2, Insightful)
The amount of creative conflict present in a team increases exponentially with the number of people on the team; thus, without a clear leader who can hire and fire, large "open source" teams will never be able to resolve their creative differences.
Image 25 people trying to paint a painting. Without a single vision, such an effort is doomed to fail, which is why knockoffs are common among open source and freeware games; they're easy to agree on, and have a functioning prototype sitting right there. Game
Re:Creative differences, not talent (Score:2)
I'm doing this. (Score:1)
Probably it will take me several more years to finish.
There is no "open source business model"! (Score:2, Interesting)
People
Why not sell an OS Game with Copyrighted Art? (Score:2)
Why not just Open Source the game code but keep the artwork/music/levels/etc. copyrighted? The project would gain all the advantages of the open source development process, but the final product could still be packaged and sold. People would have to buy the game to experience it in full, as the designers intended, but the packaged game would include source code so that modders can hack it to their hearts content. It could also turn a game of partia
Re:Why not sell an OS Game with Copyrighted Art? (Score:2)
Of course, the problem with Planeshift is the slow development speed. I've been watching the project since 2001, and I don't expect a more-or-less final version of the engine until late 2004 or early 2005, with the maps taking even longer.
Re:Why not sell an OS Game with Copyrighted Art? (Score:1)
Still, the game is not distributed, so you still have to buy the box if you want to play the original game. Plus you need a key if you want to play online.
Artists have many "scratch an itch" outlets (Score:2, Informative)
now the question then becomes: "well what of the CG artists who have an itch to scratch?" well, many of them opt to create their own highly detailed renderings, or digital paintings [piselli.com], or even make their own animated shorts. there is far more artistry at your fingertips when you are not constrained by the limitations of a realtime graphics engine.
"ok, ok, but what about the miniscule subs
Strange article (Score:2)
Re:Strange article (digression on e-voting) (Score:1)
Take the current hot topic of e-voting machines--in this case, the user interface/experience is very important
Originality (Score:2, Informative)
I disagree with OS games not being original. Liquid Wars [ufoot.org] won Happy Penguin's [happypenguin.org] "Most Original Linux Game 2002", and is IMO on of the most original games I've ever played.
Just my 2 cents
Movies are a better comparison (Score:2, Interesting)
First off, it is true that open-source games lack a lot of the glitz and spectacle of closed-source games. But that's actually not relevant. Look at a great open-source game like armagetron [sf.net]. My non-geek friends love this thing. Everyone I've introduced it to gets hooked on it. But it's really nothing more than "Worms" done right with great gameplay.
Armagetron, in my opinion, is like "The Blair Witch Project". They are both the work of talented amateurs. Armagetron will never be Doom 3, but Blair Wi
Can a single-player open source game make money? (Score:3, Insightful)
Re:Can a single-player open source game make money (Score:1)
Making a game for the enjoyment of making a game is not a reason? You're a programmer, so I assume you enjoy programming. I assume you'd enjoy seeing people deriving pleasure from your software. I assume you'd appreciate comments and praise and the increase in credibility you would gain from putting out a quality piece of software.
Every one of your reasons is economic. Does no one write software for the sake of writing software anymore?
Re:Can a single-player open source game make money (Score:1)
How can making single-player open source games get me out of my day job?
There are shareware game developers that make money (and thus get out of day jobs), because they enforce registration. How can someone make money with an open source game?
Re:Can a single-player open source game make money (Score:1)
Even Linus worked at Transmeta all those years, yeah they gave him lattitude to spend time on Linux, but they didn't hire him to do it.
this is (Score:2, Interesting)
The best way to make money is to create a commercial game, and build an edit module so that the user community can build their own rooms and levels. Not unlike Neverwinter Nights, Morrowind, and others.
Thus, your game is not "disposable" when finished - the commercial game serves as an education for amateur developers, who then make new content (for free).
Next, develop a moderating system for the user-created content (to weed out the crappy stuff), and see what flo
Open Source Game Development HOW-TO (Score:2, Funny)
As everyone knows, Open Source software is the wave of the future. With the market share of GNU/Linux and *BSD increasing every day, interest in Open Source Software is at an all time high.
Developing software within the Open Source model benefits everyone. People can take your code, improve it and then release it back to the community. This cycle continues and leads to the creation of far more stable software than the 'Closed Source' shops can ever hope to create.
So you're itching to cre
Easy answer (not trolling!) (Score:2, Insightful)
Nethack anyone? (Score:1)
Time (Score:2)
Games are built on top of an engine. What we need is some really good quality open source engines. We only need one or two, and from that we can build a number of excellent gam
I dont understand the articles conclusions (Score:1)
And what is with drawing in all the FUD about governments software policies?? The real issue for governments (and many others) is open formats, not source. Vendor lock-in and the inability to review old data stored in an unsupported format is a great concern (for _all_ software users). This is something the author completely ignores.
Governments are
Anti-big business? (Score:2)
1. There is no safety net when it comes to open source. With closed source products, you can sue someone for cold hard cash if they try to steal your work in any way shape or form.
2. Comparies are in the business to make money, not to be "different" and program only for Linux since its not an open source OS.
3. (Some) Gove
Another important factor. (Score:3, Insightful)
Games aren't like any other piece of software, in that, as a class of software, they exhibit two qualities that most other software doesn't:
Writing big games as Open Source typically doesn't work out for the above two reasons. Developers want to sink their time into software development projects that are going to be somewhat lasting -- something they can contribute to over long periods of time, and continually refine.
But you can only refine a game so much. I'm sure there are all sorts of optimizations you can add to Pac Man, but no matter how much you debug it and modify its routines, in the end it's still the same game, and won't ever hold the same popularity it did in the early 80's. Pac Man with cutting edge graphics is still Pac Man. Gamers want something new to play -- constantly and consistently.
Most Open Source developers, in my experience, want to work on more important software -- stuff that will be useful to people for years to come, to which they can add new features and continually improve upon. Games simply don't fit will into this sort of development model.
(Plus, of course, I completely agree with all the previous posters who pointed out that artists and musicians/audio engineers are typically exceedingly difficult to find for Open Source development. Heck, for my project I once asked a graphic artist I knew who owed me a favour to put together four 40x40 icon graphics -- and they refused because I wasn't going to pay them (nevermind the fact that the week before I starred in their art film for nothing...grumble grumble grumble...)).
Yaz.
too many cooks... (Score:1)
A Bazaar (Score:1)
I disagree that the open source model can't produce a good game. Actually I think the games would benefit from the bazaar approach, and stop the endless flow of lacklustre 'me too' games which are currently available. I would like to see people experiment and play around with new artistic and game play ideas. There are certainly people out there who are interested in pushing the boundaries of gameplay (ludology.org, experimental-gameplay.org) but in this very risk adverse industry the progress is shockingly