Back to more sober posting ;) JM Ibanez <[EMAIL PROTECTED]> writes:
> I'd like to interject that games aren't just about the code. The > problem is that a pure F/OSS development model breaks down a bit when > it comes to developing games. The value of the game does not come from > the code-- yeah, you could open source the engine and what not-- but > rather it comes from the *game assets*: character and game design, > sprites, the back story, etc. Your average hacker does not have the > skills to do commercial-quality game assets, or even slightly less > than that, and that is why game companies have people who specialize > on these things. Indeed, that *is* a valid point; I forgot to include that in my list. Yeah, your typical hacker (whether he/she/it swears by FOSS or not) will be hard-pressed, if not unable, to dream up, and much more materialize, these game assets. Writing game code, testing it, then fixing bugs *is not* an easy job, much more coming up with a grand game idea that will *sell* to the grandiosely callous and moderately misinformed gaming public... > And this means that a game development house will not want to > "open-source" these assets. Think of it in terms of the nominal > hierarchy of ennterprise apps development: the assets are the > proprietary software components on top of the open source > infrastructure. Hmmm... I see again the myth that Linux is for the `backoffice'. While this myth has a reality in the form of powering business machinery, I don't really think that Linux and FOSS should be limited to such a role in the economic ecosystem. True, the game devs would not want to open up their overly successful (in terms of number of copies sold) games so that they could invest in the franchise in the future, but that doesn't mean that they could hold on it for long. Games, in the software context, are not as different as other applications; once an app finds its usefulness (or, when a game finds its spark) in the audience it is attuned to, sooner or later the very same audience would try their hand at crafting the same app, either for fun, or for need. > Sure, you could have the game working smoothly (no BSODs or GPFs on > Windows machines, or the process doesn't die with SIGSEGV on a *nix; > no lag; etc.), but will the game *look good*? Does the game have a > coherent back story? Are the 3D models correctly texturized? Do the > textures make sense? > > And, most important to any financial backers and investors, how will > this game return my investment? You could work as a quality assurance guy (a.k.a. playtester) with this line of questioning, hehe :P > Here are a few scenarios: > * Possibly, you could write a subscription-based MMORPG on completely > F/OSS components (including game assets), but then-- won't the fact > that everything is F/OSS mean that the company can't sell > subscriptions because rogue users can and will set up an alternative > server that removes such subscription model? Why set up a subscription model at all? A FOSS MMOG would fare better if the following holds true [another list, by all means not an exhaustive one, and again just daydreaming opinion]: - Since the game assets would be completely free, the *tools* to make these game assets (i.e., texturizers, model generators, ruleset and resource editors, etc.) *should also be completely free* as well. - Since the game assets and tools would be completely free, game designers of all persuasions can *grab these and start rolling out their own MMOGs*, thus encouraging gamers to try out different free MMOGs and maybe even craft their own worlds. I sense, however, that this could be *extremely* difficult to do at first, given that the gaming public is overly desensitized by the current crop of lackluster games (both MMO and classic offline/LAN play) and are wasting their pesos on their high-maintenance MMO girlfriend(s)... - Instead of a subscription model, a company/cabal that would make these FOSS games could *adopt a more generalized in game revenue model*. Getting the game programs and getting into the game world ought to be free given the above, and only when doing some in-game action (like purchasing some life potions or armor) would actually entail shelling out real dough. (Of course, that could be a contrived example, but it is worth thinking about devising ingenious and alternative models *not* to milk your gamers' every penny, but to make the most out of it. ;) > * You could have a standalone game from all F/OSS components > (including game assets), but how will you gain a profit? A > services-based model doesn't work for games built this way (since the > maps are already F/OSS, why should I pay for it?). See above. Everyone's welcome to share their ideas, too :D -- ZAK B. ELEP <[EMAIL PROTECTED]> -- <http://zakame.spunge.org> 1024D/FA53851D 1486 7957 454D E529 E4F1 F75E 5787 B1FD FA53 851D -- Running Debian GNU+Linux testing/unstable. GnuPG signed mail preferred.
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