Quoting a comment from a thread several months ago (https://news.ycombinator.com/item?id=11999393):
> Actually, he's done that in the past. He let some folks from the DF forums have part of the source code, specifically the part which uses OpenGL to draw the graphics. They were able to improve it so that it was much more efficient, and so that it could use TrueType fonts. The results were quite successful, in that the graphics now take up much less of the game's time, and TrueType fonts can make the game much more approachable.
> On the other hand, Tarn has said that he now no longer understands this part of the code. If he ever needs to modify it he'll either have to learn how it works from scratch, or farm the work out to the community again. Since he has no desire to become a project manager, he's unlikely to do the latter.
Why can't official Dwarf fortress exist alongside clones? Didn't seem to hurt the Quake engine and Carmack's engines were every bit the craftmanship as DF. Today you can run Quake on anything, it's been modded for VR support, new effects, etc. DF? We'll be lucky if it doesn't die and people hack it anyway.
You gotta respect people's desire to control their baby, doesn't mean it's productive, though. He'd literally lose nothing other than some notion of control by releasing it out in the open. He might even be able to find a novel open source business model if he tried (though that's not his desire or goal).
The last part about understanding does make sense; though if development was out in the open he'd have no problems finding people to explain it.
In the case of Dwarf Fortress, I imagine the content and the engine are heavily coupled - if not one and the same. Separating the two will be an enormous task for Tarn, who likely has other priorities in DF development and is uninterested in the inevitable bikeshedding that will result should he open the whole project open up to others.
He's a mathematician, not a software engineer or project manager.
> You gotta respect people's desire to control their baby, doesn't mean it's unproductive, though.
While I agree, you'll probably find that his notions of "unproductive" will be wildly different than yours.
Even then game design will dictate architectural choices(off the top of my head streaming, networking and platform all have huge engine implications and can't be easily retrofitted).
What I like about Open Source software is that I can audit it to make sure it's doing what it says it's doing, and that I can modify it to make it work better on my system. I miss that when I'm playing a game.
But games are art, and art is a little different than non-art. I don't want to spoil the fun of a game by looking at the source code for it; I like that the author has some definite vision for the game. I don't even like to visit a forum for a game in order to report a bug, because I'm bound to read about other bugs in the game. I frequently enjoy games that are moddable, but if I start looking at mods too soon, then I also feel like the game is spoiled. Early-access games are also somewhat problematic, although I've been playing Factorio for years now, with no regrets.
I wish there were a level in-between. If games were half-way open source, so that the platform layer was open source while the game mechanics and artistic vision were not, then I would be happier about it.
Quake was only open-sourced years after it was superseded by more advanced games. It was still an awesome thing, and I'm glad that ID seems to have made it a tradition.
Not since id Tech 4 (Doom 3/Quake 4), now it's proprietary (thanks ZeniMax).This way it stays just Tarn's work of art for as long as he wants it to stay that way, but if anything did happen it wouldn't be lost to society.
As in, Dwarf Fortress: Tarn Edition, with only one contributor, and multiple forks from other people taking the game in different directions, as well as projects that just incorporate the best features from multiple forks into one version.
The problem is he has zero motive to do so. His income is adequate for his needs and he apparently has no interest in fame or other reward. To him there's nothing to gain and everything to lose from open-sourcing it.
Then what is the reason that you want to urge Tarn and Zach Adams to release DF as open source?
Otherwise expect a Neo-Dwarf-Fortress in no time to put pressure on the original author and let the world know that he is actually a hindrance to DF development.
Some aspects of this have been controversial and there's certainly the idea that it's let NetHack improvements be much too slow, but it's existed for many years this way, and it's completely open source.
Also the Free Software Foundation's own in-house parts of GNU were largely this way especially in previous decades. There was an official maintainer who would make periodic releases. If you had an idea for the maintainer, you could e-mail and propose it. The maintainer might say "Thanks" and then put your code in a future release, or not. It was relatively hierarchical and secretive in terms of the actual development process, without a particular emphasis on being collaborative. In this case I've generally thought it was because FSF's philosophy didn't emphasize collaborative development methodology, as opposed to people's right to change their individual copies of software, and people's right to fork projects. We often associate free and open source software with collaborative and transparent development, but there are occasional cases where it's definitely not that.
The 'Net' part of the project Nethack is so named because it was developed over the internet and discussed on the internet (newsgroups). It's the first game to be developed by multiple contributors over the internet and released on the internet that I am aware of.
The 'Open' of OpenBSD is more towards your point: NetBSD was open source and made releases, but did not show public commit history. When Theo's private repository privileges were removed, he was unable to contribute any longer because his patches against the latest public source was too far behind the current private source, so they would be rejected, but he had no ability to bring it up to date. And so "Open" of OpenBSD is because the commits are public and open -- the first to share their VCS history publicly that I'm aware of. I believe they invented the first "anonymous cvs" system for this very purpose.
Wow, quite the big change from how they used to work!
> The 'Open' of OpenBSD is more towards your point
That's a great example, thanks.
With self-taught single-person projects like these, there tends to be an inordinate amount of crazy code that only the creator has the experience to understand.
Short of patching and having a reference for re-implementation, I doubt the community could do much with the source code.
I'm thinking of more of a Lemmings-style game with DF mechanics and terrain deformation..
Also because it's annoying and wasteful to have to recreate years of effort from scratch because the people who've done it before won't share. Which is, y'know, the entire point of open source.
The people who want to add their own additions better understand what the source code does. So this argument does not apply here.
> Also because it's annoying and wasteful to have to recreate years of effort from scratch because the people who've done it before won't share.
The original creators also had to invest the time. Where do the open source fans take the justification from that if they want something similar, but under their preferred license, they should not have to invest a similar amount of time?
2014: gnomoria - http://gnomoria.com/
2015: prison architect - https://www.introversion.co.uk/prisonarchitect/pc.html
2016: rimworld - https://rimworldgame.com/
2017: stonehearth (alpha?) - http://www.stonehearth.net/
None of these are open source, ofc, and my expectations for how long they receive updates is not high. Toady built his rep over decades.
Aside: on the topic of hilariously complex, long lived, more or less open source games written on top of ridiculously poorly architected code with a tiny rabid fanbase - Space Station 13 deserves a mention. I'm confident that I've seen no other game like SS13 in my life. I can't even start to explain it. Please check out this high-level review of it if you're curious: https://www.youtube.com/watch?v=nLAHBexJxrE
Of course there's wikipedia as an example, but in open source gaming I feel that Dungeon Crawl Stone Soup went the same way, with new releases tending to remove features in the aim of some ideological balancing "purity" regardless of it being actually fun or not.
Therefore perhaps Dwarf Fortress will fare better with only very few passionate people working on it with impressive productivity. If it went fully open, I bet before long there's be a mission statement, a "DF way", statement of principles to which nobody can ever live up to, and then before you know it nobody can be bothered to fight to get a patch accepted (and forking brings its own maintenance hassles).
There is "academic" interest in "how was this built".
Even a project not normally accepting contributions can do this on special occasions if it wants (If I'm not mistaken, several features in Minecraft build upon mods made by fans. Of course, Minecraft is also closed-source, but it is relatively easy to get good decompilations since it is written in Java. You might argue that the existence of tools around DF proves that source access is not necessary for improvements to it?)
For other games, I've often had a question along the lines of "I wonder how gameplay would change if ...". Sometimes that's solvable with a debugger and/or disassembler, but code would make it a lot easier. (With commercial games there is also the aspect of "can I share hacks/experiments like this", which admittedly isn't directly related to source access or a game being fully Open Source, and likely not an issue in the case of DF)
Other posters mention the long term issue of game development surviving its creator, but of course that doesn't require source publication now.
In general, I'd say it would be wrong to pressure a game creator in any way to open source their work, but I understand why people like games being open.
That's sort of already happening with DF, but modding anything more substantial than data and font files is a huge bitch, because the code is fully compiled.