RTS and games like Wesnoth are an exception: they are born a certain way and slowly evolve through contributions to a point where they sometimes finally became very interesting. I have high hopes for the future of 0ad.
RTS and games like Wesnoth are an exception: they are born a certain way and slowly evolve through contributions to a point where they sometimes finally became very interesting. I have high hopes for the future of 0ad.
Agree that games where art direction is strong and an important differentiator are also not a good fit (thus making a Skyrim and its AAA style probably hard to replicate in an open team)
I do wonder how far we are from having the default "community driven game" be implemented from the ground up in open source instead of being implemented as a mod on top of a closed-source commercial game.
One issue is that most OSS games I've seen build an engine from scratch, which is fun but a massive time sink; I wonder how much of this is due to professional engines having OSS-incompatible licenses? I noticed that Unreal Engine 4 was made open-source (royalty-based licensing, not FOSS) which might be compatible with an OSS free game?
Another aspect is that it's just a lot of work to build an A-tier game (not even considering AAA) but with a good engine this floor is being reduced over time; Battletech for example was I believe on the order of 100 developer-years of effort, which is huge for an open source project. But could you get 80% of the way there in 10 developer-years if you strip out some of the features the mods eschew like story content? Plus, with Patreon, these days it seems viable for a small number of developers to work full-time on niche content like this.
In summary, I'm surprised at how few OSS games there are considering how much effort goes into modding. Does anyone in the industry (or otherwise) have insight into what's holding us back here?
I'm not in the industry, but I'm a programmer who's tried and abandoned various game projects.
For me, it always comes down to the fact that game design is a deep and totally different skill set that I don't possess. You can't really wing it, or you can but you're unlikely to end up with a game that's fun and balanced.
Same thing can be said for why so few OSS projects have solid documentation or excellent graphic/UI design.
EDIT: I'd also guess that's why the few OSS games you see are usually clones of more popular ones, as is the case with Widelands. By cloning and iterating on a proven game, you don't have to playtest, refine mechanics, etc.
I'm not sure I'm good enough at it to survive Roguetech though ;)
I really enjoy the MWO-style mech customization that both of these add (the https://github.com/BattletechModders/MechEngineer mod); one critique I have of vanilla Battletech is that they simplified the mech construction mechanics a lot, and stripped out some of the tradeoffs that make mech design interesting in the canon. In vanilla, you just optimize for free tonnage, and can put jump jets on everything, so there are just a few chassis in each weight class that are strictly optimal for most roles; this makes it quite boring as there's little reason to pick other chassis. In BTA/Roguetech you can take an XL engine to shave off a lot of weight, but that means your mech will die if you lose your side torso. Lots of meaningful trade-offs, with no "best solution".
I will admit that my eyes glossed over when I first started the game and looked at all the new part types I had to learn though...
Unlike tools (i.e. text editors) that you can keep using for 20 years+ and never want to stop using it.
Jason Rohrer releases all his games as open source. So there are mobile ports, spinoffs, etc. With the latest game you basically are just paying for a multiplayer account, the whole game is on GitHub.
However now Minecraft is the best-selling game of all time with 238,000,000 copies...
Whereas open source versions of old popular games seem to do very well, because it's less about the surprise and more about the nostalgia. See openra for example.
I sometimes wonder if modding scenes draw most of the volunteer artistic talent that might otherwise be available to open-source projects. There have been some pretty impressive assets created for Skyrim or GTA V mods, for instance.
No matter what the next Elder Scrolls or Fallout game is like, as long as it supports modding (of course it sill), there will be a bunch of people playing it (even if it's widely panned), and there will be a bunch of mods and talent making art for them, because that's how you get tens or hundreds of thousands (maybe even millions if everything aligns) of people using what you make.
Why is that, I wonder?
The code, too, has to be tailored to fit into the specific architecture of the program.