Dead Games
garry.net
garry.net
Not every idea has the automatic inertia it needs to be the next big hit.
I also speak as fan of games like Deceive Inc and First Class Trouble, I applaud Garry's effort in this case. The game engines and distribution platforms make it a lot easier to push your idea as a product instead of being just that, an idea.
Roblox and Minecraft have exceptional modding scenes, eclipsing most previous generations by far?
A Roblox modder created lethal company, a game that outsold call of duty. Minecraft modders are building literal computers inside the game.
If we take modding as a pathway to learning engineering and programming, not only to producing games, then these are highly successful.
Assets and templates don't make a game. Ingenuity does, and folks...the fledgling game designers are using platforms like Roblox and Fortnite as their jumping off point.
It's tremendously sad. Modding scenes in various games were huge on-ramps to development, game and otherwise, for lots of big industry figures today. Where's that coming from for the next generation's when every product is locked down from factory to where DRM regularly cripples peoples PCs?
I'm certainly no huge name in industry, but my first experience with anything even resembling code was when I discovered you could edit the scenario files in Driver (1999) on the PC to give your car all kinds of weird abilities, change how the game ran, give yourself god mode, disable time limits, all kinds of stuff, just by changing the text in the files. And like, obviously that's not software development, but I was a little kid and that was my first experience of "if you change the files inside the program, it does different things!" and that was tremendously exciting for me at the time.
GTA 5 RP mod is big, Arma series are very bare bone games where modders created scenarios and game types. Both pubg and dayz comes from arma 2 mods.
Steam Workshop has made it easier than ever before, no need to run 3rd party launchers or visit a number of sketch websites to get your mods.
It's still rare to get modding tools from the developer though. Only a couple recent games I've played do that I've seen. Like Teardown for example
Making a game used to mean writing an engine too and that just isn't true anymore it seems.
Still a thing.
God speed.
Roblox is a gaming platform. Popular among kids, yes, but that's like saying you're too old for Youtube. You can absolutely find a game with like-minded and older players.
A great game imho. Perfectly true to the board game and fun to play. Some negative reviews due to being a digital board game but it’s right up my alley personally.
I bought it on steam back then. Still installable and runs but you can’t buy it anymore as the license expired. In fact you can’t easily obtain this at all now. The owners couldn’t give it away even if they wanted to.
I'd guess at least the big studios preserve for sequels, re-releases, remasters etc but who knows what the retention is.
Indeed, thanks for removing the native Linux client and thanks for not enabling EAC support for Proton! /s
I would love to adopt a few failed or semi-failed games from back in the 90s and resuscitate them to run on modern PCs. But the source code is likely lost.
And I totally understand that. After sacrificing years and years + thousands/tens of thousands euros towards project, you really don't want to see it taken by other people and putting their own creative ideas on top of your work(that can be potentially used later).
I'm 100% certain that the primary reason boils down to "we don't have the rights to all of the source code, and we don't want to deal with any of the options for moving forward."
As sibling comment points out, a lot of console SDKs are pretty heavy in the "this code must never be open-sourced" space (hell, even talking about what's in them can run afoul of NDAs). But it goes beyond that. Building assets might require a suite of proprietary tools and custom extensions for those tools, where your ability to release those extensions may be legally unsound. Many games will have several libraries, not all of them open source (and some of them probably under pretty strict don't-even-think-about-asking-us rules--can't imagine many anticheat or DRM packages are going to say yes to allowing source to be released).
If the company doesn't have the rights to large chunks of the source code, their options boil down to:
* Release just the bits they have the rights to, which isn't going to be compilable. And hope that nobody complains about residual references to their code in the released stuff (litigation risk!).
* Spend time going through the code to sanitize references to unreleasable code, but still just release the not-working code drop.
* Do the above, but also replace the unreleasable bits with working releasable bits.
* Do nothing.
One option involves no work and no risk. One option involves minimal work but incorporates small-to-medium risk, but also sacrifices much of the benefits of open-sourcing (there is likely to be community blowback if the product is unusable!). Two options involve a lot more work to mitigate the risk.
It's going to be rare to find the corporation that's going to go for the no work/no risk route. If you want to change that, the best way is to create legal mechanisms to make the no work option much higher risk than the other options.
It's similar to the rumor that if something apocalyptic happened to Valve they'd keep steam open and let you download all your stuff, if that scenario happened they'd be least able to be able to do that for a long list of reasons unless they had instantly been bought.
And that's why they don't just give them away (unless it's a very small studio/individual effort). Many "how it was made" histories of games describe how they used assets developed for a previous game or otherwise not used.
I've seen internal projects that were open-sourced and there was a ton of time and effort involved to get across the finish line.
Probably anything involving more than one person make exponentially more work, let alone licensing/etc
Nightdive has a good writeup somewhere of the hoops they have gone through.
They say it usually boils down to:
"Mr Rights holder, can you license this property to us"
"No I dont know if we own that property, we would need to check paper records and that costs money"
"Ok, but then you wouldnt go out of your way to sue us if we did resurrect this old game"
"No if we saw you making money from it we would definitely spend the money to figure out if we had a viable lawsuit"
No idea how well it would work. I wouldn't expect main characters. But landscapes, trees, buildings, props, furniture, animals, some NPCs, skyboxes, vehicles, etc...
I also have no idea what value they could claim, if any.
Some eastern guys bought our assets that covered our expenses for development. Few months later, they released it with absolutely horrible unfinished state. They don't even change wip animations for run. Original art style that we created was completely gone.
Since then, I decided to leave game development. It's like gambling.
http://web.archive.org/web/20250129172837/https://garry.net/...
Edit: Seems to be back.