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.
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.
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"
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