Launched my iOS game as Open Source
github.com
github.com
Imagine if Microsoft Word distributed itself as "open source", with the exception that one can't use that source to compete with Word. You wouldn't really be able to do much with it, would you? Even simply distributing it to your friends would technically be "competing" with Word.
How could I word the license to give people more leeway while still preserving that intention?
Nothing really stops me from making my own clone of your game, changing only the assets to be my own, other than it's prohibitively time-consuming (i.e. expensive) for me to do so.
If you release the code -- with any license on it at all -- and someone takes it, uses it, creates a similar game, and then changes the code in a sufficiently significant way to be able to claim that it's not "yours" anymore ... what recourse would you have?
Cloning of interface and operation (but not artwork) is widely held to be legal, but in general all successful clones are clean room clones.
If you actually want your code to be open source, you should use one of the common licenses like the GPL or BSD license; this makes life easier both for you and people who would use your code. Since these licenses are common, people know exactly how they work and are willing to trust them. A custom license like yours seems much riskier to use: for example, how is "competes with" defined?
You can license the code and the artistic assets separately. This is what Id does with its old Quake engines. This way the code is still open source in the strictest sense of the word, but somebody couldn't just resell your game as-is.
You can license the assets under one of the Creative Commons licenses. These have well-defined and well-understood terms that you can mix and match to find something that suits your needs.
Assets licensed with CC (use the one that requires permission)
Code licensed with real Open Source (example: MIT license)
Edit for downvotes: Perhaps I should have been more clear. As this is iOS code, you cannot in fact use it commercially. GPL code is not allowed on the App Store. Period.
[1]: free software and open source software are accepted by the Free Software Foundation and the Open Source Initiative as being pretty much the same thing (ie 99% of OSI-approved open source licenses are also FSF-approved, and vice versa).
The condition on all potential uses (commercial and non-commercial) is the same: your derivative source code must remain available under the same terms.
Obviously it would be cool if other people got involved in keeping the game content fresh, but that might not be realistic.
I think it would be cool if more commercial applications were open source for learning purposes, but I know that might not be feasible for most products.
The GPL (v2 anyway, unsure about the others), forbid placing any restrictions on the rights to modify and use the software.
As running modified applications on iOS requires a Developer License from Apple for a fee (and associated additional Terms), some believe that the GPL is fundamentally incompatible with the Apple App Store.
Any license that imposes a similar condition (other GPL variations etc) are also likely to be incompatible with the App Store.
Disclaimer: IANAL.
Which is one of the points of the GPL, so no big surprise.
One way to keep the option of legal offense against clones is with differently-licensed assets. MIT your code, but choose one of the non-commercial or share-alike Creative Commons licenses. There are lots of them and you're bound to find one that fits your purposes.
Apple has no problem with Open Source. It is just that a few Open Source Licenses have a problem with Apple. A small but important difference. Apple couldn't care less what open source license you use. But some licenses like the GPL forbid you from distributing your work in a place like the appstore.
Apple has the opinion that they should still retain control after a device in sold, giving them practical ownership after sale. This method of corrupting property laws for leverage over other peoples property goes directly against what the author of a GPL software wants, and is such written into license.
Apple with their appstore has thus a fundamental disagreement with the wishes of the author to GPLv3 licensed software. The author can give apple permission on this issue, allowing distribution on the appstore (if Apple accepted it), but that's a copyright concept. Authors can always give permission to someone else about their copyrighted work, but so long the author believes in property laws and peoples right to be in control of their bought devices, its unlikely they will give Apple that extra permission.
The first thing I did after seeing this thread and looking at the repository was to download the game from the iOS App Store (using an iPhone 5). I would have paid $1 to $4 for the app at that point in time.
I 'mastered' the levels up to but not including 'Belgarath the Bold' in the space of about 30-40 minutes, and seem to have unlocked all the spells except for superman, hot dog and teddy bear. That was entertaining - and repetitive. Challenges remain ahead of me in the form of Belgarath and Fionnghal, but unless some exciting new aspect to the gameplay emerges during those challenges, I don't think I would pay for an extension to the single player game. If I'd watched someone else play the game instead of playing it myself, I don't think I would now spend the $1 to $4 I would have otherwise been willing to spend.
My disinterest in paying for an extension to the single player game means I don't have any reason to consider paying for unlockable wizards, custom spells, or forums and betas.
OK - I wrote the above before trying the multiplayer game. Having now tried the multiplayer game, I found that to be much more fun, and much less predictable. Would I consider paying something now? Maybe. I'd be willing to consider one or two small in-app purchases that add to the gameplay in some non-trivial way without unbalancing the game between those who've purchased and those who haven't. I don't think I'd ever have any interest in forums and betas.
The main gripe I have with the game is not something you can easily solve: my finger gets sore after lots of frantic swiping on the glass. (It was even worse with Runic Rumble.)
Good luck!
[1]: https://itunes.apple.com/us/app/runic-rumble/id581952563
Edit: Just discovered 'superman'. Hilarious!
Perhaps an unintended consequence of allowing everyone to compile their own version of a multiplayer game.
(Defeating him/her was satisfying.)
I think it's bit troubling to define Open Source as "Free" software as defined by GPL. That's very misleading as it is very far from free since you are not free to distribute any parts of your software with any other license.
GPL is like legal virus.
Thumbs up for the OP. Good, altruistic effort.
Since people try to say that I live in a free country, I guess I should also be allowed kill anyone, torture, and do anything I would like to. How dare they have laws and at the same time say that I am free. Its so misleading. Truly troubling how they define it as "Free".
I guess in your world, BSD is also a virus, demanding that all advertising materials must include the acknowledgement that: This product includes software developed by the <organization>.
BTW, I create srcmap database for this project @
http://www.srcmap.org/s/sl.htm#c=P&d=/proj_src/wizardwar/&p=...
Let's see how many users will hit the server in next couple of day or so. (finger crossing...)
For those that want to test the game but don't want to set it up in xcode, i compiled the code and uploaded to app.io: https://app.io/qj4Ofv