Open Source Game Clones
osgameclones.com
osgameclones.com
But why don't we see more companies following in id's footsteps and re-licensing old engines as free software? It keeps interest high and people coming back to purchase the art assets needed to run the games. There are several games on Steam that continue to sell well under this model (e.g., Duke Nukem 3D, Doom 3)
This is coming from game dev trenches. :)
One of the big issues, for example, is that engines may contain tech that isn't easily stripped out--Source, for example, has bits (I believe) from Miles Audio and also from Havok, and as such they can't just go handing out their code without fixing those licensing concerns.
- They publish a free (as in beer) SDK and modding tools for Source, and allow people to submit mods to Steam - even if they use Valve IP, and charge users money for it (e.g. Aperture Tag). (However, users have to have purchased the original game to run mods, and removing this limitation or accessing the Source source code requires a commercial license.)
- They have the Steam Workshop, which allows users to, depending on the game, submit assets for potential inclusion in Valve games (with revenue share), and upload custom maps for others to use directly.
- They have released specialized tools such as Source Filmmaker and the Portal 2 map maker to assist with user-generated content.
- And, of course, many of their flagship games were originally community mods: Team Fortress, Counter-Strike, DotA.
...Thus it's hard to say Valve wants to "mistreat the customer" or doesn't want users to create their own content. Nor do they indulge that much in DRM. Yet thus far, they have not released any free software. Why?
I think it's mainly a culture thing. Free software games are essentially nonexistent. In PC gaming there are plenty of small developers, and lately there's a trend toward very early release and community engagement, all things associated with free software - but it's all in a context where developers can and want to make money selling games, and source access is not expected. This is nothing unusual, of course: in all of programming there are many, probably a majority, who are more likely to consider GPL a "cancer" preventing them from doing what they want than something to embrace. (In mobile this is basically everyone.) It's just that the pockets of free software enthusiasm which exist in other subfields aren't nearly as significant in gaming. In such a context, GPL releases would just be a distraction from supporting users/indies in the way they want, and so we don't see them.
I'm still holding out for a GPL release of Source 2, though... And, as a point of hope: while the new Unreal Engine is not free software, its licensing and development model seems very much inspired by it, and to be designed to provide some of its benefits while allowing Epic to make money.
[edit: typos]
Game engines licensed as MIT? Yes please.
Games that are given to me for free? Yes Please.
But doing my own game means a lot of actual work, and I can and should be able to choose the license of that work.
GPL takes away that choice from me.
Alternative, you might simply not like the fact that people are giving you something for free and then ask you to not put restrictions on it. Its like when someone give to charity and they ask that money sent to starving children do not get spent on booze and guns. Its immoral and wrong, but hey, everyone is free to their opinion.
It's not truly open source because it requires the original files, but then they've listed emulators for ScummVM and the Infinity engine, so I don't see the difference.
Art assets are not software, if that's what you're talking about. Character design, dialogue, plotlines, etc. will remain under copyright even if you do go in and replace every image and sound with freely licensed art.
Stallman thinks all users should be able to share and remix artwork freely, btw.
I'm well aware of Stallman's subtle and well developed stance with respect to human freedom and software, art, and documentation and I think it's perfectly consistent and reasonable.
The Debian project has adopted a stance that everything distributed as a part of the project should come with a set of rights, whether it's executable programs, game textures, or documentation.
Every part of Debian must conform to the Debian Free Software Guidelines, even if it's just a text document describing a library. So text files are considered software in Debian for purposes of the DFSG. That's all I was implying by saying that Debian considers non-executable parts of a project to be software.
It hasn't for a while, since 1.0 - they have their own graphics and sound assets now.