-15 karma · joined April 15, 2011
- Curation history is crippled: Games are a piece of cultural history, and if you care about curating that history, then a complete release is important.
- Learning/Derivation is crippeled: Releasing works is about being able to learn and derive from them and to release what you've done with it. There are more kinds of people than coders, and there is more to a game than code. You can learn and tweak assets in many meaningful ways as well.
- Practice of Culture is crippled: Derivation is also about re-contextualization and remixing. Code can be remixed by programmers, and by programmers only. However sometimes remixes of content are interesting, for instance as a total-conversion of the code to something completely different (webgl for instance) or by re-contextualizing the assets entirely (you could make it props in your next CG movie).
- Piece of history lost
- Makes it harder to boot up anything because not a complete, running application.
- Derivatives of the art are impossible
- Artists will have a hard time starting to tweak things, because there's nothing to tweak.
- Coders will despair trying to provide even a basic set of art (because we're usually crap at art) so they could start poking at the code.
Sadly, this "here you have the source, off you go" thing seems to be very prevalent, and it always irks the hell out of me.
If you don't want to release everything, alright, that's workable. But something, at least some basic art, say the first level or whatever suits you. I don't get it why that should be a bad thing. I also don't get why people seem to think that idea is bad.