Close, but not quite. Here is some nice insight on "what FOSS gaming needs": http://pinstack.blogspot.com/2009/04/foss-gaming-needs-distributed-content.html
You can find even more in the comments, or following the post into reddit =] On Fri, Apr 24, 2009 at 08:31, Vincenzo Ciancia <cian...@di.unipi.it> wrote: > Il giorno ven, 24/04/2009 alle 04.33 -0400, Danny Piccirillo ha scritto: > > > The Ubuntu Gaming Team will work to address the obstacles hindering > > growth in FOSS gaming such as the need for effective distributed > > content management or significant investment in free content > > development in order to promote FOSS gaming through Ubuntu and Ubuntu > > through FOSS gaming. New ideas are encouraged and appreciated. > > > > [Please put me in CC when replying, I am not on list] > > A problem that I always thought of that may be a concurrent cause in > this "lack of many high quality FOSS games" (but there are some very > good ones) is that game production is mostly a creative business, more > than a technical problem. > > The extreme proof of this is that you can code space invaders in one > day, but space invaders will last forever :) > > When one writes a story, and creates characters, designing the game and > determining its playability, last and so on, at some point there is a > full stop. The game goes for production. And there is no need of the > FOSS philosophy to improve the story or the characters: users need to > enjoy a finalised product, not a constantly evolving one; imagine if the > playability of Doom, or mortal kombat, had changed _in the same version > of the game_. There would have been no myth at all, no person learning > secret skills and becoming a god of the game. > > This problem is in common with novel writing, and with music. For the > former, in fact, we have exactly the same problem: the majority of good > books are not FOSS. > > The problem here is that the FOSS model does not "pay back": you don't > need the work of other people, and it is even better if you work alone; > I rarely saw good novels written by more than one author. > > Therefore, if FOSS is not paying back, somebody else should! For books, > that's a problem. > > For music, it is very different. Live exhibitions make room for a new > market, where the recordings are given out for free, but people strives > to see the live artists. IMHO, this is one of the reasons why in the hit > parade of Jamendo you find music which is of _much higher quality_ than > your typical hit parade: people on Jamendo needs music that is good for > live exhibitions, that is, good music. > > So, why did I write this e-mail? The question is: suppose we were in an > ideal world where many game engines are FOSS, and you just need to > exploit your creativity and talent to get a game done. And your money > for live captures, graphic artists and so on. I personally think this > time we actually live in the ideal world. > > How do you think game writers may be encouraged to spend a lot of time > on creating a professional quality game? How are they going to be > repaid? > > Vincenzo > > > > >
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