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Re: Helping linux gaming

 

In the way of making open sources games, if even not for tons of
money, Basilisk games comes to mind. Their licenses are pretty cheap,
in the way of a game, and I enjoyed easily a few months of play out of
Eschalon Book I. It was limiting in places, but I felt it worthy
enough of purchasing a license.

Dominions 3, is another clear example. I enjoyed playing that game as
well. I also supported by purchase ETQW, UT2003/2004, Penumbra, Doom3,
Q4, Q3, Q2, Vendetta online (payed the monthlies for a while), Regnum
(paid for premo content a couple of times), Tribes 2 (via loki games),
and so forth and so forth.

Yes there is a market for it, you just have to know how to twist it.

Just as likely is it to dev free games. Nexuiz is a clear example. I
love the game. Play it by the tons. Open Arena as well. Wesnoth like
crazy (Still waiting for my 1 on 1 with AI, who hasnt tried to take me
yet, and Ill go a round with anyone here too that wants a shot at me
as well).

So , free or not, there is a clear vantage out there, just have to
find a way to get it to the masses.


On Wed, Nov 19, 2008 at 5:01 PM, Jason <kane.michael.john@xxxxxxxxx> wrote:
> There seems to be good arguments being made.
>
> The only issue is with the theory that younger people are more motivated
> than older people, posted in the first message, As it seems one is being
> asked to believe that there are no game, or other developers over the age of
> twenty five.
>
> As for motivation, it can come in many forms. There is monetary motivation,
> or the motivation of simply knowing that many people enjoy ones work which
> one can choose to make available at no cost.
>
> Further on the topic of motivation one can use the UGA as a prime example,
> of something that was the idea of one or many people, and put into action
> without any thought of monetary gains, Which people are still motivated work
> on.
>
> At the end of it all I do not see why one could not develop a fully
> opensource based game, and still make money, or at lease make the games
> Linux compatiable.
>
> On Wed, Nov 19, 2008 at 4:07 PM, Compiled Kernel <compiledkernel@xxxxxxxxx>
> wrote:
>>
>> Ok, Im going to try to digest this bit in pieces, slowly and by as
>> clear a means possible.
>>
>> Firstly, by no means do I represent as a whole the vision of the
>> gaming community. Yes, ok, I admit at times I am very Stallman droid
>> in nature. Free gaming is just that, free gaming. I think the intent
>> however as a whole is not for the freedom of games, but more over the
>> open nature of such games. I believe the GPL will ultimately safe the
>> PC gaming industry. An industry mind you that right now, at least on
>> the MSFT side of things is failing quite miserably. Its almost ironic
>> that as Wine finally comes into its own right , the Windows gaming
>> world is on its way out. Now sure, I can make all the assumptions
>> about console gaming and what its doing blah blah blah (there are
>> thousands of arguments to this affect for sure), so im not going to go
>> near that at all.
>>
>> I think its not that OSS games take so long to mature, its more of a
>> matter of how much work goes into them. For sure when a proprietary
>> developer like ID goes head long into development of a game, they do
>> their best (at least as far as I can see) to include the Linux gaming
>> model into the equation. Atari Games, not so much, as we have seen via
>> Icculus' great displeasure.
>>
>> I think smaller groups of developers work because of the unified ideal
>> concept. Smaller groups tend to keep the unified thought flow going in
>> the direction the others think in. Larger groups of developers
>> however, create too many varying directions. In the end you end up
>> with a game title that has 20 different directions, and only a very
>> loosely based idea of how its played. So yes, Im certainly in favor of
>> smaller groupings of developers, over a larger set of people.
>>
>> Traditional methods for learning how to code, and develop software is
>> a paramount hill that most anyone isnt capable of understanding. And
>> surely yes, after such a long and drawn process, its concievable that
>> the individual themselves may have become so jaded that they probably
>> wouldnt want to develop such software. Generally speaking this rule
>> applies to software development as a whole, not just gaming. What the
>> industry needs is a set of Visionaries that are actually capable of
>> getting the idea down. Finding someone to code you the interfaces,
>> models, and such isnt all that hard (if you have VC, and the
>> motivation to do so, and those around you share the same idea, then
>> your pretty much set). Do we need more? No. We need devs who are
>> already out there, that already develop software to start developing
>> in our arena. The sad thing about it is, that many devs sign
>> non-disclosure aggreements , etc. EA is merciless about stuff like
>> this, and most game dev houses arent any different. There are
>> exceptions, but not many.
>>
>> Honestly I think the Indie gaming development stance period is the way
>> to go. Develop for all platforms. Do not develop for windows only to
>> bolster your linux gaming model on going forward. All platforms should
>> benefit equally, not using one to bolster another. Really I see PC
>> gaming going GPL and Indie, and its not far away.
>>
>> My two cents so far, will probably be more later.
>>
>>
>>
>> On Wed, Nov 19, 2008 at 12:44 PM, Chase Adams <chase@xxxxxxxxxxxxxxxxxx>
>> wrote:
>> > Hey all, I guess I'm on a roll here. I was reading Abras' commentary on
>> > the
>> > state of Linux gaming
>> > (http://gaming.gwos.org/doku.php/editorial:lgreality)
>> > -- its quite a good article. It got me thinking -- I've had a "plan" for
>> > linux gaming for some years now and never really had the chance to tell
>> > anyone.
>> >
>> > Where do I start... People have tried to apply existing models to Linux,
>> > and
>> > they largely haven't worked. Linux users don't like buying stuff, and
>> > OSS
>> > games take a long long time to become mature enough to appreciate.
>> >
>> > Based on that, the only real answer is to figure out something that
>> > isn't
>> > traditional, and try that out. I've personally come to center my focus
>> > on
>> > optimizing the process of making games, so here are my thoughts on
>> > that...
>> >
>> > First of all, in what little project leadership experience I had before
>> > MirthKit, I learned that individuals are more productive in smaller
>> > groups
>> > -- and that's for a variety of reasons. People chat to each other less,
>> > but
>> > more importantly, its easier to for everyone to keep everyone else
>> > informed
>> > about what's going on.
>> >
>> > That might not seem like a big deal, but I'd bet you that an individual
>> > working alone is about twice as productive as one working in a group of
>> > 7
>> > people -- this especially applies programmers. Thus, assuming an
>> > individual
>> > can scrape together all of the aspects of a game -- programming, design,
>> > content creation -- 7 people working independently will overall produce
>> > games twice as quickly compared to everyone working in a group. -- Those
>> > games will individually progress slower, and won't be as high quality
>> > (because each individual's specialties are only being put toward one
>> > game),
>> > but the overall rate will be much higher. Despite this, I think most
>> > developers won't feel comfortable working alone, so I think the ideal
>> > group
>> > size is two: one artist and one programmer.
>> >
>> > Second, its a fact that younger people are more motivated than older
>> > people.
>> > The problem is that younger people need to learn a crap load of stuff
>> > before
>> > they can make games. I bet you there are a 100 million kids out there
>> > who
>> > proclaim "I want to make games" but then figure out that its hard as
>> > shit
>> > and never go through with it. Even out of the people who are motivated
>> > to
>> > learn how to program, it takes literally about four years to learn
>> > enough to
>> > make *your first game*. That needs to change, because after four years,
>> > people have all but lost their spark. Its important that real game
>> > development becomes accessible enough that these people can start making
>> > games in under a year after starting to learn. If that can happen, these
>> > particular people will make a lot of games, but also, they will have
>> > accomplishment and feel good enough to actually continue making games
>> > (as
>> > opposed to getting burnt out).
>> >
>> > Between those two ideas, I think if they are carried through well
>> > enough,
>> > that they will present enough of an edge to produce games better. I
>> > think
>> > that catering to the Windows market while having games work in Linux
>> > also
>> > will be the best option, because it will drastically improve the
>> > sustainability of the developers, while at the very least making Linux
>> > credible as a game platform. -- On a side note, Linux already has a
>> > killer
>> > app -- it costs nothing -- that's why most people switch to it, and
>> > ultimately, I imagine it will slowly but surely take over the worlds'
>> > desktops because of that fact.
>> >
>> > Also, I'd like to simply do a little spiel about MirthKit, since that's
>> > the
>> > implementation of my plan. The way I envision it, me/my company will act
>> > as
>> > a shepard for the app. I've considered making it open source, but its
>> > simply
>> > critical to my plan that it is kept both unified and funded -- as Ubuntu
>> > and
>> > Firefox have demonstrated, marketing is damn important for success even
>> > for
>> > OSS and marketing costs money. As it is, MirthKit's service charges are
>> > absolutely minuscule, so we are by no means shooting for profit from
>> > games
>> > sold through MirthKit. As a way of making MirthKit's developers/user get
>> > more power in its use, I'm considering setting up some kind of community
>> > council to help steer.
>> >
>> > Hmmm ... I've run out of blabber. Tell me what you think. :)
>> >
>> > -Chase
>> >
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>>
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>



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