Hackers, Slackers, and Shackles 347
blacklily8 writes "What is the future of free software development for games? Is it possible? Will the games ever equal or surpass their proprietary competitors? Why should we care? After thoroughly researching the free and open source software model, and interviewing both indie and free software game developers, author Matt Barton decided that the future is indeed very bright. Stallman is quoted here saying that game engines should be free, but approves of the notion that graphics, music, and stories could all be separate and treated differently (i.e., "Non-Free.")"
depends.. (Score:5, Insightful)
nethack has always been superior in quite many aspects when compared to commercial games, partly because no commercial game can take that kind of risks in pissing off the gamer.
'free' games can continue to fill the niche segements pretty well.
and then there's the 'simple arcade rehash' genre - free games fill that tremendously well as clones of classic arcade games has become easier and easier to write as years pass.
Re:depends.. (Score:2)
You confuse non-free and commercial software. Many free software packages accept donations and RMS even sold emacs for a nice profit back in the 80's. Some people are even paid to write free software.
Re:depends.. (Score:2, Interesting)
Re:OT - How do you play Nethack? (Score:3, Informative)
first you need to get the poison resistance, reflection and such before proceeding. getting excalibur if you're lawful is an easy, cheap helper too. good ac helps too, and don't be fooled, good ac is at least -15. learn to use healing bottles to maximize your healthpoints.
don't leave anything
Re:OT - How do you play Nethack? (Score:3, Informative)
You understand it already... (Score:3, Insightful)
Some of the other replies seem to be trying to give you advice on how to "win" at the game. I'll offer a counter-proposal: You basically understand the game already. The game isn't really played in the context of the execution of the nethack binary on a computer. The game is actually acquiring arcane knowledge to forstall death. The knowledge acquisition part of the game is played on Usenet, message boards, IRC, and Slashdot. It is possible, theoretical
hypocritical of stallman? (Score:4, Insightful)
in what way does a coder differ from a graphics artist? according to stallman's views, should a graphics artist not be able to freely obtain the art of a game so he could modify it, without having to pay for it? after all, that is what he demands of software. it has to be free so a coder is free to change it without having to pay for it. does he have double standards?
note: i like free software, but i don't feel that every piece of software that i use should be free. i just think it's a little bit odd that stallman is using double standards.
Re:hypocritical of stallman? (Score:5, Funny)
Re:hypocritical of stallman? (Score:2)
So playing Doom3 is.... Okay.
Re:hypocritical of stallman? (Score:2)
Ok, you find Stallman to be inconsistent. I find it rather uninteresting whether he is consistent or not. What is more interesting is this: Do you think that game scripts should be allowed to be kept proprietary?
Re:hypocritical of stallman? (Score:4, Interesting)
It's hard to have a meritocracy with something as innately subjective as art. With technical stuff, it's usually provable what works better.
You can't submit patches to fix someone's crappy storyline (and if you did, I imagine chaos as no one agrees on whether your "story patch" actually improves the story or makes it too long, or too short, or hurts the original author's feelings, etc.). Can you imagine a bugzilla for "ugliness bugs" in the backgrounds, icons, monster design, etc. in a large game? Who gets to decide when a "garishness bug" is closed? Or that a "cacophonous section bug" in the soundtrack has been resolved?
It's always seemed this way to me, hence for a long time Linux ran great (the technical part of it), but the default icons, themes, etc. often left a lot to be desired. I think it wasn't until companies started throwing money at Linux that it started getting pretty.
It's now easy for me to imagine a complicated piece of software put together by committee (the proof was in the Linux pudding), but not a musical score (the proof again was in the Linux pudding).
I think maybe Stallman is just being practical*.
Back on topic, for these reasons I've long thought that games was one area where OSS would have a hard time competing with commercial software companies, since the important part of video games isn't the technical part, but the artistic parts where it's hard (if not impossible) to have a working meritocracy. You can't (I believe) have "bazaar like development" with 100 artists working on video games as you can with 100 programmers working on a web browser.
* OTOH, it's also only with software that not having source code means you fundamentally don't know (or can easily tell) what the software is *really * up to, hence the GPL. This is not the case with art. It could therefore also be that Stallman is just being steadfast with his freedom thing (that sadly, a lot of people criticize), which is not as meaningful with a game's soundtrack for instance.
Re:hypocritical of stallman? (Score:5, Insightful)
You discover the optimal software algorithm, there is already a right answer before you ever compose it. Nobody discovers art and withholding art does not hinder the progress of mankind like withholding technology does.
Re:hypocritical of stallman? (Score:2)
Art is different in that it is not functional, you watch it, you waste your time with it, but ultimativly you don't produce anything with it. However that is as far as it goes, that still doesn't mean that the same freedoms for software wouldn't also be usefull for arts. Just watch what is happening out there, people cover songs, thus b
Re:hypocritical of stallman? (Score:3, Insightful)
Re:hypocritical of stallman? (Score:3, Interesting)
That art is merely a distraction from reality.
You can produce, enlightenment, understanding, emotions, inspiration, ideas and more art, with art.
ANYTHING can produce those things. The clouds in the sky, taking a deep breath, dropping a book on your foot, can produce the same inspiration, emotions, and enlightenment as an orange dot on a white canvas.
Game software is an art. (Score:4, Informative)
That having been said, the reason why you can't put game artists, texturers, and musicians in the same class as game programmers is because they generally refuse to work for free. While a programmer may find personal expression through a game, rare is the artist or musician who feels the same way. You can get ones who will work to make a name for themselves, or work because they like the game, but generally you don't find musicians who work on games like they compose their own songs. While working on games is personal for a programmer, it isn't so much for artists / musicians. Why do it then?
And there is no such thing as an optimal software algorithm. There are ones well suited for a task and ones that are not, but there are no software algorithims that are best in all ways.
TFA is DOA, BTW.
Re:Game software is an art. (Score:5, Insightful)
Writing software that balances several competing resources is engineering.
I think that some software can be artistic in the sense that it is written creatively but that has nothing to do with it being a "balancing act between competing resources".
Re:hypocritical of stallman? (Score:2)
That's right... they are well understood by the public and the public would understand that the "Free Software" positions and would write off the fundamentalists as kooks.
Re:hypocritical of stallman? (Score:3, Insightful)
There are only like 8 stories everything else is based on one of those.
Re:hypocritical of stallman? (Score:5, Funny)
1) Boy meets girl, boy acts like an idiot & almost loses girl, boy comes to his senses & wins girl
2) Evil dude hurts hero, hero trains for long time, reaches near-enlightened state, kicks evil dude's ass
3) road trip!
4) Boy meets girl, then everyone dies (most tragedy fits in here).
But I'm missing the other 4. Any hints?
Certainly.... (Score:3, Interesting)
1) Much Ado About Nothing.
2) The Tempest
3) Comedy of Errors
4) Romeo and Juliet
I was taught that there were only a few basic stories and tha Shakespeare had done them all - every thing else is just a variation on a theme, if you want to see the other four, get reading.
Sera
P.S. Or at least rent the video of Much Ado About Nothing with Kenneth Branagh and Emma Thompson, IMHO it is some of the best film ever made.
Re:hypocritical of stallman? (Score:5, Insightful)
It's kind of like, if I made a movie. I wouldn't mind you using all my techniques for special effects, (or CGI as it's called today) and filming, etc. But you'd be a big douchebag if you stole my script and just "expanded" on it to make your own movie.
Re:hypocritical of stallman? (Score:3, Informative)
So how exactly is that different of when I take Firefox, name its "Grumbels Personal Browser" add some stuff to it and release? Why should I be allowed to do that with Firefox, or any kind of free software, but not with movies, videogames or whatever?
Bes
Re:hypocritical of stallman? (Score:3, Informative)
The difference between art and software is that Software is a process, a medium. Software does stuff on, and to your computer, so you want to know exactly what it does. Who knows, it might wipe your data, or other evil things. Art isn't going to do that, as it is in itself complete. Of course, art must still be presented on a medium. Films on reels, DVDs, or VHSes. Paintings on canvas or paper, or more obsc
Re:hypocritical of stallman? (Score:2)
Re:hypocritical of stallman? (Score:2)
Its easy to morph art into some other art, its done all the time, as said movies get remaked, songs covered and pictures reused in collages. The larger the work of art the less of an issue is this. With movies or videogames you get all kinds of work done that can easily be reused in other works. You don't need to redesign each and every requi
Are you for real? (Score:3, Informative)
>You're not allowed to do that with Firefox, or any Free Software; doing so would be misappropriation.
Are you for real? Firefox was a stunning example of how someone did exactly what was decribed above. Someone (I don't think it was grumbel) deci
Re:hypocritical of stallman? (Score:2, Insightful)
For example, you want to continue using compiler X 2.95 say for however long you want witout having to pay for a subscription or without being vulnerable to deficiencies. Same thing with other programs like email readers, browser and more fundamentally an OS.
So there is a need to take measures to keep the code free and available, unencumbered by legal or economical condit
Re:hypocritical of stallman? (Score:2, Insightful)
Re:hypocritical of stallman? (Score:2)
After listening to beautiful music for a while, I come to depend on it. It gives me inspiration.
However, if it's on CD and I'm allowed to back it up, that's safe. But if it's DRM'ed, I can't do it without breaking the laws, which is something I refuse to do (of course there is a point when I might decide civil disobedience is the way to go, for now it's just boycotting). For that reason, I'm not going to listen to music if it's DRM'ed, and I think any true artist
Re:hypocritical of stallman? (Score:4, Informative)
1. Practical use: software, manuals. They are needed to run your computer, to allow you to write your documentation, to generate your data. You can qualify them objectively: it's OK, it's better, it's wrong. Software is indeed special: is matematical model, but executable. See FSF and OSI for licenses.
2. Non-practical use, or art: they don't have practical use, they are not needed to run you computer, they just can be enjoined "as is" and perhaps modified to create derivative art. Is American folk better than Celtic music? You cannot tell it objectively. See CreativeCommons for licenses.
Read RMS or FSF articles, there is no cinism, no contradiction, just your ignorance.
Re:hypocritical of stallman? (Score:2)
So I guess emacs and vim aren't in that category.
And neither are, say, perl and python...
Re:hypocritical of stallman? (Score:3, Insightful)
I don't see any difference between music, art, software. All three are creative expressions, just the canvas is different.
Re:hypocritical of stallman? (Score:3, Insightful)
On the other hand, the artwork and story of the game is complete within itself, and doesn't need to be tweaked to work correctly (aside from maybe doing things like making higher-resolution or higher-polygon-count vers
Re:hypocritical of stallman? (Score:3, Informative)
The game as a whole is art. The code which implements the game is just code. Its practical use is to hold together all of the artistic elements of the game.
Code versus Art (Score:4, Interesting)
I don't know Stallman's view on the matter.
But if I had to guess, I'd say: That's purely hypothetical, mind you -- I have no idea where RMS stands on the matter.
In any case, code is art, in my opinion -- code, painting, music, architecture, literature -- it's all art, art, art.
-kgj
Re:hypocritical of stallman? (Score:2)
You're also making the usual mistake of thinking that RMS ever has anything to
hypocritical of stallman? No, just a bad summary. (Score:2)
Stallman is quoted here saying that game engines should be free, but approves of the notion that graphics, music, and stories could all be separate and treated differently (i.e., "Non-Free.")
We have to ask ourselves what Stallman actually said before we swallow the summary. The summary does fly in the face of the underlying ethos of Stallman articles such as The Right to Read [gnu.org]. It contradicts what others, like Lessing have to say. It even contradicts what the article itself seems to s
Copyright power is based on the kind of work. (Score:2)
He's not "using double standards". He recognizes that not every kind of work requires the same freedoms. We currently have a copyright regime where different kinds of works have different levels of copyright power.
RMS once proposed a system of reduced copyright powers that would work better for readers/viewers/listeners/etc. (since American copyright is ultimately aimed at benefitting readers, not publishers or authors [gnu.org]). He framed his system on the kind of work something is--what function does it perfor
Re:hypocritical of stallman? (Score:2)
Art and music isn't like that. It's quite possible to argue that scientific knowledge should be unrestricted for the good of society, while restrictions on purely artistic works are allowed. Wh
Re:hypocritical of stallman? (Score:2, Interesting)
There is an aesthetic to really good code. When I see a task or algorithm coded elegantly, simply, and efficiently... to me, it is a work of art.
How can you review a piece of code and identify the team member that contributed it, without a hint otherwise? Because there's a personal and creative aspect to producing it.
Having said that, however, I believe the same could be said of the serious practitioner in v
Re:hypocritical of stallman? (Score:2, Interesting)
Hard To Do (Score:5, Insightful)
It's hard to have a Free game which matches the quality and depth of today's main commercial offerings due to the need for artists and other such people who (for whatever reason) are less keen to do hobbyish projects.
I think the only way that this is going to start is if developers put together good graphics engines, up to the standard of the latest offerings from Id and the Unreal guys, and have commercial developers work from these as a base rather than licencing from the commercial vendors. With the GPL-licenced Quake engines we are already some way there, but of course they are (as they come out of Id) already a generation or two behind and need some work to get them up there.
There's also the problem of convincing the commercial development houses that having their game code source available (which would be necessary for GPL compliance) won't hurt because the art and other content will be the product. The main show-stopper here is that you can't really do copy protection in an open-source product, and right now every commercial offering has copy protection.
Re:Hard To Do (Score:2)
Perhaps. That is an excellent arguement for getting rid of copy protection. History has shown copy protection on games to be a very expensive excercise in futility anyway.
Re:Hard To Do (Score:2)
MULE, a well known and popular old school game, was a commercial failure. Almost everyone had played it and many 'owned' a copy, but almost no-one had bought it.
It didn't have copy protection.
Re:Hard To Do (Score:2)
Can anyone name a single game where the pirates failed to break the protection?
That's right, there is none.
Most new copy protection schemes were broken within days in the past.
Re:Hard To Do (Score:2)
I remember lots of folks who would copy games for friends just because it was possible - one person would buy the game, and then give copies to friends who saw it and liked it, if the game wasn't copy protected.
These weren't pirates, or people who would have tried to circumvent copy protection if it was present. Just the average home-computer user in the late 80s/early 90s. They didn't realize it was piracy.
Re:Hard To Do (Score:2)
At least one copy is bought that way.
Re:Hard To Do (Score:2)
At $10/unit, if it cost $1M to make the game (pretty cheap, these days) they'd need to sell 100,000 units to recoup the investment. Thats not a small or easily achievable mark for most games. Not all games break that mark.
The few games that turn a large profit for a company help cover the losses on the games t
Re:Hard To Do (Score:2, Insightful)
Re: Hard To Do (Score:2, Insightful)
The tools, engines (and operating systems to run them on) are already there, see for example this database of 3D engines [3dengines.net], many of which are free/open source.
But for a succesful game project you need not just good coder(s), but graphics artists / musicians as well. I don't really see the difference between code and artwork here,
What?! (Score:5, Funny)
Disagree (Score:2, Interesting)
Modern games aren't easy. We could compete in the "graphics engine" field, but that's just 1/4 of a game - the rest is the "art": graphics, music, sounds, maps..."open source" works for code, not for "art". Also, today's games are a modern thing, you can get lot of geeks that can write a SCSI driver or a compiler, but how many geeks can you find that know how to
Re:Disagree (Score:4, Informative)
a) hardly anybody developed it while it was OpenSource, some bugfixes asside it what basically a one-man thing
b) after some years of no development on the OpenSource Tuxracer, there is now some life in it again, see PPRacer: http://projects.planetpenguin.de/racer/
c) sunspirestudios seem to have disapread, probally didn't sell to well in the end
### Same goes for tuxkart.
See http://supertuxkart.berlios.de/, however the original tuxkart has never gone closed source.
### We need some kind of "open art" license or something, and people working for it.
http://creativecommons.org/
For most part we really just need more people.
Re:Disagree (Score:2)
This exists. However, I don't think it will work very well. My intuition is that art cannot be incrementally developed by different people like software can.
Perhaps my intuition is wrong, though. There are several other plausible reasons for open art not taking off.
Re:Disagree (Score:2, Insightful)
Planeshift (Score:5, Informative)
The system recently reached another milestone, though it will probably remain in development for quite some time... Maybe some Slashdot hackers will help?
Re:Planeshift (Score:2)
Eternal Lands (Score:3, Informative)
-ReK
Re:Planeshift (Score:4, Interesting)
In general (Score:4, Interesting)
On the flip side, dependant games(ie games developed at cost by a gaming house) will generally have superior graphics and sound because those two areas require a lot of man hours to "get right". Thus, gaming houses are better suited to coordinate efforts to supply a superior graphic experience quickly enough before the graphics become dated by hardware advances.
That said, as we slowly begin to approach the photo-realism barrier, and as the tools to assemble graphics improve, we are once again begining to turn back towards the days when gameplay and innovation were what set a game apart from its peers.
In this, independant game designers will have the upper hand, as evidenced by the current generation of "big names in the industry" all having been independant designers back during the last time graphics were less involved(80s and early 90s).
Independant game designers are on the rise again, and you can see proof in the concern the publishing companies are having as they slowly fall away, consolidate, and/or have paniced knee jerk reactions out of concern for their future(Valve vs. Vivendi, EA's buyout frenzy, etc).
What about people's time and effort? (Score:3, Insightful)
Re:What about people's time and effort? (Score:2)
Or, perhaps you are forgetting that sometimes people do things for personal enjoyment?
Free games looking good (Score:3, Informative)
(http://www.selectparks.net/modules.php?name=Co
And it seems that there is a great base available that oculd lead to wonderfull things. Crystal space (crystal.sf.net) is a free engine that appears to be competitive in quality to modern commercial engines. Go to the games made using crystal, it can be used. I should also mention cube engine (cubeengine.com) and stepmania (stepmania.com) as well as the abundance of free MMO's and VR projects.
Re:Free games looking good (Score:3, Informative)
no and no (Score:2)
Video games and office suites are not the same by any means, but it is the same reason you don't see 100 different full featured word processors or game engines. Unless enough is made to recoup the loss of many programmers time to make the engine in sales and what
Re:no and no (Score:2)
Re:no and no (Score:2)
Let's assume you do pay them. What do you need, 5 people to develop it? You can't assume throwing a lot of people will make it go faster indefinitely; Read mythical man month if you do. 5 * what, $50k a year minimum, that's about $250k a year skipping office costs and what not.
Then they would give away the engine for free for anyone to develop games, including their competitor? A game company is more likely to
Creating whole worlds isn't yet very natural. (Score:2)
Even with idealized tools, there's just so many decsions, so many interactions that need t
Re:Creating whole worlds isn't yet very natural. (Score:2)
Otherwise, we'll get a lot more abstract puzzle games, but the real power of developer imagination may be lost to complexity.
Honestly, I prefer simple puzzle and arcade games. The other type takes far too much time and work for a *game*. If I want a story I'll go read a book.
I know
Might be a good idea... (Score:2)
So: give away the engine for free. Sell the adventures.
The future is very bright... uhh...because...uh... (Score:2)
The fundamental problem with the arguments in this essay is that they all apply now, and so far free games has conspicuously failed to take over. Why will they do so in the future if they haven't now, unless you're going to remove a problem or add an incentive?
It boils down to a proof by assertion.
He nearly exhausts the good games currently existing. I've poked through the Gentoo game categorization which is pretty good, and if there's
Independent Games (Score:5, Insightful)
This leads me to think that we'll have a similar trend in games in the future as we do in films today. The industry will be splitt between high-budgett, spectacular games such and Halo 2 and Doom 3, while a smaller market of independent films will emerge created by people who feel that games can be an art form, and not just entertainment.
I know there are small independent game conferences allready, but we still do not have anything like the independent film festivals which help get the films out to their audience.
As for licenses, I agree with Stallman in that the game engine, which is more cases can be thought of at generalized software should be free, while the artistic part of the projects need to be considered as custom work and could remain non-free.
Re:Independent Games (Score:2, Insightful)
Not the same faults (Score:2)
But sometimes they do: Have a look at this article [slashdot.org]
Re:Not the same faults (Score:2)
Games don't have enough longevity for OSS process? (Score:3, Interesting)
It seems more likely that OSS devlopment model would succeed with game development libraries and engines.
How naive. (Score:5, Insightful)
This is like saying GM should open-source the blueprints for all their car engines. It's ridiculous. Valve put untold millions into HL2 development, and there's absolutely no incentive for them to just open the source, and there's a strong disincentive: if they were to open it, everyone could just build a highly competitive game on top of it without paying a cent. And what's gonna pay for the programmers? The original game's sales? Will they be high enough given the man-hours that went into the engine, especially since the new competing games would likely cannibalize the sales of the original game?
The HL SDK already opens up most of the engine (sans some of the graphics and networking, I believe), and budding game programmers can cut their teeth on that (that's how Counter-Strike came about). But since it's still copyrighted, and the new game requires licensing with Valve, which helps them recoup the costs of developing it in the first place, and fund the development of the new engine.
To ignore the economic constraints of development is breathtakingly naive.
Re:How naive. (Score:3, Insightful)
Re:How naive. (Score:3, Insightful)
Valve on the other side does have invested millions into producing the game, so how exactly would OpenSourcing help them? In the best case you would see some forks and games making u
Re:How naive. (Score:2)
id, Epic, Valve, et al make a tidy sum licensing their game engines to other companies, so they must have some value otherwise no one would pay for them, much like car manufacturers license engine designs to each other.
If a group of developers want to get together and put the time into making a gam
Re:How naive. (Score:4, Interesting)
Then they could spend 'untold millions' developing great games ON TOP of the engine. On miles of original art, grammy-winnnig scores, and original new stories. It seems as if once you've got a solid, continuously improving engine (with major releases every 18mos or so), you could devote more resources to producing more art (games) which would lead to more revenue streams than you would get with the current system (one blockbuster released every couple years). Once the engine is a commodity, the competition would be over the artistic aspects of the game, and we might see some more innovation in storytelling. When you have more resources to invest in the story/art aspect of the game, you can take more chances on new stories than companies seem willing to do these days--perhaps with a commodity game engine, we'd see fewer sequals of sequals of games from 1994, and more original games that make a mark as "innovative."
The "open-sourcing" suggestion isn't a one-off suggestion about specific games, its a critique about industry and process, and suggests an entirely different approach, not a simple solution like "this game should be open sourced!"
Re:How naive. (Score:3, Insightful)
You mentioned:
This is like saying GM should open-source the blueprints for all their car engines. It's ridiculous. Valve put untold millions into HL2 development, and there's absolutely no incentive for them to just open the source, and there's a strong disincentive...
But then you turned around and said:
To ignore the economic constraints of development is breathta
Re:How naive. (Score:3, Insightful)
Car engines already are "open source". Once you have bought a car, it is legal for you to take the engine apart, modify it, use parts of it in another machine you build, study how the engine works, even use the thusly gained knowledge to build you own engine. If the enginge breaks, you can try to fix it yourself or have it fixed, and neither action will cause you to be called a pirate.
"Open source" or free software tries to
The problem is, most "games" aren't games (Score:4, Interesting)
As much as I love the Final Fantasy series, for example, I don't consider them "games" in the truest sense. They are wonderfully immersive stories, but that doesn't make them a game. The problem is, people are starting to really expect that out of their games. And even though Free Software developers could program a game with a much better engine, meaning it has a more challenging basic set of rules, then a Final Fantasy game; I don't think we can realistically expect free software developers to program the video and sound that people have come to expect. If you take the single opening movie from Final Fantasy VII, (a game that, at 8 years old, is ancient), I don't know how it could be put together without a lot of money.
So I think the basic place for Free Games right now is games for people who love gaming. My favorite game right now, of any type, is Wesnoth [wesnoth.org], a turn based strategy game released under the GPL. The graphics and the sound are fair, but the game play is truly engaging.
Clarifying Stallman's opinions (Score:3, Interesting)
He argues that software is useful to modify, making it different than most art and creative writings, which usually are quite personal. He does believe, however, that these non-software works should be freely distributable.
He mentions these opinions many places, for example in this interview [slashdot.org].
(I personally agree with him.)
Re:Clarifying Stallman's opinions (Score:2)
Don't we already live in that world. So what is your beef with people making decisions for themselves?
Games are art. (Score:2)
So what does this matter for open source? Well, in open source development, anybody can (try to) contribut
How old is Matt Barton, exactly? (Score:3, Interesting)
- Chris
Re:How old is Matt Barton, exactly? (Score:3, Informative)
Don't Think So (Score:2)
The kind of games we can expect from community efforts are simple g
Re:Don't Think So (Score:3, Insightful)
No calls barred. (Score:3, Interesting)
Re:No calls barred. (Score:5, Informative)
Wrong. [gnu.org]
Older games (Score:2, Interesting)
I know that there are actually a great deal of fans of Descent 3 [planetdescent.com] who happen to be coders, who would be overjoyed if Volition [volition.net] would open source the code.
Innovation and freedom. (Score:2)
The article says:
Reading this reminded me of some comments I've seen in discussions about free software. Often, the discussion is framed from the perspective of the open source movement and the values that movement promotes, which are not the same as those of the free software movement. As a result, people frame the debate as if we can have either innovative software or free software,
No fundamental difference between code and data (Score:2)
For some software like games, it's really not that important for people
Is this "story" on some type of auto rotation? (Score:2)
The gray between art and code (Score:3, Informative)
Re:Innovation in HL2 and Doom3 (Score:2)