A lot of old games have become unplayable on modern hardware and operating systems. I wrote an article about how making games open source will keep them playable far into the future.

I also discuss how making games open source could be beneficial to developers and companies.

Feedback and constructive criticism are most welcome, and in keeping with the open source spirit, I will give you credit if I make any edits based on your feedback.

  • /home/pineapplelover
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    5 months ago

    What do you guys think about releasing them on github for free but in official stores as paid?

    • tetris11@lemmy.ml
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      5 months ago

      I think it’d be good to release them under a timebomb license: closed source for 5 years, let the dev make money, after which they have to release their source under a permissive license.

      • TheGalacticVoid
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        5 months ago

        Eh, that would disincentivize long-term updates.

        Instead, 5 or 10 years of inactivity should be more than enough leeway.

        • Kelly@lemmy.world
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          5 months ago

          On the other hand if the code from the 5 year old release was open source but the updates from today was still closed source for another 5 years that would encourage continual improvement addition content to differentiate from the community releases.

          • TheGalacticVoid
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            5 months ago

            It wouldn’t be limited to community releases, though. Other companies could poach the source code for themselves, and I doubt that’s something easy to regulate.

            • Kelly@lemmy.world
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              5 months ago

              True, “community” might not be the right term.

              But nonetheless if the OG developer structures their license so that each version becomes open source after 5 years then people publishing that as is or creating forks will always be a few steps behind the official release.

              Of course if the title has any kind of community support that crowd sourced effort has the potential to outshine the OG developer, its important they time their license to give themselves a head start.

              I think Friday Night Funkin’ will turn into a cautionary tale here, by releasing their game with much hype and open sourcing their code the first 7 weeks in 2020-21 they allowed community to really flourish. The player community has created content and then content that builds on and responds to that content (both narratively and mechanically) for several cycles now. Much of this content is now viewed as core to the FnF experience by players but much of it is also now built around other people’s IP (video games, TV shows, music, etc)

              At the same time The Funkin’ Crew has been quietly working on Friday Night Funkin’: The Full Ass Game but I suspect that as a commercial game bound by the resources of single dev team and the rule of law they will be hard pressed to compete with the community they spawned.

              While this is a win for remix culture it might not turn out as being the most prudent business decision. On the other hand they pulled off a two million dollar kickstarter so ¯\_(ツ)_/¯

      • Kelly@lemmy.world
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        5 months ago

        For a company that is iterating on its products this is probably fine from a mechanical sense but would be a nightmare for their IPs.

        Consider the early Super Mario series:

        • 1985 - Super Mario Bros
        • 1986 - Super Mario Bros: The lost levels
        • 1988 - Super Mario Bros 2
        • 1988 - Super Mario Bros 3
        • 1990 - Super Mario World
        • 1996 - Super Mario 64

        If in 1990/people could legally make their own “lost levels”-esque remixes with the SMB1 engine that would be paltry competition with SMW.

        Similarly if people started remixing SMW in 1995 it wouldn’t have stopped SM64 from defining the 3d platformer genre and presenting a very strong argument for the analog stick being required for any 3d console.

        But if people could tell their own Mario stories, that might tarnish the brand. If that happened we might not still be getting Mario games today.

        I’m not sure how you open source both engine and assets without losing control of the narrative.

        • tetris11@lemmy.ml
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          4 months ago

          Easy – Nintendo simply has to release innovative Mario game after innovative Mario game to keep the community efforts at bay.

          Why maintain a 20 year old game, when you can play the latest game with the knowledge that it too will be open sourced in X years?

          • Kelly@lemmy.world
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            4 months ago

            Yeah as far as gameplay mechanics go they would be fine, most main line Mario games have a unique gimmick.

            I wonder if the family friendly branding would be as strong if people could publish rom hacks in retail channels.

    • Dizzy Devil Ducky
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      5 months ago

      Similar way is how I ended up finding out about Mindustry. Found it on F-Droid and liked it enough to buy it on Steam when I found out it’s available there. Definitely a good idea if done right.

    • SailorMoss@sh.itjust.works
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      5 months ago

      They could potentially release source only with no art assets. Then you wouldn’t be able to compile the game without either owning the game or pirating the assets elsewhere. But it would allow community members to update the game when it breaks or to add new features. Similar to the Mario 64 decompile.

      While all this would be great for consumers it would probably take legislation to get publishers on board with something like this. Publishers have a financial incentive to let the games languish then force you to pay to get a “remastered” version.

    • Ferk@lemmy.ml
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      5 months ago

      I have purchased every single open source game that I’ve seen listed on steam as paid. Examples:

      For more FOSS games on steam, there’s a decent list collected on this curator (also pointing which ones are only partially open): https://store.steampowered.com/curator/38475471-Libre-Open-Source-Games/?appid=1769170