Excidium II
Self-Ejected
Maybe they're all deadWhy doesn't he interview Infocom employees? 2 deep 4 u Barton?
Maybe they're all deadWhy doesn't he interview Infocom employees? 2 deep 4 u Barton?
It's funny, Matt is a big nerd, but it's a laser-focused one. He likes old-school CRPG, PERIOD. Going into modern RPGs, P&P RPGs or even Heavy Metal (usually part of the whole RPG nerd gig) is already out of his interests and he really doesn't care...I'm also quite sad neither Matt not Brian knew Blind Guardian. A good band. Well, at least it was good 15 years ago.
Man, Arx Fatalis looks fun, I wish i played this instead of NWN OC back in the day.
NWN OC memories still give me nightmares.
Kickstarting Free Software
I meant to respond in more depth to a part of my last segment with Tetris creator Alexey Pajitnov, but a cold and a massive time crunch (plus an unstoppable Civ 5 binge) kept me from appending to the video. It’s been awhile since I’ve done a blog post, so I’ll just sketch out my response here instead.
First, a bit of history. As some long-time followers know, I used to be something of a cheerleader for the free software movement, doing cover features for Free Software Magazine and writing articles on it for Armchair Arcade. At the time, I was convinced that GNU/Linux was the future I wanted to fight for, and that anything other than 100% free software was unethical. To put it short, I had drunk the Kool-Aid.
My views started to shift partly in response to an email exchange I had with FSF founder Richard Stallman. Stallman told me that even he didn’t think games ought to be free; just their code. Creative assets (music, graphics, etc.) could and should still be protected. The impression I got was that his fight for free software didn’t include entertainment; just utilities, instructional material, or other “useful” wares.
These views shifted further when I began learning more about how real-life game development worked. In particular, I learned that most games aren’t written from scratch; rather, they rely heavily on proprietary packages, libraries, or entire engines they license. In short, they aren’t in a legal position to make their code free. Arguably, you could insist that developers avoid doing so, but that seems to be imposing an unfair burden on them in my opinion.
My current thinking on the matter is still subject to change. But one thing I’m still convinced of is that we would all be better off if more powerful development tools, libraries, assets, etc., were in the public domain. Yes, I’m aware that it’s now “free” to use Unity and other engines, but there are substantial limitations. These limitations are to the point where it’s not a big deal for most developers, but, ideally, I’d like it to be feasible to create a triple-A game with totally free tools. Note I said “ideally.”
Secondly, I’m convinced that Kickstarter and other crowdfunding options should encourage more games to be free in every sense. All it would take is for the pitch to include whatever compensation they might realistically have expected to earn from product sales. In other words, the campaign would cover not only the costs of making the game, but also the profits they’d be satisfied with. After the game was released, they’d just put it in the public domain or some form of Creative Commons or GNU license. Whatever parts of the code they could share without legal issues could be included with the release.
In addition or alternatively, they could launch a complementary Indiegogo or Patreon stream to fund updates, non-critical patches, or even full-on expansions. Hey, as long as there’s a reliable funding stream to keep a game updated, why should a developer turn his or her back on it?
These are just some thoughts I had on the matter. I suspect that many people would balk at the idea of contributing to a Kickstarter that included potential profits, but maybe not if they considered what they’d be getting. If a developer didn’t have to worry about selling it, they could dedicate more resources to development (and less to marketing). I’d also think the resources they’d be making freely available for other developers and projects would be a tremendous surge for indie development.
What do you think? Would you support a Kickstarter that promised that the finished game, including its code and assets, would be made freely available? Or, as a developer, would you be willing to risk receiving less profit than you might have with a traditional arrangement? This latter point seems troublesome; I’m wondering if perhaps these games are bringing in so much revenue from sales that putting all that upfront would simply be a non-starter.
Kickstarters usually don't even cover the development of the game, there is no way you could get enough money to cover the profit.Secondly, I’m convinced that Kickstarter and other crowdfunding options should encourage more games to be free in every sense. All it would take is for the pitch to include whatever compensation they might realistically have expected to earn from product sales. In other words, the campaign would cover not only the costs of making the game, but also the profits they’d be satisfied with.
In an ideal world, maybe, but these tools were made by people who spent a lot of time working on them. Who will compensate them for using their work?But one thing I’m still convinced of is that we would all be better off if more powerful development tools, libraries, assets, etc., were in the public domain.
I support a KS if I want the game to be developed. I won't support just for some slackers can get it for free.Would you support a Kickstarter that promised that the finished game, including its code and assets, would be made freely available?
That's a cop out. Yes, the publishing company sets the price, but based on the contract they made with Matt. He published four books on gaming, with two different publishers, all with similar prices.From what he told me on twitter, he's not the person who set the prices for those books. At least not the ridonculous $50+ for the kindle ebook of dungeons and desktops.
But one thing I’m still convinced of is that we would all be better off if more powerful development tools, libraries, assets, etc., were in the public domain. Yes, I’m aware that it’s now “free” to use Unity and other engines, but there are substantial limitations. These limitations are to the point where it’s not a big deal for most developers, but, ideally, I’d like it to be feasible to create a triple-A game with totally free tools. Note I said “ideally.”
To be fair he does have a point how access to free tools DOES make thing easier for upcoming devs to make a game. But it's a double edged sword in that it then pushes down prices, making it harder to actually recoup your costs, let alone make a profit, on any given project.
Triggering Quote Taken Out of Context said:Creative assets (music, graphics, etc.) could and should still be protected.
What we have seen is that Steam opening the flood gates has been the major factor contributing to worthwhile titles making less money than they otherwise would have, not because there's a greater supply of worthwhile games, but because the signal is getting lost in the noise.
He's talking mostly free in the "livre" sense not necessarily free as in "gratis".For someone so into free stuff, he sure doesn't shy away from selling his books for $35 dollars a piece... just saying.
The people who use the tools and require official support. That's how the majority of software being developed in the world gets most of their money.In an ideal world, maybe, but these tools were made by people who spent a lot of time working on them. Who will compensate them for using their work?
As far as Expensive Asset Creation Tools Go:
If your a hobbyist - just pirate the tools.
You only need a license for this stuff when you "go legit" aka are ready to create a branding and company and start selling it. Is that ethical? fuck no but I am not dropping 600 bucks a year for an adobe subscription unless I am actually making a profit.
That's what I thought he was getting at, but in the end he called for everything, including assets, to be freely available, even contradicting Stallman on this. So this does sound more like cheapskating than a well thought out idea to me.He's talking mostly free in the "livre" sense not necessarily free as in "gratis".
I blame BSD license.Actually, there was an example of a free professional game engine: Radon Labs had made their Nebula Device engine free under a BSD-like license. All their games (Drakensang, ...), and some other games by German studios ran on that engine, but there never really developed a community, or even people willing to contribute financially, such as Matt talks about. After the bankruptcy of Radon Labs you could see that the new owners prohibited them from pushing the updates, and the Nebula Device is orphaned ever since.
Last part of the interview with Pajitnov:
When Pajitnov says he ist not in favour of Free Software, and that he cannot understand why anyone would want to work on Software without getting compensated. Matt says: "You know, I feel the same way, also about Youtube videos."