Free Software

Discuss the upcoming Capsized game

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Sun Nov 01, 2009 5:27 am

  • From my understanding, this game, Capsized, will be released under a proprietary, restrictive license. I personally believe that this will do nothing but harm both the game and its users. A proprietary game may upset users who wish to modify it to their liking, and may reduce the quality of the game due to lack of platform independence, flexibility with system differences, etc. By making Capsized free software, it could reach more players as well. I understand that Microsoft's Xbox Live Arcade may restrict licensing terms, but this does not prevent Capsized from going free. The proprietary version that Microsoft may force you to distribute could reflect the free version entirely. If you intended to profit from Capsized, that would still be possible through feature requests and through various distribution mediums (the Capsized site mentions that Steam will be a distribution medium that you plan to use). Please consider this request. For more information on free software licenses, visit http://www.gnu.org/licenses/license-list.html.
    Last edited by meoblast001 on Mon Nov 16, 2009 2:23 am, edited 1 time in total.
    meoblast001
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Sun Nov 01, 2009 8:52 pm

  • meoblast001 wrote:From my understanding, this game, Capsized, will be released under a proprietary, restrictive license. I personally believe that this will do nothing but harm both the game and its users. A proprietary game may upset users who wish to modify it to their liking, and may reduce the quality of the game due to lack of platform independence, flexibility with system differences, etc. By making Capsized free software, it could reach more players as well. I understand that Microsoft's Xbox Live Arcade may restrict licensing terms, but this does not prevent Capsized from going free. The proprietary version that Microsoft may force you to distribute could reflect the free version entirely. If you intended to profit from Capsized, that would still be possible through feature requests and through various distribution mediums (the site mentions Steam). Please consider this request. For more information on free software licenses, visit http://www.gnu.org/licenses/license-list.html.


    Proprietary doesn't mean closed source, conversely free doesn't mean open source. I don't know the rules and regulations associated with Xbox live, or Steam, but I suspect that they are very restrictive.

    I also don't know the feelings of the developers for this project, but personally I would want to get paid for my initial investment.
    Ijal
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Mon Nov 02, 2009 1:29 am

  • Ijal wrote:I also don't know the feelings of the developers for this project, but personally I would want to get paid for my initial investment.


    meoblast001 wrote:If you intended to profit from Capsized, that would still be possible through feature requests and through various distribution mediums
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Mon Nov 02, 2009 5:05 am

Mon Nov 02, 2009 2:31 pm

  • ai wrote:Feature requests and distribution mediums aren't certain, selling/profiting from a game that is already made, that's 100% security.


    I agree completely.

    However, I am curious if there are any games out there that have survived on revenue generated from individual feature requests? Additional content doesn't count, because a game without content is just a demo. I'm talking about legitimate software features.
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Mon Nov 02, 2009 9:22 pm

  • ai wrote:Feature requests and distribution mediums aren't certain, selling/profiting from a game that is already made, that's 100% security.


    Well consider this. Most games are distributed on CDs and most people don't know how to use a compiler. You've already got 2 forms of profit right there. Downloading the executable or purchasing it on disc could be charged. And if i understand correctly, free software can also charge for source code as long as it is available with the executables. I'm not 100% sure on the details behind selling source code.

    EDIT:
    To clear up any possible misunderstandings.
    From Wikipedia:
    "Free software, software libre or libre software is software that can be used, studied, and modified without restriction, and which can be copied and redistributed in modified or unmodified form either without restriction, or with minimal restrictions only to ensure that further recipients can also do these things and that manufacturers of consumer-facing hardware allow user modifications to their hardware. Free software is available gratis (free of charge) in most (as in, not all) cases."
    Last edited by meoblast001 on Mon Nov 16, 2009 2:26 am, edited 1 time in total.
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Wed Nov 04, 2009 3:52 am

  • It'd probably make a lot more sense to just release the source code a few years after the initial commercial release, when most everyone who is going to buy the game has already bought it and sales have greatly decreased.

    After all, Nexuiz and Zymotic exist because id software essentially used this model for Quake's engine.
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Thu Nov 05, 2009 8:22 am

  • Flying Steel wrote:It'd probably make a lot more sense to just release the source code a few years after the initial commercial release, when most everyone who is going to buy the game has already bought it and sales have greatly decreased.

    After all, Nexuiz and Zymotic exist because id software essentially used this model for Quake's engine.


    True that and the way I see it (I'm gonna get burned for this) is that it should be up to the developers that pieced together the game, software, music, movie, etc. how it should be distributed. If a dev wants to license it out to make a profit that's fine, if they want to hand it out for free that's fine, if they want to open it's source code for the world to improve upon that's also cool. Where people are starting to cross the line at is most of the new DRMs that go as far as spying on you or installing a root kit on your system or treating the product like a service and limiting your installs. With the exception of Bioshock (since you can now re-install as many times as you want) I'll never touch TAGES or SecuROM DRM'd products. Free or not I'll most likely play Capsized.
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    Lee_Stricklin
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Thu Nov 05, 2009 11:32 am

  • Lee_Stricklin wrote:True that and the way I see it (I'm gonna get burned for this) is that it should be up to the developers that pieced together the game, software, music, movie, etc. how it should be distributed. If a dev wants to license it out to make a profit that's fine, if they want to hand it out for free that's fine, if they want to open it's source code for the world to improve upon that's also cool.

    No burn, this is how things work. No one really has the right to ask or demand the developers to release the game in one specific way. Unless, of course, it's XBox live and Steam and you wanna use that service. -_^
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    ai
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Sat Nov 07, 2009 12:17 am

  • Lee_Stricklin wrote:
    Flying Steel wrote:It'd probably make a lot more sense to just release the source code a few years after the initial commercial release, when most everyone who is going to buy the game has already bought it and sales have greatly decreased.

    After all, Nexuiz and Zymotic exist because id software essentially used this model for Quake's engine.


    True that and the way I see it (I'm gonna get burned for this) is that it should be up to the developers that pieced together the game, software, music, movie, etc. how it should be distributed. If a dev wants to license it out to make a profit that's fine, if they want to hand it out for free that's fine, if they want to open it's source code for the world to improve upon that's also cool. Where people are starting to cross the line at is most of the new DRMs that go as far as spying on you or installing a root kit on your system or treating the product like a service and limiting your installs. With the exception of Bioshock (since you can now re-install as many times as you want) I'll never touch TAGES or SecuROM DRM'd products. Free or not I'll most likely play Capsized.


    Well, I don't have a problem with him making a profit off of it, but I do think that the software should still value user freedoms. You're right, it is his choice, and not mine, but I'm just trying to persuade him. I still think he should market it and sell it for some money. That's not possible, I even wrote an article on how to do that, http://meoblast001.mysticgalaxies.com/philosophy/freedomware/freebusiness.html. DRM and other forms of spying on the user can be done without you knowing it, unless you can get the source. And if you want to adapt a program to a specific task (even with a game), how are you going to do that without the source. It is my goal to minimize the development of proprietary software in the world, so I obviously don't want Capsized to be proprietary. Take a look at that link, it might change your perception.[/url]
    meoblast001
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Sat Nov 07, 2009 9:49 am

  • meoblast001 wrote:Well, I don't have a problem with him making a profit off of it, but I do think that the software should still value user freedoms. You're right, it is his choice, and not mine, but I'm just trying to persuade him. I still think he should market it and sell it for some money. That's not possible, I even wrote an article on how to do that, http://meoblast001.mysticgalaxies.com/philosophy/freedomware/freebusiness.html. DRM and other forms of spying on the user can be done without you knowing it, unless you can get the source. And if you want to adapt a program to a specific task (even with a game), how are you going to do that without the source. It is my goal to minimize the development of proprietary software in the world, so I obviously don't want Capsized to be proprietary. Take a look at that link, it might change your perception.[/url]


    Oh I get it. Your saying that even if the game is sold for profit that the source code should still be available for it so that it can be modified to either improve the game or make it run on hardware it otherwise wouldn't run on without a modified source code. I'm assuming that you'd still be OK with leaving the content (maps, sounds, characters, etc.) out as that is the part that would sell the game. What if the devs wanted to market the engine and make a profit off of that though? I think they would find it quite difficult to do that if the code is publicly available. How would that work?
    I have left this website with the rest of the GPL Nexuiz community. You can find us at Xonotic.org
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    Lee_Stricklin
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Sat Nov 07, 2009 7:57 pm

  • Lee_Stricklin wrote:
    meoblast001 wrote:Well, I don't have a problem with him making a profit off of it, but I do think that the software should still value user freedoms. You're right, it is his choice, and not mine, but I'm just trying to persuade him. I still think he should market it and sell it for some money. That's not possible, I even wrote an article on how to do that, http://meoblast001.mysticgalaxies.com/philosophy/freedomware/freebusiness.html. DRM and other forms of spying on the user can be done without you knowing it, unless you can get the source. And if you want to adapt a program to a specific task (even with a game), how are you going to do that without the source. It is my goal to minimize the development of proprietary software in the world, so I obviously don't want Capsized to be proprietary. Take a look at that link, it might change your perception.[/url]


    Oh I get it. Your saying that even if the game is sold for profit that the source code should still be available for it so that it can be modified to either improve the game or make it run on hardware it otherwise wouldn't run on without a modified source code. I'm assuming that you'd still be OK with leaving the content (maps, sounds, characters, etc.) out as that is the part that would sell the game. What if the devs wanted to market the engine and make a profit off of that though? I think they would find it quite difficult to do that if the code is publicly available. How would that work?


    With an engine, it becomes a little trickier. Something that is being sold to the end user is much easier to sell (as free software) than middleware. Two of those three methods in that link will work with middleware though. First, you can charge for feature requests. Every time another developer or user wants you to implement a new feature into the engine, you charge the user money to implement it. The other method of profiting would be through support (which wouldn't be too easy for a small group of game developers). If it were me, I'd sell the game (through the five methods I listed in that link), and only charge for feature requests on the engine.
    meoblast001
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Sun Nov 08, 2009 5:51 am

  • meoblast001 wrote:With an engine, it becomes a little trickier. Something that is being sold to the end user is much easier to sell (as free software) than middleware. Two of those three methods in that link will work with middleware though. First, you can charge for feature requests. Every time another developer or user wants you to implement a new feature into the engine, you charge the user money to implement it. The other method of profiting would be through support (which wouldn't be too easy for a small group of game developers). If it were me, I'd sell the game (through the five methods I listed in that link), and only charge for feature requests on the engine.


    That sounds like it would work to an extent. Couldn't they also charge for a license that would allow somebody to use it for commercial purposes?
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    Lee_Stricklin
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Sun Nov 08, 2009 8:02 am

  • Lee_Stricklin wrote:
    meoblast001 wrote:With an engine, it becomes a little trickier. Something that is being sold to the end user is much easier to sell (as free software) than middleware. Two of those three methods in that link will work with middleware though. First, you can charge for feature requests. Every time another developer or user wants you to implement a new feature into the engine, you charge the user money to implement it. The other method of profiting would be through support (which wouldn't be too easy for a small group of game developers). If it were me, I'd sell the game (through the five methods I listed in that link), and only charge for feature requests on the engine.


    That sounds like it would work to an extent. Couldn't they also charge for a license that would allow somebody to use it for commercial purposes?


    Well, to be a truly free software license, it would also have to fit freedom 0, to use the software for any purpose. Restricting commercial use would make it a non-free license.
    meoblast001
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Sun Nov 08, 2009 5:19 pm

  • Lee_Stricklin wrote:
    meoblast001 wrote:With an engine, it becomes a little trickier. Something that is being sold to the end user is much easier to sell (as free software) than middleware. Two of those three methods in that link will work with middleware though. First, you can charge for feature requests. Every time another developer or user wants you to implement a new feature into the engine, you charge the user money to implement it. The other method of profiting would be through support (which wouldn't be too easy for a small group of game developers). If it were me, I'd sell the game (through the five methods I listed in that link), and only charge for feature requests on the engine.


    That sounds like it would work to an extent. Couldn't they also charge for a license that would allow somebody to use it for commercial purposes?

    Yes, they would just need to dual-license it like what was previously the case for Qt.
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