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by mattnewport
1341 days ago
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The article mentions asset stores / packs as part of the democratization but that is also often the biggest barrier to open sourcing games. Solo or small indie developers often rely on asset stores for at least part of their content and that usually means they can't open source their entire game even if they wanted to as licenses for assets usually do not allow for redistribution in this form. If you want to open source a game you generally need to plan for it from the start and only use assets that you fully own or that have licenses that allow redistribution. You can open source just the code but this is limited in what it allows others to do in terms of contributing to or remixing the game. Even learning from the code is limited if you don't have access to the assets such that you can run the code and make changes. |
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They can still distribute their mod and other players of the original game will already have the shared assets.
Any new assets can have their own licensing terms.
I've run into similar situations with open sourcing non game code too. I can open source the code I wrote, but not branded images and trademarked assets that designers made. So we just subbed the assets with placeholders. Everything still worked, it just looked different.
With games, though, that becomes harder when something like a level is both an asset and non trivial to replace, and its design is often more unique than the engine itself. Think something like Portal, which is a joy not necessarily because of the Source engine, but because of the great level design and balance.
Just interesting to think about. I'd love to see more open games.