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Second Life and Open Source

Second Life and Open Source

Posted Dec 19, 2006 2:48 UTC (Tue) by piman (subscriber, #8957)
In reply to: Second Life and Open Source by jmorris42
Parent article: Second Life and Open Source

> Because a small hungry shop can't release a new innovative game...

Apparently you haven't seen what Microsoft, of all parties, is up to with Xbox Live Arcade and XNA, then. It's designed around letting small hungry shops release innovative games with as little overhead and as large a market as possible.

I think you're really overestimating how much "hand selection" goes on. Yes, if Sony or MS is your direct publisher they'll care. But in general, they want more games, not fewer, to be released for their console. In general, the game developers also have business contracts, making it not exactly "the whim of the vendor".

Really, the problem is the consolidation of publishers, not console makers.


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Second Life and Open Source

Posted Dec 19, 2006 16:44 UTC (Tue) by JonoPrice (guest, #23155) [Link]

Apparently you haven't seen what Microsoft, of all parties, is up to with Xbox Live Arcade and XNA, then. It's designed around letting small hungry shops release innovative games with as little overhead and as large a market as possible.
It might look like it is designed around that, but it isn't really. In order to be able to play games developed under XNA, you need a PC and a subscription to Microsoft's service that allows XNA games to be played on an XBOX360. Then Microsoft selects the ones that it wants to publish more widely - how is this any more likely to produce innovation than the current situation.

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