No free Ryzom; what next?
[Posted January 3, 2007 by corbet]
One month ago, LWN
looked at the
Free Ryzom Campaign, which was trying to raise enough money to buy (and
free) the source to the Ryzom game in bankruptcy court. The Free Software
Foundation got into the game (so to speak) with a $60,000 pledge. On
December 21, however, the
bad news was
posted: another bidder had come in with a better offer. The campaign was
left with a pile of pledges and nothing to buy.
Whenever a project gets that sort of energy and resources together, it is a
shame to just let it all fade away. So the campaign organizers have been
discussing
possibilities for achieving their goal by other means. One of the
immediate outcomes is the creation of the Virtual Citizenship
Assocation, which is essentially the Ryzom campaign with the brand
names removed. The organization is still soliciting pledges on the chance
that the source for an interesting game may come available from somewhere
else. One expects, however, that the number of pledges is unlikely to grow
quickly until prospective donors can see what the organizers would like to
buy.
There is a real chance that a game platform could be obtained this way.
The history of free software projects starting with freed corporate code is
long; Mozilla, OpenOffice.org, and InterBase are just some of the more
prominent examples. The online gaming market is tough, with many failed
offerings. Perhaps one of those proprietary failures could yet be turned
into a free software success. Beyond that, the possibility of an open-source
Second Life is still real.
The history of corporate code offers other lessons, though; among them is
the fact that such code can often require a great deal of work. Mozilla
treaded water for some time until it decided to simply toss much of its
Netscape legacy and start over. It would be a shame to put a large pile of
donated money into a code base which, in the end, needs to be thrown out
and rewritten properly. It might be better to just start over from the
beginning and do it right.
Except that starting from the beginning would not be necessary. The NeL
library - the engine at the core of Ryzom - is already free software.
Arkhart is a project to develop
a GPL-licensed engine and game. The Planeshift engine is also
free software - though the associated artwork is
not. The WorldForge project has
been working in this area for a long time. Other interesting projects
exist as well.
There are a couple of conclusions to be drawn from this situation. The
first is that we do have the interest - and the ability - to create game
engines which can implement compelling virtual worlds. The code and the
developers are out there; we don't have to buy that code from a
failing company. The other side of the coin, however, is that code is only
part of the problem. Top-quality online games need top-quality artwork,
sound effects, music, storylines, and more. If our community is going to
create a great online virtual world, we must do a better job of soliciting
and integrating contributions from artists, writers, and others who are not
software developers. Without them, all we have is a pile of code.
So there are a number of challenges to the creation of truly successful,
completely free online worlds. But our community has always been good at
overcoming challenges. This one, too, will fall, and we will, eventually,
have our free online worlds. Your editor's kids think it can't happen too
soon.
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