By Jonathan Corbet
March 5, 2008
Toward the end of 2006, a company called Nevrax went out of business.
Nevrax was the operator of an online multiplayer game called Ryzom which
had developed a dedicated (if insufficiently lucrative) following. A group
of free software developers, former Nevrax employees, and assorted Ryzom players sensed an
opportunity here: perhaps the source for Ryzom could be obtained from the
failing company and turned into free software. It seemed like a winning
solution for all sides: Nevrax's creditors could get whatever money could
be raised for the code, Ryzom players would continue to have a game, and
the free software community would get an extensive new code base. All that
was needed was to convince the relevant bankruptcy court that this was a
good idea.
To that end, the Free Ryzom project raised some €170,000 in pledges -
an impressive amount of money. The Free Software Foundation offered
$60,000 toward this goal. But, in court, another suitor (Gameforge) won
out with a plan to keep the game proprietary. The Free Ryzom folks became
the Virtual Citizenship Association and faded from view; it seemed that
this story was done.
Only it seems it's not done. In February, the project sent out a news update on
what had been happening over the past year. It seems that Gameforge
stopped paying its employees in June, 2007, and, by August, was not paying
its creditors. In October, Gameforge France went back into the bankruptcy
process; then, last February, the Ryzom servers were shut down. This
particular plan to save Ryzom, it seems, was not as successful as one might
have liked.
So it seems that the Ryzom source might, once again, be up for grabs. A news update
suggests that the process is moving quickly, but the project could make a
try for the code if it is able to come up with a large (at least
€230,000) bid in the immediate future. As of this writing, the Free
Ryzom folks are examining their options and trying to come to a decision on
the best course to take.
There can be no doubt that this code would be a valuable acquisition.
Despite the fact that some of the very first multiplayer online games were
free software (consider Netrek, for example, which occupied rather too much
of your editor's time some 15 years ago, or some of the early MUD and MOO
systems), free software does not have much to offer in that area now. The
lack of competitive offerings in this area is one of the biggest
motivations for people to use Windows. A free Ryzom could be a strong step
toward better online gaming with free software.
[PULL QUOTE:
One has to wonder why we
seem to be unable to put together a competitive game without relying on a
huge infusion of source from the proprietary world.
END QUOTE]
That said, one has to wonder why we, the larger free software community,
seem to be unable to put together a competitive game without relying on a
huge infusion of source from the proprietary world. There are certainly
projects out there; consider Battle for
Wesnoth or WorldForge, for
example. Wesnoth is an addictive game with basic multiplayer capability
and an active developer community, but it is a turn-by-turn game with
relatively rudimentary graphics - though the graphics and soundtracks are
quite nice by free software standards. WorldForge has high ambitions and a
lot of infrastructure, but it never really seems to get out of that
pre-alpha state. A look at WorldForge's CVS
logs suggests that very few developers are actively contributing to the
project.
There are critics of the free software community who would argue that
gaming is the sort of program that free software just cannot do as well as
proprietary software. A certain amount of planning and direction is
required to pull together a coherent virtual world, quite a bit of artistic
work (artwork, sounds, etc) is required, and so on; a project without a
business-based revenue stream just cannot compete in this area. There
might be some truth to this claim - but not that much. When one looks all
all that we have accomplished, it does not seem like an online multiplayer
game - challenging though it might be - should be
beyond our capabilities.
What seems more likely is that we just haven't gotten the project
management right yet. Anybody who has hung around with people who are
interested in computing knows that game playing is certainly an itch that
many feel the need to scratch. We just haven't yet made it easy enough for
that scratching to happen.
What's needed is a relatively simple core upon which people
can easily create virtual worlds. It should be straightforward for people
who are not developers - artists, musicians, script writers - to contribute
to the system, and their contributions should be made welcome. The desktop
projects have had a certain amount of success in bringing in non-developer
contributors; a look at how they have done that could be worthwhile.
Arguably, we should have most of the pieces we need. Battle for
Wesnoth has shown that it's possible to put together a community which goes
beyond just software developers. WorldForge seems to have a good start on
some important pieces of infrastructure. There may be some useful code to
be had from the Second Life client, which has been free for a year now. We
are a large and talented community, we certainly have the ability to do
something interesting in this area. It should not be necessary to wait
until we get a code dump from a dead proprietary software company.
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