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Gaming as a service...

Gaming as a service...

Posted Mar 6, 2008 22:38 UTC (Thu) by pizza (subscriber, #46)
In reply to: Gaming as a service... by GreyWizard
Parent article: Ryzom returns?

> Also, changing the subject to artwork and other non-code resources doesn't address the point
that game services can cost money even if the software itself is free.

> Corbet is addressing the question of free software games in a thoughtful and constructive
way. In contrast you seem to be making vague and implausible arguments to the effect that it
just can't be done. What exactly are you trying to achieve? From here it appears that your
goal is to discourage anyone from even trying.

...If the code is free but the art (presumably included in the "game services" you menioned)
is not, how is this any different than what we have now?   

We already are in a situation where "game software" is free, both on the client and server.
What remains non-free is the "game content" and that is also the most expensive part of game
development, in part due to its general non-reusability.  

If I'm discouraging effort it's only because I'd rather that the effort go into something that
is actually lacking. 


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Gaming as a service...

Posted Mar 9, 2008 0:46 UTC (Sun) by GreyWizard (subscriber, #1026) [Link]

how is this any different than what we have now?

This question seems to have been adequately addressed by man_ls in one of the threads above.

We already are in a situation where "game software" is free

Some game software is free but most is not. I don't believe there's a good reason for that (with the possible exception of the 1% of mainstream games that truly push the boundaries of hardware performance -- and even 1% is probably overstating things). I think it's just culture and force of habit. Everyone would win if we could change that situation. Companies that make games could reuse solutions to problems outside their core competency and people who play games could do so on any platform they happen to like.

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