The Battle for Wesnoth hits 1.0
not the only developer who has been afflicted by the Wesnoth disease over
the last year. If the pace of free software development appears to have
slowed recently, Wesnoth may well be to blame.
Battle for Wesnoth 1.0 was released on October 2. Your editor, being a serious type, does not normally see fit to play computer games (those past episodes with DND, rogue, empire, netrek, nethack, etc. were just aberrations, honest). But a 1.0 release of a popular, GPL-licensed game calls out for investigation; journalistic ethics require it. So your editor pulled down the new release and checked it out. For a while. In fact, the LWN Weekly Edition almost did not happen this week, and it's all Wesnoth's fault.
Wesnoth is a two-dimensional swords, sorcery, and strategy game. In its most basic form, the player must lead an army of elvish fighters against the enemy (played by the computer), occupy villages, rape, pillage, and wipe out the opposing leader. There is a variety of different character types with different capabilities, and characters grow with experience. The game includes a tutorial which makes getting started easy. There is also a pleasant set of musical tracks and (sometimes less pleasant) sound effects that go with the game. Your editor did not know, previously, that ghosts would grunt when struck.
The game was designed to be extended. An editor packaged with Wesnoth (and
which is fun to work with in its own right)
makes it easy to design battlefields, and tools are available for the
creation of complete games. Many "campaigns" designed by users are
hosted on the central Wesnoth server; they are easily downloaded
from within the game and played. Wesnoth also offers multi-player operation.
It has often been said that gaming is one area where free software will never come close to the proprietary competition. The high expense and hit-oriented nature of the commercial game industry simply sets the bar too high. And, in fact, Wesnoth is still a far cry from commercial battle games available for proprietary platforms. The turn-oriented play, relatively simple animation, and hexagonal-grid landscape all look primitive compared to a high-budget commercial game.
But the gap is closing. Wesnoth as a game is engaging, challenging, and visually and aurally pleasing. Wesnoth may not be able to compete with the latest commercial blockbuster, but it does demonstrate that the free software community is getting better at creating games. In this area, as with many others, our reach is increasing.
There is another important aspect to Wesnoth's success which was also pointed out by Rusty. There is plenty of good programming in Wesnoth, but it doesn't stop there. Somebody has spent quite a bit of time designing graphics and animated effects. Others have contributed music which one is tempted to leave playing even after one has been crushed by the opposition and seen one's castles go up in flames. As free software develops, there will be more need for people who can make these kinds of contributions. Wesnoth has set an example - applicable to a much wider range of development projects - on how non-code contributors can be welcomed. For that, if nothing else, the Wesnoth 1.0 release deserves hearty congratulations.
Now your editor must go off and retry The Eastern Invasion one more time...
