|
|
Subscribe / Log in / New account

Adventures in Linux gaming

By Jake Edge
May 12, 2010

It has been an interesting week in the world of Linux games—really in the intersection of Linux and commercial games. First was the announcement of the release of the source code that underlies the Ryzom massively multi-player online role playing game (MMORPG). In addition, though, is word that the Humble Indie Bundle, a collection of cross-platform games being sold using a novel method, generated over $1 million in a week's time, with roughly a quarter of it coming from Linux users. It has long been said that there is no market for Linux commercial games, but these two events may shine a light on different business models that just might be successful.

Humble or successful?

The basic idea behind the Humble Indie Bundle is to take five (eventually six) games developed outside of the major game studios ("indie"), package them together, and allow the customer to set the price. All of the games (World of Goo, Aquaria, Gish, Lugaru HD, Penumbra Overture, and Samorost 2—the latter was donated to the bundle a few days later) are DRM-free: "Feel free to play them without an internet connection, back them up, and install them on all of your Macs and PCs freely." They are cross-platform for Linux, MacOS X, and Windows as well. But sponsor Wolfire Games and the other game creators took it a step further and split the proceeds with two charities.

By default, whatever price is chosen will be split seven ways (five games plus two charities), but the buyer can change the allocation any way they choose. The two charities are Child's Play, which provides toys, games, and books for children in hospitals and the Electronic Frontier Foundation (EFF). Assuming an even split, each organization and game developer has brought in more than $150,000 since the promotion started on May 4.

Linux buyers account for around 14% of the purchases, but, interestingly, account for 23% of revenue as reported on May 7. Wolfire Games has been a strong advocate of cross-platform games, as it believes there is money to be made from Mac and Linux games. While the success of the bundle may not be repeatable exactly, it should give hope to game developers that there is money out there for cross-platform games, and to players on non-Windows platforms that there will be more games available.

A quick look at two of the games showed them to be fairly interesting, certainly worth looking into further when some grumpy guy isn't yammering on about some sort of deadline. One of the two, Lugaru has been released as free software under the GPLv2. Anyone lacking an "anthropomorphic rebel bunny rabbit with impressive combat skills" in their life is encouraged to check out the source or the game itself.

Ryzom

The Ryzom MMORPG has had a history of, almost, becoming open source, starting back in 2006, when the Free Ryzom Campaign tried to buy the assets of the original developer, Nevrax, which had fallen into bankruptcy. Then in 2008 it looked like there might be another opportunity to acquire Ryzom via bankruptcy proceedings, but that didn't happen either. But on May 6, the current owner, Winch Gate Properties Ltd, announced that the server and client code, along with thousands of textures and 3D objects, were being released under the Affero GPLv3 (code) and Creative Commons Attribution-Sharealike (artwork and objects) licenses.

According to Winch Gate CTO Vianney Lecroart, after acquiring Ryzom, the company first focused on getting it up and running: "We just had 30 hard drives and we had to scan all them, buy servers, configure [them], reconnect everything, it was very hard and long process." At first, Ryzom was free to play, while Winch Gate got the billing system working, and then switched back to a "pay to play" model. After that, it spent some time making things more stable, reworking the "starting island to make it easier to understand" and adding the Kitin's Lair area for more experienced players, he said.

The reason it is being open sourced now, Lecroart said, is because "we wanted to focus first on players", and now that is done, so it could turn to freeing the code. He continued:

We really think that releasing data and code can be only positive for us. We have nothing to lose and everything to win. It's less than a week since the announcement and we already have lot of support from the free software community, they are very excited [and] motivated.

In addition, in just a week since the release, there have been patches submitted that Winch Gate applied "as fast as we can". The roadmap on the development portal shows a release expected in July that will concentrate on build tools and packaging, and another in November that will focus getting the current Windows-only client working for Linux and MacOS X. The current client will run under Wine and the roadmap mentions a Linux native version that has been compiled and "works".

None of the Ryzom world data is part of the release, so those who want to run their own server—already available for Linux—will need to create their own world. Existing players could be harmed by the release of the world data as it would give others a potential leg up on the locations of interesting places or, more importantly, loot. There might also be a "spoiler" effect that could take away much of the fun of playing the game. But lack of world data does make it rather difficult to get started. Another problem is that the world building tools are all Windows-only and, because they use Windows-specific libraries and APIs, will be difficult to port. Currently the roadmap shows those being available as web-based tools in June 2011.

Winch Gate has put up a small instance of the Ryzom server, OpenShard which is free to "connect, tweak, and hack [on]", Lecroart said. In addition, the current state page lists various community members who have the server up and running. "It's now up to them to add some content or do what they want on their server", he said.

The Free Software Foundation, who had pledged $60,000 to the original Free Ryzom effort, applauded the release and suggested ways that free software developers could get involved. The 13G of textures and 3D objects was of particular interest because they "can be adapted and used in other games". In addition, the FSF suggests that making Blender and other free software 3D modeling tools work with the Ryzom engine would be a worthwhile effort.

The "Help Us" page does not mention any kind of copyright assignment being required, nor does the Developer FAQ. Given the history of Ryzom—bouncing around from company to company, typically via bankruptcy—it's good to see that there won't be any organization that can make a proprietary fork. The AGPL also ensures that anyone using the engine to provide a service—game world—is required to release their code changes back to the community.

Linux and games

It is clear that Winch Gate hopes to gain some publicity—and Ryzom players—by freeing its code. It also seems like it is genuinely interested in what the community will do with the code, artwork, and objects. One would have to guess that the Ryzom player community is fairly small, given the various upheavals along the way, so the risk to Winch Gate is quite low. In the meantime, the community gets a chance to play with a professional MMORPG engine; it's anyone's guess where that will lead. Perhaps Winch Gate is hoping someday to run contract servers for a game world created by the community.

The Humble Indie Bundle has certainly raised the profile of Wolfire and the games that were included. World of Goo has made something of a name for itself in the Linux world—perhaps partially because Ted Ts'o mentioned it during the ext4 delayed allocation mess—but the others were flying under the radar. No more. It will be interesting to see where that leads as well.



to post comments

Adventures in Linux gaming

Posted May 13, 2010 1:19 UTC (Thu) by ewan (guest, #5533) [Link] (4 responses)

World of Goo has been involved in something similar before; they had a 'set you own price' sale and the results showed a similar effect.

Adventures in Linux gaming

Posted May 13, 2010 8:31 UTC (Thu) by zmower (subscriber, #3005) [Link]

Proof that linux users are generous!

I have suggested before that LWN allow those on Project Leader level to set their own price.

Adventures in Linux gaming

Posted May 13, 2010 9:59 UTC (Thu) by Cato (guest, #7643) [Link] (2 responses)

World of Goo is single handedly responsible for me getting back into games - it really is an amazing game in concept, execution, design and music, and tremendous fun on any platform. Runs on almost any Linux PC I'd guess, as it's a 2D game - no 3D drivers required, it runs fine on Intel graphics.

Buying the Humble Indie Bundle now is still possible to get a copy of this and some other great games, and will help prove there is a Linux games market.

Adventures in Linux gaming

Posted May 13, 2010 12:40 UTC (Thu) by epa (subscriber, #39769) [Link] (1 responses)

World of Goo does need hardware acceleration for compositing its 2d shapes. I tried playing it on a Core Duo system without 3d acceleration, and it was okay for the first few levels but too slow and jerky with large numbers of goos on the screen. Once I got the Intel graphics drivers working it was fine.

Adventures in Linux gaming

Posted May 13, 2010 14:28 UTC (Thu) by Cato (guest, #7643) [Link]

At least on Ubuntu 8.04, I just used the default open source Intel graphics driver. Some Intel graphics (the recent Core i3 and i5 in particular) is a bit broken even for scrolling Firefox, but most should be OK.

Steam Client to be Available for Linux

Posted May 13, 2010 1:57 UTC (Thu) by MrWim (subscriber, #47432) [Link] (9 responses)

Also worth noting is that Valve's Steam is coming to Linux as reported at Phoronix:

http://www.phoronix.com/scan.php?page=article&item=va...

Steam Client to be Available for Linux

Posted May 13, 2010 9:29 UTC (Thu) by Cato (guest, #7643) [Link] (4 responses)

This is hugely significant - as well as the groundswell of great indie games, many of which are on Steam already, Steam brings some top-tier games such as Portal, Half Life and potentially many others. Valve, the owners of Steam, have always been quite Linux friendly (using it for dedicated game servers run by individuals) and now have confirmed they will ship Linux games.

The great thing about Steam in this context is that, as with Windows and the recently added Mac, you can initially run games on one platform and (assuming they are supported) instantly run them on another, e.g. use Portal on PC today and on Linux when it's available, without paying extra. In fact all Steam games can run on any mix of Windows PCs, Macs and (soon) Linux.

Valve also sell the Source engine for 3D games, which while a little behind the cutting edge is commercially viable, and has the benefit of not requiring very high end hardware. This major game engine will also be supported on Linux, making it much easier for third party game developers who already use Steam and the Source engine on Windows to support Linux.

Steam does use DRM but it's entirely network based - no hidden sectors on CDs, no fingerprinting of PC hardware. You just supply the Steam username and password on any PC and you are able to install and run the games in your account. Of all the various DRM systems it's the least objectionable. The Crossover Games and WINE community has been supporting Steam games for quite a while now, because it's quite easy to have Steam work on Linux.

Steam Client to be Available for Linux

Posted May 13, 2010 15:39 UTC (Thu) by foom (subscriber, #14868) [Link] (3 responses)

Is it really the least objectionable? It means there is zero resale value of any games you buy that use Steam. It is now impossible to sell used games. You also cannot lend them to friends for them to play. You just cannot transfer games, period.

Even if you bought the physical media and attempt to resell that, you cannot. The new user is required to register the CDKey with Steam, and will get an error saying it's already registered to a different account. And Steam Support will not unregister it from your account. They will point to the EULA which says you cannot transfer games.

You can't even resell the whole account (it's also against the EULA, they claim they will close the account if they find out you have done so).

This seems to me much worse than a hidden sector check on a CD!

Steam Client to be Available for Linux

Posted May 13, 2010 15:53 UTC (Thu) by drag (guest, #31333) [Link]

I personally would not use Steam.

For other people, however, the convenience and 'app store' type experience more then makes up for the lack of freedom.

But this is going to be a issue with any sort of proprietary commercial game. So it's all just shades of gray at that point if you want to compare and contrast Steam vs DRM'd cdroms.

Steam Client to be Available for Linux

Posted May 13, 2010 21:01 UTC (Thu) by shapr (subscriber, #9077) [Link]

On the good side, you can't lose your games, and you can pick 'em back up years later after several cross-country or international moves.
That's one reason I enjoy buying digital books from webscription.net, I always have access to them. (and the books are DRM-free too)

Steam Client to be Available for Linux

Posted May 13, 2010 21:54 UTC (Thu) by Cato (guest, #7643) [Link]

CD media eventually gets scratched, or lost, or the drive becomes obsolete (think floppies, and how many smaller laptops don't have optical drives now).

Steam lets me play the same games across PC upgrades (having done a Windows upgrade recently, the idea of playing Steam games just by downloading the client would be great compared to having to find and re-install apps). It even lets me play my games when at someone else's house, quite legally, or on a Mac or (soon) Linux. I can play on laptops without optical drives, and in virtual machines (if they had decent 3D, which is coming).

You may not be familiar with the awfulness of much other Windows game DRM, and the move to more intrusive Internet DRM: http://www.theinquirer.net/inquirer/blog-post/1601659/ubi... - Ubisoft now makes you stay online all the time just to play the game. Wolfire have a good article about all this: http://blog.wolfire.com/2010/03/Internet-DRM-and-the-chan...

It's true there is no resale value for Steam games, but that's a tradeoff I'm willing to make.

Steam Client to be Available for Linux

Posted May 13, 2010 22:07 UTC (Thu) by AndreE (guest, #60148) [Link] (3 responses)

accept there is actually no official confirmation, just some pretty unethical journalistic tricks by phoronix

Steam Client to be Available for Linux

Posted May 13, 2010 22:08 UTC (Thu) by AndreE (guest, #60148) [Link]

d`oh.

accept => except

Steam Client to be Available for Linux

Posted May 13, 2010 23:06 UTC (Thu) by MrWim (subscriber, #47432) [Link] (1 responses)

I would agree that Phoronix's coverage has been a little over the top but they do link to "confirmation" in the telegraph (a British newspaper.)

http://www.telegraph.co.uk/technology/apple/7715209/Steam...

"Valve has also confirmed that it will make Steam available to Linux users in the coming months."

I don't really understand how one goes about making a statement like this, and it would be nice to see it from the horse's mouth but that seems rather unambiguous.

Steam Client to be Available for Linux

Posted May 15, 2010 23:20 UTC (Sat) by AndreE (guest, #60148) [Link]

Sure it's unambiguous.

But it is also completely unverified since there is no link to sources.

In other new, I can announce that Microsoft has officially released Office 2010 for Linux.

Adventures in Linux gaming

Posted May 13, 2010 7:52 UTC (Thu) by pabs (subscriber, #43278) [Link] (4 responses)

Lugaru is not fully free software, the game data is not commercially redistributable and they only included enough for a demo. From the announcement:

We have included enough of the game data to run the demo version. Please note that the game data is not under the GPL, and forbids commercial redistribution.
The full license is here.

Adventures in Linux gaming

Posted May 13, 2010 10:09 UTC (Thu) by DOT (subscriber, #58786) [Link] (1 responses)

I think that could be a good model for Linux gaming: you release the engine under a free license, so you can have a platform for games, and then you sell content on that platform. I don't think a whole lot of people would mind paying for content while the technology is free. Books and music also work this way.

rms is happy too

Posted May 13, 2010 13:11 UTC (Thu) by alex (subscriber, #1355) [Link]

IIRC from a talk he gave in Manchester his main concern is the code was free, he's happy for non-code assets not to be. I did wonder if he would be quite so relaxed about scripted events, after all that's code.

Adventures in Linux gaming

Posted May 13, 2010 10:09 UTC (Thu) by ewan (guest, #5533) [Link] (1 responses)

I think that's a very reasonable model for games, and one I'd be happy to see more of. It brings most of the practical advantages of having the code free (ability to re-use, study, port to new platforms etc.), and it provides a reasonable mechanism for the creators to get paid in a market where selling support contracts is unlikely to be a good fit.

There also seems to me to be a fundamental difference between games and game data and other kinds of software - a Firefox with KDE integration patches is still essentially Firefox, but World of Goo with different physics parameters is something else. Patching a feature into a browser or editor or whatnot on the basis that it's really useful seems reasonable, patching a couple of extra knights into chess on the same basis does not.

Adventures in Linux gaming

Posted May 13, 2010 14:31 UTC (Thu) by Cato (guest, #7643) [Link]

It's fair enough not to release the game data for the reasons you mention, but releasing the game data as well would help unleash creativity there as well, e.g. for older games. The phenomenon of game modding means that there is a huge pool of people creating their own game data though: http://en.wikipedia.org/wiki/Mod_%28computer_gaming%29

Adventures in Linux gaming

Posted May 13, 2010 16:20 UTC (Thu) by iabervon (subscriber, #722) [Link]

I think it would be best for Ryzom if they released the geography they were using on their services, but had the loot and interesting places be in patches that they wouldn't release (or wouldn't release until the community had stopped being interested in them). Servers run by people other than Winch Gate would just have different adventures, in much that same way that WordPress doesn't come with any blog posts, but does come with styles, so you can use it contributing only your own text. It sounds like the example data provided so far isn't enough to be a world where contributed adventures could happen.


Copyright © 2010, Eklektix, Inc.
This article may be redistributed under the terms of the Creative Commons CC BY-SA 4.0 license
Comments and public postings are copyrighted by their creators.
Linux is a registered trademark of Linus Torvalds