Open-sourcing some games seems like a really good idea, but I think a lot of the Humble Bundle games typically fall into a category where design is much more significant than technology. It's one thing to allow modding on the Source engine, which would otherwise be out of reach for most developers. But given the code for Braid, how would the community improve on it? It's clearly the vision of one man, and it's been developed fully. A lot of indie games focus on fine game balance, distinctive graphics design, or plot to differentiate themselves, where I think of Open Source as a very technically-oriented model. Do you have examples of games you think would benefit from being opened up?
I can see two major cases where it seems like a particularly big win.
First, quite a lot of indie games build an engine and then numerous variations of levels to support a plot. Braid, Bastion, Iji, Super Meat Boy, Gish, World of Goo, and many more where those came from follow that model: impressive engine, pile of well-designed levels, plot. In those cases, the ability to create more levels and add some technical variations can nicely extend the lifespan of a game.
Second, and even more importantly, the much broader space of design ideas in indie games means many more interesting components with unusual variations. Braid has a physics engine that supports time-based mechanics. Super Meat Boy has an extremely impressive record-and-replay mechanism (used to great effect at the end of each level to show you all the ways you died simultaneously). Several indie games have very impressive lighting models. The Bit Trip games have music syncing engines. Many indie games have impressive dynamic-content-generation engines. The more of these components that become readily available, the more impressive the starting point for any future indie game.
> The more of these components that become readily available, the more impressive the starting point for any future indie game.
I'm not sure to what extent these things can be recycled(other then for ideas).
Actual advantages I see:
Fixing bugs/maintaining long term/packaging. This allows people to spot bugs easier, contribute back code, and generally maintain the game better(fix anything that break thanks to old platform assumptions).
Porting to other platforms(especially arm, maybe android these days), many who open source games allow you to use a copy of the data for one platform on any platform.
Comments
Open-sourcing some games seems like a really good idea, but I think a lot of the Humble Bundle games typically fall into a category where design is much more significant than technology. It's one thing to allow modding on the Source engine, which would otherwise be out of reach for most developers. But given the code for Braid, how would the community improve on it? It's clearly the vision of one man, and it's been developed fully. A lot of indie games focus on fine game balance, distinctive graphics design, or plot to differentiate themselves, where I think of Open Source as a very technically-oriented model. Do you have examples of games you think would benefit from being opened up?
I can see two major cases where it seems like a particularly big win.
First, quite a lot of indie games build an engine and then numerous variations of levels to support a plot. Braid, Bastion, Iji, Super Meat Boy, Gish, World of Goo, and many more where those came from follow that model: impressive engine, pile of well-designed levels, plot. In those cases, the ability to create more levels and add some technical variations can nicely extend the lifespan of a game.
Second, and even more importantly, the much broader space of design ideas in indie games means many more interesting components with unusual variations. Braid has a physics engine that supports time-based mechanics. Super Meat Boy has an extremely impressive record-and-replay mechanism (used to great effect at the end of each level to show you all the ways you died simultaneously). Several indie games have very impressive lighting models. The Bit Trip games have music syncing engines. Many indie games have impressive dynamic-content-generation engines. The more of these components that become readily available, the more impressive the starting point for any future indie game.
> The more of these components that become readily available, the more impressive the starting point for any future indie game.
I'm not sure to what extent these things can be recycled(other then for ideas).
Actual advantages I see:
Fixing bugs/maintaining long term/packaging. This allows people to spot bugs easier, contribute back code, and generally maintain the game better(fix anything that break thanks to old platform assumptions).
Porting to other platforms(especially arm, maybe android these days), many who open source games allow you to use a copy of the data for one platform on any platform.