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TCO is offline TCO
Emperor
Richmond, VA
Jan 1970
time: 00:19
  Old Post 07-05-2002 00:23
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I've heard that CBR will be open source. Now I now that it is very trendy and PC PC (get it hahaha) to be in favor of open source. But let me challenge you to re-examine this shibeloth. IF the project is eventualy going to be commercial (after the demonstration version) what do you gain from free-release?

There is also the issue of cheats. Making it free release makes it easier for the player to see AI cheats or to exploit AI subroutines.

Spaced Cowboy is offline Spaced Cowboy
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Nov 2001
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  Old Post 07-05-2002 03:02
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good, maybe they'll write a better ai, maybe they'll be able to mod without a glitch.

Velociryx is offline Velociryx
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One more quick reply before heading off to lay down (cold meds and muscle relaxers for a SORE back make an intriguing combination).

The open source debate was actually the first substantial issue we tackled in the old Portal Forums, and at the outset, I was HIGHLY skeptical of the whole thing. One of the chief advangtages that kept being brought to the fore was the fact that we had access to public libraries of code, but my thinking was that, since so much of the game was original thinking, we would not be able to gain much from that.

The other reason that kept being offered up though, was much, MUCH more compelling in my mind's eye.

Lots of interest, and lots of eyeballs.

The fact that we're doing it in Java AND that it's open source rings both of the major bells over at slashdot, and slashdot sees a whole heckuva lot of traffic....when they endorse something, it generally sees a huge surge in activity. Likewise, the folks at sourceforge are understandably avid supporters of Open Source projects. Our goal is to use our position as an open source game (free release) to "be seen" by a whole lot of eyeballs (and wouldn't you know it, but the in-game documentation will point the way back to 'poly! ), get people talking about the game in large number, and then, when we're ready, button up the code, take it commercial, and see where she takes us.

Essentially then, it's all about eyeballs, and we've got three different "legs" in that equation: 'Poly, Slashdot, and SourceForge.

-=Vel=-
(who has become an Open Source convert, and avid supporter!)

TCO is offline TCO
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  Old Post 07-05-2002 12:24
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But if you have open source...you have a substantial piracy risk.

How do you "button it up" after it's unbottoned. The user changes will all be in the open arena also. You will have 20 different versions of the game floating around the net. And no one will need to buy your product. They'll just use the free ones on the net.

ravagon is offline ravagon
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Post  Old Post 07-05-2002 13:17
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quote:
Originally posted by GP

How do you "button it up" after it's unbottoned. The user changes will all be in the open arena also. You will have 20 different versions of the game floating around the net. And no one will need to buy your product. They'll just use the free ones on the net.


I think you're assuming here though that the plan is to distribute the entire thing as a "demo" with the retail options switched off in some way - hence being susceptible to hackers activating the other options.
I'm assuming they won't be doing that.

TCO is offline TCO
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  Old Post 07-05-2002 13:31
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No my point is that if you make it open source and than expect iteration to occur by work of hobbyists, that original build plus improvements will still be on the net.

Sure you can add some features which are "buttoned up" but then of course, you won't have this hypervauluable iteration by hobbyists on those parts.

ravagon is offline ravagon
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Post  Old Post 07-05-2002 14:21
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Good point (and one dear to my heart ). I think you'd end up having that anyway though. A bit like scenarios in Civ2 before the CiC and FW addons - ie: When the expansions came out some of the dickering people had done previously was superseded, hence redundant. Other elements were converted over and updated.
That sort of thing would take careful forethought of course...

moomin is offline moomin
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  Old Post 07-05-2002 14:39
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quote:
Originally posted by GP
No my point is that if you make it open source and than expect iteration to occur by work of hobbyists, that original build plus improvements will still be on the net.


That's certainly true, but I'm not so sure it's all that important. We've seen plenty of evidence here that the CBeans have much design done that won't even go into the free release of CB, so for all practical purposes the free version of CB and the commercial aren't even the same game. Would a free, sourced version give a leg up to a team of hackers wanting to emulate the commercial release? Possibly, but not in any significant way. Code reuse is seldom all it's set out to be, unless the projects are managed that way very intentionally. So you'll have a free release, a dozen more or less polished improvements and the holy grail of the spit-and-polish commercial version - _all_ the free version are basically advertisements for the commercial one... and anybody who finds them to their liking will be sorely tempted to buy the best release.

quote:

Sure you can add some features which are "buttoned up" but then of course, you won't have this hypervauluable iteration by hobbyists on those parts.


Well, of course not. It's not like they can eat their pie and have it too. But it stands to reason to believe that CB.com will profit from the innovations and creativity that will benefit CB.free during the considerable span of time between the free and the commercial release.

And since you question free source, let me just add the quiet observation that they've chosen an implementational technology - java - where extracting the source from what passes for a binary is if not trivial then certainly easy for any reasonably skilled programmer with a good set of tools. There is a reason, beyond less than beathtaking speed and iffiness of the core class packages that all commercial java you ever see is server-side. So if the proverbial genie is out of the bottle anyway, why not profit from it?

All this is defensive, anyhow. There are good offensive arguments too. Vel has already talked about the propagandistic value - which is huge - and I'd add that OS seems to be the numero uno way to build brand awareness quick in computing these days. Velocigames would have to pay a substancial amount of cash in hype to build up the equivalent commercially. And there is the issue of crew morale - I'd certianly would be examining my commitment verus time and risk if I were on the CB project on an entirely commercial basis.

TCO is offline TCO
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  Old Post 07-05-2002 15:04
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Ok...

But just curious. Moomie, how much do youn think OS will actually improve the design? I mean what aspects ofOS review will help the commercial version?

Or is it just something to get computer buzz?

moomin is offline moomin
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  Old Post 07-05-2002 17:04
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Well, GP, that's hard to say, really.

My personal feeling is that outside contribution isn't likely to be much of an asset as far as design goes... but it might be huge in fixing bugs and adding all those minor touches tach bring life to a game. CB.com will profit from the bug-fixes directly and may profit from some of the added features if that part of the game is left intact in the commercial release.

More important, however, is the external utility contribution. Consider Gramphos and his Civ3 tool which is the de facto standard of adding functionality to the sadly lacking commercial release of that game. I'd go so far as to say that the existence of that utility has persuaded more people to stay with Civ3 (and consider buying an expansion!) than all Firaxis's patches together.
Open source makes it far easier to write tools like that and it also enables them to do much more exciting things. It will certainly help a lot in maintaing interest and buzz in the span between free and commercial release.

Another thing worth mentioning is that a full-scale proliferation of CB clones is a sword that cuts two ways... while to freebie gamer has more choise, he can't really rely on anyting in multiplayer. One of the big selling points I see for a commercial release over all the clones is solid multiplayer interoperability and a secure infrastructure to fend off cheaters - although this last will require they rethink their implementational choises, as I mentioned before.

So, no, I don't particularly believe that the hype & buzz - although huge - is the only good reason to go OS.

Now, as a counterpoint, would I do it this way myself? Probably not. I'd secure VC and a pay check for everyone involved... and make darn sure the publisher contract had a minimum-marketing requirement in dollars. But that's not a choise Vel & the gang have, so I believe the've rather chosen the good strategy with regard to OS given their circumstances.

That internal contract thing, now, that's another issue, but I don't have to preach that to you, right?

Chowlett is offline Chowlett
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  Old Post 07-05-2002 17:24
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quote:
Originally posted by Velociryx
Essentially then, it's all about eyeballs, and we've got three different "legs" in that equation: 'Poly, Slashdot, and SourceForge.


Eww, that's an unpleasant-sounding mixed metaphor. We've got three legs providing eyeballs? Ugh.

Solver is offline Solver
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Sep 2000
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  Old Post 07-05-2002 19:57 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Vel makes a very good point! Though there are people who would be brought to you by closed source, there are probably less. I like it, let's get views, and then let's get commercial!

Velociryx is offline Velociryx
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Lots of good discussion here while I was snoozing! Excellent! Excellent!

GP, your comments are an almost verbatim echo of my own concerns when we started the OS/Non-OS debate....I was VERY leery about a number of aspects of going OpenSource at the outset, for the very reasons you mentioned.

At the forefront of my mind was the notion that we'd have all these clones running around, people would be forking the code and taking it off in entirely new directions, adding features...any number of things.

And then I realized just how much control we have over the license. Yep, we can *almost* have our cake and eat it too. Not quite of course, but it's close.

We can write our license in such a way that if anybody does fork the code (expand or change), they're not allowed to do so for anything but personal use. We can even restrict where and how the modified code is made available for download. But in truth, I don't think we'll need to do more than watch that in a cursory manner, primarily because of the research I did on Open Source projects prior to making my final decision in favor of it.

As part of my research, I studied 485 OS projects that were in an at least similar vein as our project (there were only a handful of projects like ours (4x style game), so I had to branch out a bit to include strategy games, war games, and RPG's in my study, and came away with a whopping 485.

Of those, all but a handful were in anything other than the planning/pre-alpha stage, and had been for 10 months or longer (meaning in my mind, that they weren't ever gonna get any further along than they already were). Of the few that had progressed to the stage where they actually had a playable version available, all the projects had been in the works for at least two years, and a couple had been in development for over three. In my mind, this was pretty solid evidence that things move REALLY slowly in the OS world (done almost purely as a hobby, if I'm reading the trail signs correctly), and this gives me a great deal of comfort and confidence where the OS model is concerned.

If someone were to get serious about modding the code and making a viable, full featured, OS clone of our commercial release, first they'd have to assemble a comparably sized team (or a smaller team with a LOT of time on their hands), then, they'd have to learn the ins and outs of our code base...dissect it, see how stuff works, learn the ropes of it. THEN, they could begin adding enhancements to it....but all the while they're busy playing catch-up, we're steaming ahead with our new ideas.

Before they could have a comparable product out the door, we'd already have released the Commercial version by a wide margin....and even if (worst case), some independently wealthy code group beat us to the punch, we've got the protection of being able to restrict how they use what they create from our work.

The overriding importance of going OS, in my head though, is three fold:

First, it sends a strong message to the gaming community that ties in nicely with our open philosophy. It says in no uncertain terms that we applaud and appreciate their efforts at enhancing our work (and I'd not be terribly surprised if some of the derivative work done on the free release didn't find its way into the commercial release).

Second, the buzz created by doing it this way will be huge, and absolutely invaluable to us. We'd have to spend millions of dollars advertising and hyping to reach the same number of potential players as going the OS route introduces us to simply by existing as an active project. That's powerful marketing leverage indeed, and the cost effectiveness of it is....enormous (since it's free to us).

Third, we get access to a whole HOST of utilities that would cost us up front money if we had to set them up ourselves. SourceForge has a free CVS, bug-tracker thingy, and a whole menu of other stuff we get to use absolutely free just for being an OpenSource project.

I like free. Free is a good thing for us at this stage....

-=Vel=-

TCO is offline TCO
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Jan 1970
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  Old Post 08-05-2002 00:44
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quote:
Originally posted by moominparatrooper
Now, as a counterpoint, would I do it this way myself? Probably not. I'd secure VC and a pay check for everyone involved... and make darn sure the publisher contract had a minimum-marketing requirement in dollars. But that's not a choise Vel & the gang have, so I believe the've rather chosen the good strategy with regard to OS given their circumstances.

That internal contract thing, now, that's another issue, but I don't have to preach that to you, right?


No. I respect your savvy here. I hope that they are talking to people like you.

TCO is offline TCO
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  Old Post 08-05-2002 00:52
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Vel, you are probably ok wrt getting clone rippoff...unless the project becomes a big success. Than it will be an issue.

Your license might prevent a commerical ripoff...but restricted access to code is a stronger barrier than a peice of paper...that just gives you an exciuse to sue. But the license won't prevent the profileration of confusing numbers of builds which Moomie alluded to.

moomin is offline moomin
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  Old Post 08-05-2002 01:15
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quote:
Originally posted by Velociryx
(and I'd not be terribly surprised if some of the derivative work done on the free release didn't find its way into the commercial release).
-=Vel=-


You'd better be very careful with that license in that case, Vel. It ain't trivial cooking up a scheme that procludes others from running away with your code while enabling you to make money off theirs, while maintaining as devotee-acceptable level of OSness, although it's possible. For successful examples, take a look at the commercial BSD licenses... not linux. For spectacular recent crashes, look up and enjoy the
MySQL AB/NuSphere debacle, now touring the court circuit to live Slashdot sports coverage. Amazing stuff.

In fact, I'd suggest paying a professional body, such as the FSF to write it for you. Do not, however, approch a "regular" immaterial rights attorney - their track record with OS isn't all that impressive, and any contract they produce is certainly going to meet with less hardcore OS approval. Your dedication looking at 500-odd other OS projects is commendable, but do not take your license from theirs - most of the guys who do OS wouldn't know how to write any kind of license, least of all a good OS one, if it jumped up and bit them in the posterior.

moomin is offline moomin
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  Old Post 08-05-2002 01:17
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quote:
Originally posted by GP
I hope that they are talking to people like you.


That's hillarious. Here I was thinking I'm hoping they're talking to people like you.

ravagon is offline ravagon
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Post  Old Post 08-05-2002 08:19
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quote:
Originally posted by moominparatrooper

You'd better be very careful with that license in that case, Vel. It ain't trivial cooking up a scheme that procludes others from running away with your code while enabling you to make money off theirs, while maintaining as devotee-acceptable level of OSness, although it's possible.


Didn't Microprose do something similar though with their CiC and FW expansions having "Best of Net" sections?
Or is this an issue relating to open-source specifically?

One possible way around it might be to invite players to send material in with the understanding that they would be credited in the final release. A number of PnP RPG publishers do similar things with source material.
I have no idea about all of the legal technicalities involved though...

Zealot is offline Zealot
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  Old Post 08-05-2002 16:12
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quote:
Originally posted by Velociryx
(and wouldn't you know it, but the in-game documentation will point the way back to 'poly! )


I bet you're MarkG's new best friend!

Velociryx is offline Velociryx
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Well Zealot, if so, that would just be a mighty nice way to return his generosity!

As to the license...yeah, that's one area where we're most definately NOT skimping....soon as we get incorporated, that's the first official piece of business.

Where modifications are concerned....as Rav pointed out....we'll be actively engaging the gaming community shopping for ideas. Whether those ideas come to us in the form of sugesstions on the forum, or in the form of modified code to demonstrate how they envision the idea working, to looking at their code and reverse engineering it to tweak it along the way for our own purposes.

That, taken with a good, well-considered license, should leave us in the spot we wanna be in.

-=Vel=-

moomin is offline moomin
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  Old Post 09-05-2002 02:24
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quote:
Originally posted by ravagon
Didn't Microprose do something similar though with their CiC and FW expansions having "Best of Net" sections?
Or is this an issue relating to open-source specifically?


It's mostly an OS thing, really. Coming up with a decent commercial license that says "all your work is belong to us" isn't all that difficult... but doing it under general OS rules is a neat trick. And while going OS generates lots of free buzz, doing it wrong generates even more badwill, as Apple is finding out with their crummy Darwin license. It's not so much a legal question as one of not incurring the wrath of the OS zealots.

Velociryx is offline Velociryx
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"All your work is belong to us!"

Now THAT was funny!

-=Vel=-

tniem is offline tniem
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  Old Post 03-06-2002 09:15
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Vel,

Just one quick question about your plan. You said that by being open source you can use source code and tools from certain places. Than once you have used that stuff and had the publicity from Open Source that you would close it up and make it a commercial viable product. Wouldn't closing the game up violate the licenses from the open source products and code that you used to get to the version that you are at when it is time for the open source version?

Velociryx is offline Velociryx
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tniem: An excellent point! Actually, the chief advantage in going open source will be in terms of marketing and awareness. Open source allows us to become the darlings of both SourceForge and Slashdot....LOTS of eyeballs on both of those places. That, combined with our presence on 'poly *should* see us getting the game in front of a whooooole lotta people!

As we have discovered, since our project is above and beyond the scope of many/most of our peer projects on sourceforge, there's really not been any interesting code we've been able to use, to my knowledge, however, if we were to, then yes....we'd have to remove those pieces and come up with our own solutions to whatever problems those code segments were solving for us.

-=Vel=-

TCO is offline TCO
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  Old Post 03-06-2002 10:11
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Do you have any analysis to show that your hypothesis is correct. (Being the darling of Sourceforge will sell the game?)

Velociryx is offline Velociryx
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Don't have any hard numbers behind that, no....however, my thinking is that the more people who know about the game increases the overall awareness, and almost has to increase the chances that some will buy when we get to that point.

Right now though, my main goal is to get as many people as possible *aware* of what we're doing.

-=Vel=-

TCO is offline TCO
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  Old Post 03-06-2002 11:21
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Just make a good game. Than advertising is easy. if it stinks...no amount of advertising will help it.

tniem is offline tniem
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  Old Post 04-06-2002 01:09
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quote:
Originally posted by GP
Just make a good game. Than advertising is easy. if it stinks...no amount of advertising will help it.

Ah but what Vel is also attempting to do is but it in front enough people that if the team cannot figure something out either coding or grahapically then they will have a base to call on others to help out.

I just was wondering about that part of the game design but I guess if your not really planning on using any code than I guess you will be ok.

moomin is offline moomin
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  Old Post 04-06-2002 01:47
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There are open-source licences that aren't viral. But as far as I know, most OS game engines go GPL, which is.

TCO is offline TCO
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  Old Post 04-06-2002 02:50
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quote:
Originally posted by tniem

Ah but what Vel is also attempting to do is but it in front enough people that if the team cannot figure something out either coding or grahapically then they will have a base to call on others to help out.

I just was wondering about that part of the game design but I guess if your not really planning on using any code than I guess you will be ok.


Earlier in the thread, they said that there initial hope was to get technical help but since the game will be quite advanced, that is unlikely to be a significant issue. At this point, general marketing goodwill is the rationale for the "drop your skirt" policy.

 
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