5 ms·
Good. There is absolutely no reason to have a mandatory login on a game you purchase and run locally, especially considering it has no online features.
by crims0n 7y ago
Good. There is absolutely no reason to have a mandatory login on a game you purchase and run locally, especially considering it has no online features.
- mywittyname 7y agoEspecially an open source game which could be had on the same device without mandatory login.
- andybak 7y agoThe engine is open source. The levels aren't.
- davesmith1983 7y agoAccording to MVG on youtube the Doom 1&2 engine is Unity. I have no idea why that is the case though. https://www.youtube.com/watch?v=Dh7nZ9t2eJA https://www.youtube.com/watch?v=Dh7nZ9t2eJA Also apparently they have slowed down the Midi Soundtrack as well.
- jonny_eh 7y agoProbably to make porting easier. Keep in mind they can't use all the homebrew GPL ports, since they don't own that source code, so can't strip the GPL from them.
- liability 7y agoWhat would stop them from releasing a GPLv2 port, with source, other than their own stubbornness? The Switch's DRM would preclude GPLv3, but not v2, no? Also it would be easy for them to hire somebody to write a new port the right way with whatever license they please. It's freakin Doom!
- davesmith1983 7y agoI know people don't like Bethesda (neither do I) but generally there is normally solid reasons why companies don't do such things. A lot of the time there is other stuff in that source code or attached to the source code that they can't release. They could have a bunch of internal signing keys etc (which may need to embedded in the source). Also Nintendo, Sony etc may specifically not allow GPL code on their platform. There could be a bunch of very good reasons we may never be privy to.
- liability 7y agoI find these theories difficult to square with previous releases of Doom on locked platforms like iOS apparently being proper source ports. Even if it's not a community engine, they should have access somewhere to code with agreeable licensing. Or at least, they should be capable of hiring a community source-port developer to throw together a new source port based only off the original code (which Bethesda would be free to license as they see fit, on account of owning the copyright.) My personal theory is Bethesda doesn't respect the franchise and turned over responsibility of it to somebody young who probably had plenty of experience with Unity, but little to no experience working on an engine written in C.
- davesmith1983 7y agoThe fact of the matter is that neither of us know.
- liability 7y agoI don't know, which is why I said I'd like for them to explain it. In the meantime, they will not enjoy the benefit of doubt from me, and I don't think you should give it to them either. We're not operating in a vacuum here, Bethesda already has a well earned negative reputation.
- davesmith1983 7y ago
- seba_dos1 7y agoPorting Doom to Unity on a platform where a perfectly fine port of SDL already exists can't really make it much easier.
- j-c-hewitt 7y agoOG Doom has online features, though.
- strictnein 7y agoDoes IPX support count as online features? No TCP/IP in the original Doom/Doom2. Just IPX and Modem/Serial.
- rowanG077 7y agoOf course that counts. Why wouldn't that count. Not the entire internet is TCP/IP.
- strictnein 7y agoYou can't do broadcast IPX gaming across the Internet.
- j-c-hewitt 7y agoNever had as much fun with online gaming as I did over modem direct connection with one other kid!