4 ms·
The big reason, in my opinion, for there being few successful FOSS games is that the only thing bringing the team together is a shared vision. This makes it muc
by ijk 13y ago
The big reason, in my opinion, for there being few successful FOSS games is that the only thing bringing the team together is a shared vision. This makes it much harder to succeed at a large project unless the project is inspired by/a clone of a nostalgic game, or is in one of the dream-niches that are now being colonized by Kickstarter projects. It's the same reason there are a lot of failed mods: putting a team together is hard, and content production isn't exponentially scalable like code is.
Which is not to say that there aren't lots of open source games: every Ludum Dare Compo game is required to be open source, which is tens of thousands of games right there.
There are a few "big hits" in the FOSS world: Battle for Wesnoth, Vega Strike, FreeCiv, 0 AD, Nethack, Angband, etc. The ones that don't start of clones of commercial games tend to be at the end of a long heritage of open source development: roguelikes, Netrek, and the like. _Playable_ projects with ongoing development often accrue a very dedicated fandom. It's just hard to get to "playable enough".
The real breakout for FOSS and games has been in development tools: open-source engines and libraries have been one of the major reasons that this as become a golden era of indie game development. Even commercial tools like Unity rely on the existence of Mono, for example.