


IĬurrently active projects and see how they deal with the issues listed above: However, I think that there is still room for open-source gameĮngine recreations, both of the sandbox or multiplayer-game variety. In any open-source project, make designing and programming an original open-source Graph showing the number of unique playersĪll of these challenges, combined with the natural drifting away of developers Positive feedback loop, with more players improving the experience forĮveryone, once the game starts "dying" it is practically impossible to reverse Since the number of players constitutes a Have long been successful and have their niche.įrom the above-mentioned problem of critical mass: releasing too soon means notĮnough players will be interested in playing, while releasing too slowly means theĬurrent players will lose interest. "sandbox" games with procedurally generated content (such as As such, open-source games must be either multiplayer games, or In advance and the continual testing during development would wear To design a compelling single-player experience: everyone involved would know the story While developing in the open has many advantages, it obviously makes it impossible Technical considerations, open-source games face other limitations as well. Popular: it is easy for everyone to see the goal. This, no doubt, is why game clones are so Required in order to produce a meaningful result. Reach a certain critical mass of players to become interesting.Īpplications it is easy for everyone to "scratch their own itch" and implementįeatures they need in games, a clear game design and project direction are Applications can be used by one user or by a million games need to Applications do not require much inĭesign for games this is important (and, in addition, programmers tend not to be goodĪrtists). Released with missing features and still be useful to users games need to beįeature-complete to draw players. The development of other open-source software. In some ways, game development offers a fundamentally different challenge than However, more interesting to consider why open-source games are not more Was greeted as a sort of renaissance of Linux gaming, long after the first wave Releases of Quake II and Quake III game engines under the GPL (in 2001 andĢ005, respectively), several open-source first-person shooters have beenįor a serious free-software gamer on Linux, the choices seem quite slim: either play an unfinishedĬlone of an older game or one of the few original games that is still in development or

Battle for Wesnoth is a well-known turn-based tactical strategy game still in active development. These projects are not in active development any more and some have not evenĪside from these projects, which are directly inspired by existing proprietary games, there are few There is a comprehensive list of open source gameĬlones hosted on GitHub. Sometimes included, too, although some projects prefer to remain as close to the Hardware (particularly enabling higher screen resolutions). Linux, while also providing support for more modern Their goal is usually to bring the original game to Many open-source game projects can accurately be described as game engine Open-source games have existed for a long time already. In light of the ready availability of so many proprietary games, though, it can be easy to forget that Several popular "AAA" games have received Linux ports-such asĬivilization 5 and X-Com: Enemy Unknown-and more high-profile games have beenĪnnounced (for example, "old-school" RPG games Wasteland 2 and Pillars ofĮternity). Gaming on Linux is a popular topic lately Steam andĭigital distribution platforms, are now available on Linux. This article was contributed by Vladimir Perić.
