> That... basically kills the entire gaming industry. > > Am I missing something serious here or is this really trying to advocate for that.
What you might be missing is that the author advocates for free software (which is framed differently from open source), while games typically aren’t pure software, but rely very heavily on art assets. The movement for free software traditionally draws a distinction between software and art. This means that only the software part of each game would need to be distributable, not the entire game.
In that vein, the other day this got posted to HN: https://twilitrealm.dev/
It uses an independent reimplementation of the code of a Zelda game from the GameCube and combines them with the assets from the actual game to make native binaries for various platforms, which blows my mind a bit but demonstrates the power of this sort of split abstraction.
There's also the free culture movement, which generally believes all creative works should be free, not just software.
There are many people who would advocate for free software and not free culture, but jxself has also written in support of free culture: https://jxself.org/drm_and_free_culture.shtml
That post is from 15 years ago, so of course he could have changed his views since then (but I don't see any evidence of that in this case).
> The movement for free software traditionally draws a distinction between software and art. This means that only the software part of each game would need to be distributable, not the entire game.
Personally, I’m a big fan of this idea. I really like the way that games like Doom do things: the engine itself is FOSS, but in order to play Doom, you need DOOM.WAD which is proprietary and must be purchased. DOOM.WAD doesn’t contain any code (it only contains graphics, sounds, level geometry, etc.) so you don’t have to run any unfree software in order to play Doom.
However, there are some people in the free software movement that disagree with me. The Free Software Foundation maintains a wiki called the Free Software Directory. Here’s a quote from the Free Software Directory’s rules for what can and cannot be included in the Free Software Directory [1]:
> Edge Cases
> This is not static information. Policies about adding non-free code obviously don't change, however the way projects are licensed or the way they interact each other is definitely subject to change.
> […]
> • If software is freely licensed but is bundled with artwork that is not, do we consider the program to be free? From RMS "Images and sounds need to be free if they are essential parts of the software. But if they are just decoration, and easily replaced, then they do not have to be free." Sound and artwork fall into the category of essential for interactive games. Logos on otherwise utilitarian projects do not.
That being said, that same set of rules also says [2]:
> Free programs
> Software needs to meet the free software definition to be listed at the Free Software Directory as well as follow these guidelines and requirements for entries.
> […]
> • The software program itself should not package any program-data, art assets loaded by the program, or software which is under a nonfree license. If art or data is available for the game under a nonfree license but not packaged directly with it, that is a different matter and one we should be more flexible about.
Those two quotes seem like they were written by two different people who have opposite opinions on this topic, but IDK.
Anyway, my point is: I really like it when games do that, but it seems that at least some people in the free software movement disagree.
[1]: <https://directory.fsf.org/wiki/Free_Software_Directory:Requi...>
[2]: <https://directory.fsf.org/wiki/Free_Software_Directory:Requi...>
This is largely how open source game engines like OpenMW or OpenTTD work: the game engine is reverse engineered, and the art is something the end user provides by downloading/owning a legitimate retail copy.
And that’s really great, but this model is ultimately not realistic for most game developers.
It’s not like productivity software where the code of the product isn’t the majority of the value being delivered. Gitlab is happy to give away their source code because a bunch of enterprise integrations, support, cloud hosting, and features are paywalled.
Game developers really just can’t do this model. If the game is open source it’s going to be far too easy to pirate the game. The economics of single player games largely revolve around the strength of sales in the first month or two.
This model works for games on GOG because they tend to be priced so low that most users are okay with paying for convenience. Many of the games in that catalog are essentially back catalog that have been paid off for years and whose sales are quite insignificant to the publisher.
For a AAA game where it needs to sell millions of copies at a high price to break even on its huge production budget, game companies can’t risk a high piracy rate. Just look at GTA 6, a game with a production budget of multiple Avatar films.
But why? Both the programmer and the artist have to eat, they both take pride in their work. What is the rationale for treating one side differently to the other?