Yes, tremendously even. An FPS engine can't do what I want to do without major recoding because FPS is about shooting, my game is about interaction.Will the engines features matter if it's YAFPS?
Yes I do.Do you have an idea for a highly innovative game and the skills to make it?
Yes I can. But to go beyond the core team it takes some more work on the engine side. FOSS people are ( and here I'm honest and blunt ) in general very unflexible. If a solution is not tried already they are hard to jump on and especially keep focused. So the project is separated into well defined steps and recruiting is not part of the current one.Can you encourage others to make it?
The problem are the engines themselves. They are a barrier preventing people with ideas to do them. Only a few are skilled enough coders to hack deep into existing engines to bend them to do what they want them to do. The others are simply blocked off and neglected. If they could work with an engine that supports them by providing high quality features without paying huge bucks for them and obtaining a good work pipeline they could go on working on their ideas... working on gameplay. If the engine is a hindrance then you need to work most of the time on the technical part and not the gameplay part which is why the gameplay is often just YAFPS since that requires little planing, no design documents and no need to stray of shot-and-run gameplay. If there would be a general purpose game engine of good quality more varied games would emerge and Linux would get the recognition it needs. Since now Linux is only perceived as a wannabe gaming OS and one reason are the projects in the FOSS domain nowadays.I think it is wonderful that so many FLOSS games exist, and that the engine/game developers have fun doing it. Creating a modern game is a huge task, so in that regard FLOSS games will always look/play like something a few years behind times, but as stated by others: Gameplay first.
It's not impossible and has been done a couple of times already. Furthermore if the engine provides smart design the workload can be lessened. It's only impossible if you don't want to.1) Creating content for a modern looking game, never mind a "next-gen" type game, is impossible to do with only a handful of artists working in their spare time (MOD artists reuse a lot of art assets from the main game).
That's the problem with the existing engines. This is why we need a good and new general type engine which does provide a simple, concise and powerful work pipeline so that creating games for artists is no more a pain as it is today but fun. Then people are also going to be more willing to help. After all for many Linux stands for "cumbersome" and the current engines do no effort to counter this prejudice.2) If I'm going to dedicate a portion of my free time to a FLOSS game project, it MUST be a game that I enjoy immensely, that I want to see live up to it's potential, and that I can have FUN while creating content. Almost all FLOSS games could use better graphics, but not all captures me enough to help out. It also doesn't help that I don't game that much anymore as I used to...
As mentioned above: it requires an engine with a proper design made with artists in mind and not just programmers. Again the current solutions are programmers oriented and hardly usable for artists.3) The workflow must also be considered, getting content in the engine easily, create ingame effects without relying mostly on developers, maybe some sort of visual GLSL creation tool, etc.
It's not. The mentioned engine is already in work. There will always be people who think outside the box and look for solutions instead of fighting symptoms.I agree with many that the visual representation of a game is very important today, and I would love to see a modern FLOSS game rival, say, HL2. I'm just afraid it is too much to expect, and I don't think the majority of Windows gamers will even glance at open source games on Linux. It is much more important to get studios like Blizzard and Valve on board, than to convince people to play our free, open games, made with great engines and the best art we can possibly create. Instead of competing with commercial games, we should create fun, quirky games with a unique art style, manageable by 1 or 2 artists in average. I think that is already what is happening.