FOSS game development doesn't work well because of the central idea behind game development. It's a top down process. There's an overall director, an art head, a sound head etc. They set the art style etc, and then the entire team works to that end. FOSS tends towards whatever bob joe is interested in on the day. That's how you get games like vegastrike where the engine is coded 99% by one guy, who writes a pretty advanced awesome engine, but then the art is all hodge podge with massive variation in quality. With no real way to enforce quaity of content or even standard of content it just sort of disintegrates off. There's also the problem that a lot of open source developers think they should be targetting older hardware, when it takes 3-5 years to fully develop a game. They should be aiming for computers that haven't even been made yet with regards to art detail etc. t's only $500 to buy a modern i7, motherboard, ram. $200 more throws a video card in on top. Even some of the best work I've seen in the open source landscape, like SJBaker's Tux a Quest For Herring, and Tux Kart, suffered from gameplay issues because the developer couldn't or wouldn't work in a team with other people. It's a shame because some of those concepts were awesome. I think for the forseeable future though FOSS is going to be stuck remaking existing PC engines as it's the area where FOSS seems to do quite well. Remaking/reimplementing an existing game removes the art problems and has a clearcut goal to reach for. OpenMW will probably become the most played open source RPG, as I suspect will the NeverWinter Nights engine remake project.



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