Explore the depths as you drill, craft, and fight to escape from a mysterious asteroid deep in the Veridian Expanse.
So I've been working on a crafting/exploration game for a while called Veridian Expanse. (I guess the details don't really matter, so I won't go into that, but check the links at the end if you're interested) I have some unresolved feelings about making the game open source, and how/why to do it.
The last game we released on Steam was up on pirate sites within hours, and showed up fairly high (second page maybe?) of a simple search result of the game's name. It sold "well enough", and since it was a pretty small game so we suspect that there probably wasn't any "rampant piracy". Certainly not enough to bother to reduce it anyway. We didn't even bother to implement the (trivial to break) Steam DRM.
From a sales point of view, I don't think the source code is valuable. Nobody wants to pirate the source for some random game, they want the binary that's already been made for them. Also, I've written some blog articles about how some of the game's threading, hot-loading, rendering, and soft shadowing works. At some point when people started asking questions, I would just send them the code because "why not?" Eventually I just mirrored it on Github without the assets.
The assets... While I have rights to all the data and graphical assets, the sounds and music are all royalty free items that I've purchased. Even if I wanted to release them, I can't. I'm not sure I want to either.
I use Linux to develop the game, but I know most of my sales will come from Windows or console versions. In a way I don't care about the Linux market financially and have been considering just publishing it on Flathub because "why not?" It also runs pretty well on the Pi 4, and I even automated the build for it because "why not?" I certainly don't hate the idea that people might like the game and tell their friends to buy it on other platforms. :p
My current thought is that I should just OSS the code, but leave the assets as proprietary. If someone really wants to pirate the game, there will be some easy way to do that a few search terms away. Even if I give away a Flathub or RPi version it's not going to change the difficulty for someone that wants a Windows version for free. On ther other hand, maybe someone will find something useful in the code or get it running on *BSD or Haiku or something. (It already compiles/runs fine on them, but I don't really want to spend time maintaining those builds)
There's certainly plenty of games with open sourced engines (like the Id games), but closed data. Then there's a few like Mindustry or 0AD that seem to be trying both, but are there other example of games that people can think of for comparison?
Some further Veridian Expanse links if you want to figure out what the heck I'm even talking about:
People who pirate games are generally young and have no money. (like me a long time ago)
People who have work and money, will buy games to support the devs. (like me right now)
People who still pirate games (or any content) are trash, maybe you can just ignore them?
Pirating is not a bad thing, since people will discover your "brand" and when they can, they might buy your games.
(I remember playing Starcraft 1, D2 and AOE, all quakes pirated when I was young, now I have all of them in my steam library)
OSS your game but the assets could be a great way, it feels similar to openTTD in a way.
But supporting Linux is great thing, (Fedora user here) and I try to buy games to support devs that support Linux natively.
I have about 900+ games on Steam (Mainly Win titles), and I have finished only 30 or 40 of them.
Now that Linux is getting more popular and because Steam makes playing windows games so seamless, it's not worth the assle of pirating IMO.
But that just me. I am sure there are many others with similar opinions out there ;)
I think it should be fine to sell on steam and also be open source, ppl would rather pirate the compiled version than compile themselves, maybe some license that disallows redistribution or something, so other ppl don't change a few things and compete with you on steam... Also if it catches the attention of some linux youtubers (more likely if it's OSS i think) it might give you some extra sales.
I don't currently write mods or anything (partly because reverse engineering stuff is way more work than I want to do), but if a game I was interested in was also open source I would be really tempted to play around with some. If the base is cool I could see building out a solid mod community that way.
I wishlisted to keep an eye out, but personally, I don't take much from screenshots and really need gameplay clips to make decisions on buying games. Adding one to the store page is pretty important IMO. It doesn't need to be long drawn out cutscene heavy. A couple 5 second clips stitched together or a 15 second clip of one area that showcases the action we'll go a long way.
Hrm. So people bring up the mods angle, though it's going to be a story driven single player game. I'm not sure mods make sense for it, and the way I've written the game they'd even be pretty hard to do. In the past I was pretty keen on making things "scriptable", but after years of writing things to be extensible and then never extending them I kinda gave up. I actually had a bunch of Lua stuff in the game originally, but eventually ripped it all out and replaced it with hot-loadable C code. 10 years ago me wouldn't have believed it, but it's just way easier that way. >_>
Yeah... I haven't updated the screenshots for almost a year now. That's probably a mistake as the Steam page seems to be the only place people are discovering the game right now. Any marketing I've tried to do has been a complete flop. There is a playable alpha on itch if you are interested in playing a half finished game. :p
This is what I would do as well. Sure it's pirated, but getting more money for my work is good.
Although most will still buy it on steam even if open source, just out of ease of use. Anyone who seriously wants to dev on the open source will buy it anyway, or is some random kid who really can't buy it.
If your working on a next project, I'd say open source this when the next is published. Its a good promotion for a new item and a nail in the coffin for your own work on the old(current) game.
Depending on what game it is, the assets could be anything from 1% to 99% of the finished product. Some rely heavily on procedurally generated content, which would make it easier to clone the game using only the source, but for your average title you'd have to create your own graphics, textures, meshes, animations, sound effects, music, levels, dialogues, etc. And if someone were going through all that trouble, my guess is that it would probably be easier to reimplement it in Unity than using the undocumented source code for an existing game. I'm not saying you're wrong, but I think it vastly depends on what game it is.
Personally I think the biggest difference open sourcing the game makes is that it helps modders. Unless of course it has some new technology, that other programmers might be interested in seeing how it's implemented. For example I think Teardown would be such a game, but instead of opening their source they've shared a lot of knowledge by explaining how their engine works so it's not necessarily something to be afraid of.
Sounds like Shattered Pixel Dungeon. The code is open source (since it's a port of the original Pixel Dungeon which is also open source) and a Java version and .apk are freely available to download from github. But it is also being sold on mobile/Steam/GOG, and I think the dev is making a bit of money of it (enough to go on developing, in any case).
Ok so similar to Mindistry then it looks like. The license seems to be just straight up GPL. I don't see a separate license for the assets. I suppose it couldn't hurt to just email the dev and ask their opinion...
Just leave the pirates be. People who'll buy the game will buy the game regardless. Even the strongest DRM won't get you more sales if people don't want to buy the game. Piracy can also allow for word of mouth marketing though take that with quite a bit of salt as I don't have the resources to back me up.
The "free code, proprietary assets" model seems to be the best option so far, as far as I'm aware. Of course this raises the issue of scripts in assets, like Godot's GDScript. Do you consider them code or assets? It's up to you of course.
I can't think of a game however I do know that aesprite is open source and also sells on steam. The incentive to buy it on steam is you don't have to compile it yourself. It does fairly well on steam too so it certainly can be done
I think the biggest risk is people repackaging and selling it as a different game, like what happened with paint.net, but with games on steam it may be less of an issue?
When I first saw this title, I wrote the concept off. People like free things, selling FOSS is hard and most won't buy it. Then I started thinking of Friday Night Funkin'. Disregarding ALL the drama or how people feel about that game, it was free, open, and so many people loved it that it made millions on a Kickstarter. Of course the game was super popular, but still. It just made me rethink the possibility of open sourcing games. Most people will buy or contribute to something they love, as long as they are able. It made me realize I should be a little less cynical sometimes, so thanks for posting your thoughts.
Cheers, and good luck with whatever you choose to do in the future!