Linked by boldingd on Tue 29th Jan 2013 23:12 UTC
Games It seems to have so far escaped OSNews' notice (if the top few hits for a site-search for 'Steam' is any indication) that Steam for Linux is now in Open Beta; you can get the Linux steam client from steampowered.com. So far, they appear to only be making an Ubuntu .deb available, and the client will require closed-source GPU drivers in order to work.
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RE[3]: Comment by Wafflez
by ssokolow on Wed 30th Jan 2013 03:18 UTC in reply to "RE[2]: Comment by Wafflez"
ssokolow
Member since:
2010-01-21

If I understand correctly, game developers could release the game source code, but keep the creative aspects (art, music, story, etc) proprietary. So you could build your own game using the source code, but would need to provide your own creative elements. I would imagine there's more concern over the Steam DRM.


Yeah. It's a common way for companies to open-source the engines for games like DOOM and Arx Fatalis.

It's also how free games like Sauerbraten and Frogatto and Friends are done. The engines are open-source and you're encouraged to reuse them but the default assets bundle is merely freely redistributable with no derivatives allowed.

(Frogatto and Friends was actually written specifically to encourage more 2D indie platformers by providing a good free engine and an example of what it can do and how it's used)

The inverse is also popular with indie games. (Using things like music and art assets under licenses like CC-BY-SA)

GPLed code doesn't affect assets unless they're compiled right into the executable binary because there's no code linking going on and Creative Commons assets don't affect code for the same reason.

(Copyleft licenses cover derivation, not aggregation)

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