Linked by Thom Holwerda on Tue 12th Mar 2013 22:35 UTC
Games "In all the fuss and mess of the disastrous SimCity launch, one refrain has been repeated again and again. While legions may be begging for an offline mode, EA representatives have been abundantly clear that this simply isn't possible. Maxis' studio head, Lucy Bradshaw, has told both Polygon and Kotaku that they 'offload a significant amount of the calculations to our servers', and that it would take 'a significant amount of engineering work from our team to rewrite the game' for single player. A SimCity developer has got in touch with RPS to tell us that at least the first of these statements is not true. He claimed that the server is not handling calculations for non-social aspects of running the game, and that engineering a single-player mode would require minimal effort." This keeps getting worse and worse for EA. It's also clear that Maxis' own developers are not happy with EA's meddling.
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RE[2]: The way to win
by drcoldfoot on Wed 13th Mar 2013 01:31 UTC in reply to "RE: The way to win"
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Quite simply it costs money. Pure Open source gaming, as a whole, is quite inferior to their commercial counterparts. Commercial gaming companies use commercial products that has licensing costs that far exceeds an ordinary person's budget. We're talking programs such as Autodesk's Maya, Qualoth, SideFx's Houdini, The Foundry's Nuke, and all the other smalltime outfits that have special niche SW for modelling lighting, animation, and rendering, etc.

In the case of a successful Sim City clone, just to enable the multiplayer aspects, you'll need hosting, maintenance, paid staff to maintain, etc. So the costs are steep.

I would encourage an open source hybrid game. The software is free, but to access the cloudbased multiplayer aspects, you would need paid access and closed source binary connector that would handle security, paid, non-intrusive ads, etc. The proceeds would encourage capitalism, while keeping the project and structure of the game alive. The same foundation can work on other games as well, since games come and go like a fart in the wind. I know I may be missing some more aspects of game making, but the jist of it are there. This is not to discourage the investigation of open source games. Some are quite good, such as Xonotic (Formerly Nexuiz). But the fact of the matter is, that in order to create games that are on par with commercial counterparts, would require a professional infrastructure, SW, resources, management, workflow, etc. The work would also have to be done in an efficient, and expedient manner, since the pace of gaming fads change so frequently.

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