Linked by boldingd on Tue 29th Jan 2013 23:12 UTC
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RE[6]: Comment by Wafflez
by Soulbender on Thu 31st Jan 2013 04:37
in reply to "RE[5]: Comment by Wafflez"
pay quite well in the real world. In addition, creating such assets tend to be really, really time-consuming, much more so than cranking out code, and therefore such just may not be deemed worth the peoples' efforts and time.
True but coding pays pretty well too, probably better in general than creative pursuits.
Besides, a lot of artists release some of their work under public domain or creative commons so there's really no reason these people couldn't contribute to OSS games in the same way.
Maybe it's just a lack of communication or effort from the coding camp to actually get creative people onboard.
Edited 2013-01-31 04:38 UTC




Member since:
2006-02-15
I'd say there kind of is in practice: creating a compelling story, designing the interaction mechanics between the player and the game-world in a meaningful way, real interface design, doing all the graphical and audio assets -- ie. all very much artistic assets -- pay quite well in the real world. In addition, creating such assets tend to be really, really time-consuming, much more so than cranking out code, and therefore such just may not be deemed worth the peoples' efforts and time.
It's not the amount of coders available that is the problem, it's the lack of everyone else. Even a project leader with a well-defined, uncompromising vision could give these F/OSS - games some much-needed direction, but as it stands, these projects are mostly collections of random, shallow ideas thrown together.