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Friday, February 18, 2011 - 19:37

Seems like I posted a german version of it ... that should be better:

If you have the wave file I can upload it later

Friday, February 18, 2011 - 19:09

@TheKingofDemons: I am glad you liked the music I picked, but I only have what he released on Jamendo. So that you have to ask Miguel Herrero himself.

Friday, February 18, 2011 - 10:57


I didn't read the whole thing as he just wrote way too much ... but it seems rather similar to my point. Crowdsourcing *is* evil. In this case it is small enough that no big harm will be done and I don't think that we will have disappointed contributors afterwards...

His point of view seems to be a bit extreme, but he has a point ... and crowdsourcing is really a quite big problem. On the other hand Anonymous spoke bad about involving money in OSS game development, which is a very different thing to me.

I think the only way to make crowdsourcing social, is by being completely open about it and also explain the consequences of it. But as said, we don't really have a big "crowd" yet.


p.s. If he had some other bullshit afterwards or I overlooked something I am sorry... it is just way too long

edit: Reading a bit more I feel like this guy is quite extreme and doesn't want to see that he talking about completely different scales

Sunday, February 13, 2011 - 06:03

@Jetrel: Thanks for answering to all that stuff.

My warning was actually more towards OpenGameArt, as I don't expect you to do this on a bigger scale. The whole thing only starts being abusive when it is done on a bigger scale like 99designs ... my whole definition of "wisely" was actually just taking it, if it actually fits what you had in mind, instead of trying to get as many options as possible to choose from.


I doubt using freenode is an option, as the licenses are not compatible as far as I can see. Simply the fact that you demand CC0 and therefor no attribution should be a problem already. I don't have any idea if you can convert the sampling licenses to CC-BY though.

Edit: Of course there is an option to simply ask the creators of the original sound, but I doubt they will be willing to put it under CC0 that easily.

Friday, February 11, 2011 - 07:26

I am very much on Bart's side here ...

Creating an Open Source game is a very hard thing to do. The organization of a game is hard enough by itself, but organizing an open source game can be even harder. IMO one of the major differences is that you don't pay people to do the work, they do it for fun. Which is a perfectly good thing, but it also means that people tend to do what they like most instead of what the game needs most. FOSS games often have problems like having great graphics and horrible sound at the same time, great code and almost no quality media or just very good art mixed with some rather amateurish art that destroys the whole picture. Most projects just seem to be better at some part instead of delivering coherent good quality.


So basically there are 3 things you can do at that point as far as I can see:

1. Do it yourself --- but most likely you have no time, as you re already very involved in the game. Also the bad quality parts are just most likely to be the parts you re not good in.

2. Try to convince others to do it --- but seriously, they would have done it themselves if that was the fun part for them. Convincing other people to do stuff they don't like much probably will cause no good quality as well as people not having as much fun developing the game, which is crucial to creating FOSS games

3. Pay good money for it --- well, at first this doesn't seem fitting to a FOSS game, but to me it is a practical  and good decision. You can gather some donations or your money, if you re willing to, and pay someone who really understands what he or she does. You can fill the quality gaps of your game easily and also might attract some pretty good artist (you wouldn't pay them if they weren't) to help out your game a little after wards. I don't really see much of a bad side of paying someone. Of course this makes it seem less ideological and also there it can replace some art that was done for free by an enthusiastic contributor. But that is for the best of the game and would be replaced anyways, once a better artist came around.


And I just want to mention that Open Source as we use it is pushed by many commercial companies who invest a lot of money in it since a long time. And the Linux kernel is in no way selling out, just because the most developers are by paid for it.

So now I want to see why you dislike it, as I can't see any obvious reasons myself. And while we re at that, please just write your name below your message, so we can at least see that you actually mean what you write and not just want to troll.



Wednesday, February 9, 2011 - 10:13

I am glad you found a project that is willing to fill their art assets with good money. I think it is a very good approach when used thrifty :)

Please just take care that it doesn't become like 99designs once it gets bigger, or at least it is very clear that it is an competition. Letting artist spend good time on the work to get rejected afterwards is probably no good idea on the long run. I hope they use their "right to approve or reject the work based on their own discretion" wisely.

Sunday, December 12, 2010 - 06:12

Congratulations on the $1500 ... also it's pretty damn awesome that the CEO and Vice-President of Creative Commons pledged for this project.

Monday, November 8, 2010 - 17:14

qubodup, +1

Monday, November 8, 2010 - 12:57

How about "Official OpenGameArt (full logo here) donor" with a big donor medal right below it ... or "Official OpenGameArt contributor" with the possibility to put your recent medals below it.


Nothing fancy, just some simple facts. Do you like the idea?

(also the donor shirt should be for everybody, as buying it makes you a donor already :D )

Monday, October 25, 2010 - 13:33

@ Bart and Udi:

That was actually meant pretty much without any side note ... just that OGA tries to get interesting for indie devs. I guess that is pretty much as far as we can go with the licenses we use, as well as anyone (especially bart) is willing to go.

@ Udi:

Yeah, I talked to the founder of GameBoom about it and it was a pretty heated argument... I am pretty much on your side towards that. It just doesn't work IMO. You can't promote Open source games by comparing them to multi-million-dollar games