Re: [vox] open sourcing lucas arts' outlaws
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Re: [vox] open sourcing lucas arts' outlaws
That's cool~. I'm not much of a gaming person but for the sake of open
source community I hope this happens. Good luck!!
On Mon, 10 Nov 2003 email@example.com wrote:
> hi all,
> i sent the following email to the person in charge of lucas arts' game,
> outlaws. outlaws is a FPS released about 7 years ago, and was a truly
> spectacular game. one of the best in the genre, and as AFAIK, the only
> western based FPS. my letter basically asked if there was any way
> possible for lucas arts to open source the outlaws engine, which would
> enable us to play that game on any platform that supports SDL (assuming
> it was ported to SDL):
> Dear Mr. Stinnett,
> My name is Peter Jay Salzman, and I'm an avid Linux user, programmer and
> advocate. John Romero told me that you might be the one to contact
> about an interesting proposal.
> LucasArts doesn't do anything small; anything they do, they do extremely
> well, and Outlaws is no exception. Outlaws is one of the best first
> person shooters (FPS) I've ever played. Its music score IS the best, to
> date, of any FPS. The cutscenes were works of art in their own right.
> With the arguable exception of Half-Life, the story line, characters and
> atmosphere blow all other FPS away.
> Outlaws is now almost 7 years old. The Dark Forces engine is nearly a
> decade old. Is it at all possible to open source the Outlaws engine?
> There's certainly a precedence for this. id Software open sourced Doom,
> Doom2, Quake, and Quake 2. Raven Software open sourced Hexen and Hexen
> 2. 3D-Realms released Duke Nukem 3D.
> The game itself: the wad and pak files remained closed. People who
> want to play the game would download the open source engine, and
> purchase the game CD's to use the wad or pak files.
> There would be a number of benefits to LucasArts for this:
> 1. Make more money
> Allowing the Open Source community to develop the engine would increase
> sales of Outlaws and Dark Forces -- very old games which probably aren't
> making much money anymore. Simply put, it would make money for
> LucasArts by opening up new markets. By porting the game to SDL, people
> on platforms supported by SDL: Apple, Linux, BSD, AIX, Solaris, HP-UX,
> and much more, will be potential customers of Outlaws and Dark Forces.
> 2. Keep your work alive; turn it into a legacy.
> As a developer, I'm sure you lived and breathed Outlaws for a long time.
> It did well, made money, and is now becoming a memory. I found my copy
> in the bargain bin at CompUSA for $1.99. Allowing the Open Source
> community to take over development would breathe new life into the game.
> You'll see amazing and spectacular things done with your work. For
> instances, the Doom engine is nothing like it used to be. There are
> Doom ports with OpenGL graphics, TCP multiplayer, jumping, free mouse
> look, companion dogs, and much more. It must be very gratifying to the
> developers to see where the engine goes.
> 3. Goodwill to the Open Source community
> Lastly, it would be a great gift to the Open Source community. It would
> ingratiate LucasArts with many people and cause a stir in a dynamic and
> rapidly growing close-knit community, as well as other communities that
> benefit from Open Source, like Apple and Sun Microsystems. You would
> help support the snowballing Open Source movement, which was very small
> 7 years ago, but is quite large and rapidly growing now.
> The Open Source community loves LucasArts. Between SCUMM interpreters
> like scumvm and direct-X implementors like Transgaming's winex, we try
> very hard to play LucasArts games. Open sourcing the Outlaws / Dark
> Forces engine would be a gesture of extreme goodwill to a large number
> of your fans.
> Please let me know what you think, and please don't hesitate to write
> back or ask questions if this proposal sounds viable to you.
> i received the following reply a few minutes after sending my request:
> Hi Pete,
> That is an interesting proposal. LucasArts is traditionally very
> protective of it's properties, so I think this is a long shot. But if
> you could tell me what would be required of LucasArts to put Outlaws
> into open source, I can check into it.
> Thanks for the compliments on Outlaws. Someday, I hope to get a chance
> to make another.
> Daron Stinnett
> i've sent an email to john romero, author of doom, doom2, and quake
> since he came from a company that has made this exact same decision, and
> probably asked this exact same question.
> but to be honest, i'm not exactly sure of the answer myself, other than
> to make sure all the engine code belongs to lucasarts, relicense the
> engine code by including a copy of the GPL, tarball it, put it on an FTP
> server, and announce it to linuxgames.com and/or slashdot.
> obviously, his interest is there, so the answer is certainly not "no".
> can anything think of some things that would go into my reply that i
> didn't cover?
Mark K. Kim
AIM: markus kimius
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