Hiển thị các bài đăng có nhãn genre-rpg. Hiển thị tất cả bài đăng
Hiển thị các bài đăng có nhãn genre-rpg. Hiển thị tất cả bài đăng

Tales of Maj'Eyal (ToME) version 1.1.0 and Steam edition

Người đăng: Admin on Thứ Bảy, 14 tháng 12, 2013

The great roguelike RPG Tales of Maj'Eyal (ToME) is available as a new version (1.1.0) nicknamed "Full Steam Ahead". Here is a slightly older trailer for version 1.0.5.:



Release highlights:

  • New necromancer tree: Animus
  • All achievements now feature beautiful 128x128 images
  • Improved Alchemist interaction with its golem
  • Tons of fixes and balance adjustements
  • Many improvements for addon creators, including a way to enable debug mode and a tool (inthe debug menu) to register and upload addons to te4.org directly from the game.
  • Includes a Fez. Fezzes are cool!
Interestingly it has also been "greenlit" on the popular game distribution channel Steam, so if you want to donate to the developers you can also do it by buying ToME through this channel. The currently discounted version includes a DLC with an updated UI (and the hint for a Steampunk themed extension) which seems to me like a planned way of funding the development of the game in the future.
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Zelda can now be free as in freedom

Người đăng: Admin on Thứ Tư, 27 tháng 11, 2013




Not only from the clutches of Ganondorf, but also from the dominion of proprietary software. All thanks to the magnificent Solarus Engine, a GPLed, SDL-based, 2D action RPG engine. This amazing project aims to provide a stable and easily customizable platform for users to create their own Zelda-like games, and so far, I must say, I am darn impressed by what I've seen. The engine already has two incredible launching titles, named The Legend of Zelda: Mystery of Solarus DX, and a parody of the former, Mystery of Solarus XD. Both are true love letters to the classic SNES RPG, The Legend of Zelda: A Link to the Past, and amazing and enjoyable games on their own.

Mystery of Solarus DX

But hark, the mere words of a mortal make no justice to the grandiosity of this undertaking. Sheathe thy sword, get thy green cap and ready yourself to adventure! You can start by marching straight to the Solarus download section, or, if your intentions are more creative, you can check the various sources here, and the quest editor here.



Code License: GPLv3
Mystery of Solarus DX Artwork License: Mixed  (original Solarus assets under CC-BY-SA, but the game also uses spritework taken directly the A Link to the Past rom)
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Lips of Suna 0.8.0 released

Người đăng: Admin on Thứ Ba, 19 tháng 11, 2013

And another great new release :)

Our favorite work in progress & not quite serious anime RPG Lips of Suna bumps its release number to 0.8 (change-log).

I know what you are thinking...
Most notable changes:
  • New player model and animations contributed by gruntunbur.
  • Lots of sound effects contributed by qubodup.
  • More powerful animation blending.
  • Performance improvements.
  • Better eye, face and hair color customization.
  • Fixed the AI not being able to use many kind of weapons correctly.
  • Procedural map area placement and planning system.
  • Procedural dungeon generation with corridors, rooms, treasures and monsters.
  • Balanced the movement speed and physics behavior of player characters.
  • Terrain chunks close to the player character load much faster.
Comment away below or in our forums.

Addition (2013-11-21): Now there are also windows binaries available.
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Valyria Tear 0.6.0 released

Người đăng: Admin on Thứ Hai, 30 tháng 9, 2013

I have to admit that we are a bit slow on reporting the news on FOSS gaming projects with we actually host ourselves via the freegamedev.net forums. Valyria Tear is sadly no exception, and their new 0.6.0 release has been out a few days already. Sorry to all whom this may concern.

For those not in the loop, Valyria Tear is based on the engine of Hero of Allacrost and aims to be an all FOSS jRPG. To give you a better idea of the game-play, here is a (slightly older) cool video of it done by some Linux enthusiasts:



(Thanks also to Rootgamer who reminded me of this news).

If you like the new release, give them some praise on our forums!

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WebGL dungeon crawler Moonshades now FOSS

Người đăng: Admin on Thứ Tư, 28 tháng 8, 2013

More browser-based RPG goods for you today: the developer behind the game Moonshades recently indicated on the Opengameart.org forums that this neat old-school (ok not as old-school as Heroine Dusk) dungeon crawler is now fully open-source.

Have a look at the alpha game-play:


It seems the entire game (including the source-code) is released under the rather art focused Creative Commons Attribution (cc-by 3.0) license, but since that is pretty compatible even to the GPL, this shouldn't really matter at all.

Have fun playing!
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Lips of Suna 0.7.0 released

Người đăng: Admin on Thứ Hai, 12 tháng 8, 2013

After a long hibernation a new version of the 3D RPG Lips of Suna was released today!

Take that you, ermm brown something?

More screenshots here, and there are quite a few great new features:
  • New terrain system.
  • More responsive controls.
  • Real single player mode.
  • New spell and enchantment systems.
  • Many graphical improvements.
  • Added limited scope game modes.
  • Improved script performance.
  • Extended character modeling support.
  • User interface improvements.
  • Improved mod loading.
  • Major code cleanup.
  • Several less interesting changes.
Looks like the developers are back at it full-force, so give them some encuraging feedback over here!
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Lost Sky Tactical J-RPG [PyGame]

Người đăng: Admin on Thứ Năm, 13 tháng 6, 2013

Lost Sky is a PyGame-based Tactical J-RPG that runs on Linux, OS X and Windows.

To play on a system that has mercurial and pygame installed, run:

hg clone https://bitbucket.org/featheredmelody/lost-sky-project-public
cd lost-sky-project-public/Story\ of\ a\ Lost\ Sky/
chmod +x srpg.py
./srpg.py

Lost Sky screenshots


Story of a Lost Sky is a Turn Based Strategy RPG with gameplay that is similar to Fire Emblem. Units are placed on a tile map and each side takes turns moving and attacking. Outside the battle map, the player is able to customize their characters and equip new spells and traits.
This project was discovered by seeing a link banner on Valyria Tear's blog. Yay networking!

Code License: New BSD
Content License: Various: PD, CC-BY 3.0, CC-Sampling+ (non-free), Unknown
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Erebus RPG for Desktop, Tablet and Smartphone

Người đăng: Admin on Thứ Tư, 6 tháng 3, 2013


Erebus is a hack & slash role-playing game under heavy development, yet playable with currently three missions.

Features:
  • Classic point-n-click style RPG, with dungeons to explore, enemies to fight, NPCs to talk to, sub-quests to complete, scenery to interact with, weapons, treasure and other items to find.
  • Also supports Rogue-like keyboard controls.
  • Multiple quests (currently three, more will be added as development progresses!)
  • Choice of starting characters (currently Barbarian, Elf, Halfling, Ranger, Warrior).
  • Start straight into the action - none of this "For your first quest, please find your next door neighbour's pet cat".
  • Vector-based world rather than tile-based - so items/scenery can be placed in any position, or aligned in any direction.
  • 2D animated graphics, with zoom in/out, and lighting effects.
  • Completely free and Open Source - no ads, unlike many free Android apps.
  • User interface optimised to work with mouse, keyboard and/or touchscreen.
  • Cross-platform - available for Windows, Linux, Nokia Symbian and Android devices.

Code License: GPLv3+
Content License: Various (Most DFSG approved, CC-BY 2.x might be problematic)
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Winter Shorts 3: PyWeek #16 in April, Rainbow Rooms, Valyria Tear on OS X

Người đăng: Admin on Thứ Ba, 26 tháng 2, 2013

PyWeek #16 in April

PyWeek logo

PyWeek is a game jam that obviously goes on for one week and requires the use of Python. It takes place online and there are overall winners in team and solo categories, as well as awards. The dates of the 16th PyWeek challenge are 00:00 UTC April 14, 2013 to 00:00 UTC April 21, 2013. Registration opens on 15. March 2013.

There is a message board for the community and there are interesting methods to publish Python games as HTML/JavaScript using pyjs, as demonstrated by the PyWeek #15 entry Kaos.

License Requirements: At least Shared Source required. Free software licenses recommended.

PyWeek #15 Entry: Rainbow Rooms


Rainbow Rooms is a physical-nonsense-maze puzzle game based on libtcod.

Various fonts are being used, some of which might be problematic license-wise for including in for example Debian's official repositories but it should be possible to replace them in less than two hours including research and documentation.

Code License: GPLv2
Content License: Unclear

Valyria Tear: "Final Release of Half-Episode I"

New Valyria Tear GUI screens

Valyria Tear Half-Episode I has been released, which I suppose we can take as 50% of Episode I's acts being complete.

The release brings new graphical interfaces and development is ongoing.

An OS X version can now also be grabbed from the OSX thread.

Code License: GPLv2
Content License: Various (DFSG approved)
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Promising Open Source jRPG: Valyria Tear

Người đăng: Admin on Thứ Ba, 2 tháng 10, 2012


Valyria Tear [blog, GitHub] is making stable progress! One new code contributor on GitHub, one new art contributor on OpenGameArt, a stable commit history.

If you are looking for a free, open source jRPG and are done with Fall of Imiryn, then this is the place for you to test, develop and contribute!
git clone https://github.com/Bertram25/ValyriaTear.git
cd ValyriaTear/
cmake .
make
./src/valyriatear
Valyria Tear is easy to compile with CMake and features about 30 to 60 minutes of gameplay so far.
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OpenMW 0.17.0: Changes and Freedom(!?)

Người đăng: Admin on Thứ Ba, 28 tháng 8, 2012



The OpenMW engine re-implementation for proprietary RPG classic Morrowind brings fixes, a pause menu, camera modes and proper player control, potion usage, drain/fortify dynamic stats/attributes magic effects and other changes in release 0.17.0.


Work has also begun on an Editor and The Example Suite.

A Free-as-in-Freedom OpenMW game?

The Example Suite is going to be a small standalone game that does not contain any Bethesda owned art assets. Therefore, even those who do not own Morrowind will be able to play with OpenMW and test it.

The project uses the "Release early and often" mantra and so hopefully we will have an early build available for download soon.

If you can help with; skills in animating, music, sounds, modeling or are an experience modder please visit The Example Suite forum.

An editor for OpenMW!

The OpenMW Editor is necessary in order to implement the post 1.0 features that the original Morrowind engine isn't capable of. It's currently a one man project and he could use some help. Visit the OpenMW Editor forum.

Additional links:





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Flight of the Maxima 0.4 (Lin/Win Roguelike/RPG)

Người đăng: Admin on Thứ Hai, 6 tháng 8, 2012


Image: A kitchen in TFM

The Flight of the Maxima (TFM) is an unlikely fusion of Sci-fi, dark comedy and medieval Christianity.

It is a free roaming roleplaying computer game where you can explore vast lands, talk to an extremely diverse amount of people, and do a lot of crazy things that certainly sounded like a good idea at the time.

There's also a central story element that begins with you suddenly finding yourself a long way from home and dealing with… well let's not spoil things just yet.

The game can run on Linux and Windows, is intended to run on Mac (untested as of late), and both the games code and it's assets are Open Source (BSD), which means you can modify and redistribute the game nearly any way you want.

The game compiles fine for example on Arch Linux 64bit (with these hints). One license problem is the use of non-free FMOD but if I understand correctly, that dependency is optional.

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Open Source Game Summer Screen Shorts 2012 #2

Người đăng: Admin on Thứ Năm, 5 tháng 7, 2012

Haunts: The Manse Macabre is a BSD-code/CC-BY-NC-SA-art Kickstarter-funded, turn-based RPG(?). There are still a few hours left to contribute to additional features.
Sintel: The Game, currently completely CCBY3-licensed, just had their first alpha release! They have original voice acting and all! (Although I did not manage to get it running on Linux yet).
Irrlicht-based cute Puzzle Moppet has been released under the WTFPL and I was able to replace all non-free textures and sounds. Now all we need is a repository coordinator.
Valyria Tear is a continuation of the jRPG Hero of Allacrost project with an active development blog.
Frogatto is a well-designed-code, beautiful-proprietary-pixel-art platformer. The developers started "making friends" on their blog by talking about projects they like.
idTech3 was reviewed in an extensive, illustrated article.
Summoning Wars, a 3d-visuals hack'n'slash needs a new lead developer.
A discussion about OpenGameArt's usability for game developers started on their forums. Improvements were recently added to the texture section and this is a chance to formulate enhancement to the other sections.
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Open Source Game Summer Screen Shorts 2012 #1

Người đăng: Admin on Thứ Tư, 4 tháng 7, 2012

Knights, a top-down multiplayer quest/fighting game, received some GUI enhancements.
Tales of Gydia, a Liberated Pixel Cup fantasy turn-based RPG that focuses on UGC, was started on SourceForge.net.
Unknown Horizons, a historical city-building and economy RTS, received some new citizen building graphics from a first-time contributor.
Black Dog, an extremely atmospheric HTML5, fully-FOSS helicopter mini-game, got its (unfinished) Android port released.
Linus Torvalds not only showed his annoyance with Nvidia but also his love towards open source games in a recent talk (goto 58m20s).
ctdabomb, an active community member, converted and license-clarified the Art Museum SuperTuxKart racing track over the time span of about one and a half months, after asking the community for support.
SuperTux, a cute platformer, needs help finishing an animated owl sprite. To the left, you can see the current placeholder graphics.
unrelated monster spawner animation
FLARE, a hack'n'slash RPG engine and game, requested translations via email, pull request or forum post.
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Lips of Suna 0.6 and other RPG news

Người đăng: Admin on Thứ Hai, 28 tháng 5, 2012

So my recent rant resulted in a lively discussion about ARPGs, but sadly not really in any contributions or new contributors for Summoning Wars so far... but maybe that was too much to hope for ;)

Anyways, another project I mentioned was just recently updated:


Lips of Suna is now available as Version 0.6 (release notes on our forums) and this release marks the first official release with OGRE3D as the rendering engine. In my rant I dissed that rendering engine a bit due to the lack of good content creation tools (yes I know, not their focus or intention), but at least here it seems to have been put to a good use.

In somewhat unrelated news, there is also a new version of OpenMW, which is continuing at their current fast pace to reimplement that well known RPG. Change-log can be also found in our forums.
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DNT 0.9: Map Editor, Art Asset/Game Content Re-Use and Open Source Game Project Infrastructure

Người đăng: Admin on Chủ Nhật, 27 tháng 5, 2012

images: DNT 0.9 scenes and editor shots


DccNiTghtmare (DNT) is a 3D single-player RPG "in a satirical post-apocalyptical world", which encourages suggestions to be posted on their forum.

Version 0.9 has been released not long ago, which on the gameplay-side appears to mainly bring new models and audio. We have missed quite a few versions here on Free Gamer though. See the changelog for a complete list of versions and features.

As you can see in the video above, third party art assets were used. They were originally created for OpenDungeons and shared on OpenGameArt end of March 2012.

Project infrastructure includes translations on Launchpad, doxygen code documentation, a wiki with instructions for contributors and a roadmap (which is lacking the next version though).

PS: I'm having lots of fun translating the game right now. Join me in the thread!

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Good FOSS 3D action RPGs, nowhere to be found?

Người đăng: Admin on Chủ Nhật, 20 tháng 5, 2012

Today I got a small rant:
So there are a few really prominent types of games which ought to have their FOSS representatives, right?
Ok, well a few like epic story driven single-player games will probably never show up due to inherent problems to develop such games through the FOSS method, but besides that lets have a look what we got:
Ok... sure you will find some other genres (Mechsims, realistic tactical FPS etc.) which also lack a much played/far into development FOSS representative, but given the (current) popularity of action RPGs lets have a look at what we do have:

So, there is the really cool project FLARE, which besides being not really playable yet is also more of a nostalgic effort. More playable but also with a similar demographic of potential players is Freedroid (besides having a maybe too Linux centric style).

FLARE 2D graphics style

Maybe of interest seem to be DawnRPG and PARPG, but for both the above applies as well and they seem to be going into a rather different direction. Besides that, at least the latter seems to be not progressing well lately.

Then there are the obscure and/or non-isometric DNT and Lips of Suna. Which are both nice projects on their own (especially LoS seems to develop nicely as of late), but are not really suitable as the FOSS reference for action RPGs...

The only game that comes to my mind that would fit is Summoning Wars, which is somewhat playable and even has a single-player campaign, but development is really slow and it is still a long way off what I would call a recommendable game to non-FOSS enthusiasts.

Some new dungeon wall tests
All in all it is a very promising project, which is IMHO hold back by its lack of content creation tools (mainly, but not only a world editor). This is probably partially because of the intention to have randomly generated dungeons, but those are still really bland to look at, and should be complemented by parts or at least towns that are nicely designed by hand (those also exists, but must have been done in a text editor or such ;) ).

Part of the rather slow development I guess was the poor choice of the graphics engine, e.g. OGRE 3D which is foremost a programmers choice (due to nice features and good documentation), but a rather bad FOSS game developers choice in my opinion (due to the lack of a complete game-engine features and good tools).

There are still a few really talented artists trying to contribute (1,2,3), and I recently proposed a creative re-use of 0 A.D. assets, but everything seems to be hitting a road block when it comes to easy tinkering with the game and getting things to actually run in game... and that is really demotivating to potential contributors (FOSS development advise 101 ;) ).

So to sum it up? I think Summoning Wars is really not living up to what it could be, and the only solution I see would be the addition of a new and really motivated programmer to the team to solve the tool-chain problems and thus restart the active development again. Anyone interested???

P.S.: Not to forget mentioning it: There is also the IrrRPG builder, which could probably be a good base to build an action RPG too.
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Cube Train, Frogatto development and LPC

Người đăng: Admin on Thứ Năm, 10 tháng 5, 2012

Today is another session of: "Look what I found in my FG spam folder" ;) But this time I am actually adding a lot of nice other stuff to it, so that it is almost a "dev-corner" post!

But first things first... the frogatto developers made us aware that there is a new game based on their really nice 2D engine, called Cube Trains:


Note that, just like frogatto, the final version will cost a few pennies, but the engine is totally FOSS and the current Beta is still free to download.

This seems to fit to the general idea of the folks behind this engine as they outlined in the email to us:
I'm really glad we now have a second major title done in frogatto's engine, because we're gradually trying to position frogatto's engine as an open-source alternative to closed-source packages like GameMaker or RPGMaker;  partly just because development tools are one software category that benefits far more than other categories from being open-source, but also because our engine technology is a lot better than GameMaker;  we're fully GPU-accelerated, and we've got a much better internal programming language.  We've got a ways to go, since GameMaker still has a bunch of advantages over us on the gui side, but we're getting there.

Cube Trains is not one of them, but eventually, we're hoping to build a stable of "starter kits" for different game types - like GameMaker has, built under a CC0 license so they're suitable not just for GPL games, but for absolutely anything (indie titles being a big one).  Hopefully that was we can get a bunch of people from the indie gaming crowd behind an open-source tool.
Which seems like a pretty good idea to me, and looking at the awesome features they recently showcased in three tutorials (1,2,3) I wholeheartedly agree with the comment on their superior engine technology!

Speaking of the frogatto engine and tutorials I can elegantly lead to my other topic today, as the people behind the currently pre-warming Liberated Pixels Cup, aka our friends from OpenGameArt, are also endorsing the use of that engine as outlined here. The have also recently featured another really nice 2D game dev. tile editor, and hot of the press is the news that the Mozilla foundation has joined the FSF and Creative Commons as a main sponsor of the event!
With Mozilla also came a significant cash contribution, which means that the initial goal of US$ 10,000 has been reached, but you can still up the ante!

It seems that this comes along a general push from the Mozilla Foundation towards more HTML5 gaming (now part of the LPC too), supported by the fact that they have recently released a nice RPG game demo (BrowserQuest) and are working even on a 3D engine called Gladius.

Ah and not to forget: OGA has also recently added a nice featured tutorial section to their site... so nothing is holding you back to finally become an active part of the FOSS game-development community... yes, I said YOU! :D


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Arx Libertatis 1.0 "Bloody Gobblers!" released!

Người đăng: Admin on Thứ Sáu, 20 tháng 4, 2012

Arx Fatalis - Libertatis Feb 2012 git Status 11
Walking in the underground city hub in Arx Libertatis
Arx Fatalis - Libertatis Feb 2012 git Status 12
Looking up magic recipes and managing inventory while a vision enhancement is active in Arx Libertatis

Arx Libertatis 1.0 has been released. We already wrote about the engine a month and a half ago but this is the first official, stable release of the GPL-licensed engine for the proprietary first-person cave RPG Arx Fatalis.

But being able to play the proprietary game is not the end of the development. There are plans for future milestones, for example a Qt-based modern game editor and support for modern shaders. I look forward to it!
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Why Free Culture could be Good for the Games Business

Người đăng: Admin on Thứ Hai, 2 tháng 4, 2012

Today I'd like to talk about how free culture can be (perhaps counter-intuitively) good for the commercial games business.  I'm using Dungeons & Dragons (and its recent and highly successful fork, Pathfinder) as a concrete example of what I'm talking about, but there's no reason this couldn't also apply to computer games as well.

I've been a Dungeons & Dragons geek for 20 years now, pretty much since I was introduced to it my freshman year of high school.  Back in my high school days, D&D was in its second edition and the internet was in its infancy.  Dungeons and Dragons was owned by a litigious beast of a company called TSR, which was well known for sending nastygrams every time someone put up a web page with any fan-created D&D content.  This was particularly ironic, since the whole idea behind Dungeons & Dragons was that they threw some rule books at you and then told you to create your own content with them.

In the late 1990s, for a variety of reasons (no doubt including its poor treatment of its customers), TSR was in financial trouble and was bought out by Wizards of the Coast.  As any follower of a games company knows, it's always a bit scary when another company acquires a company that you like.  Usually it turns out to be a bad thing, because the company doing the acquiring is invariably bigger and generally cares less about the actual quality of the product and more about monetizing it (think of all the studios EA has bought up and ruined).  In this particular case, our worries were unfounded; the acquisition of TSR by WOTC actually resulted in a huge cultural change for D&D...

Enter the Open Game License, a share-alike license for table-top roleplaying game content, and the hands down the single best thing ever to happen to Dungeons & Dragons.  Shortly after they purchased TSR, Wizards of the Coast released the 3rd edition of D&D under this license, which opened D&D not only to fan expansion but also to commercial development.  In fact, after the OGL, the most frequent complaint I heard about D&D is that the popularity OGL-licensed content made the d20 system (which was the underlying system that 3rd edition D&D was built on top of) made it too difficult to compete with.  3rd edition introduced the idea of a System Reference Document, which was a body of content that was free-as-in-speech and included the basic information necessary to play and the game.  Mind you, 3rd Edition had its issues, but it was easy to play, learn, and (most of all) build on top of, which resulted in a massive wealth of content, both commercial and player-created.

Unfortunately, the days of Wizards of the Coast were ultimately shortlived, as they were purchased by the toy and games giant Hasbro in 1999.  I have no information from inside the company, but from the outside it would certainly seem that the culture of WOTC changed for the worse shortly thereafter, with nearly annual layoffs, generally around every Christmas.  After Hasbro acquired Wizards, they released Dungeons & Dragons 3.5, which was essentially a more expensive re-release of 3.0 with some balance issues fixed, that ultimately felt like a $100 errata pack.  3.5 was successful as well, but there was no denying the general sense of disappointment gamers felt; it could have been a lot more than it was, and the differences weren't really substantive enough to justify the hefty price tag.

I'm going to digress for a moment and talk about tabletop roleplaying games in general.  One thing that seems to happen in the tabletop world is that a new edition of a game will be released, then add-on content will be released for the new edition until eventually the add-ons become so numerous that they're impossible for someone who is GMing the game to keep track of all of them.  Eventually, players feel that their needs and wants have been met by the existing content, and no longer feel the need to purchase more; at that point, the games company will go back, examine the limitations of their current system, and create a new one, starting the process anew.

D&D 3.5 had reached this level of saturation when WOTC/Hasbro put out 4th edition.  By far (in my opinion) the most distressing change between 3.5 and 4.0 was the gutting of the Open Game Licence and the creation of the Game System License.  4th edition had its own system reference document, but it was pathetic (PDF warning) in comparison to the 3rd edition one, and included nothing in the way of useful content.  4th edition also included a number of system changes under the hood, which aren't the subject of this blog post.  While I don't want to start a big flamewar about which rule system is better (that's been done to death), it is objectively true that a lot of people who were happy with 3rd edition felt that 4th edition had departed too far from the rules and style of play that they were used to, and continued to play 3.5 as a consequence.

At this point, any good capitalist will tell you that if there's an existing, un-served customer base that wants to be served, then it in your financial best interest to serve them.  A company founded in 2002 called Paizo Publishing, which had been successfully releasing add-ons for 3.0/3.5 (among other things) decided to pick up the OGL licensed D&D 3.x content and expand on it, and the Pathfinder system was born.  Pathfinder, which like its predecessor, has a complete System Reference Document, which is particularly notable in that it's much more complete than the original 3.x SRD.  (As an aside, if you're interested, you can find the official version here, and a highly usable web version here.  They provide more than enough information to play the complete game, including all the official expansions, for free).

The release of Pathfinder, while based on D&D 3.5, did far more than just address game balance issues -- it also added quite a lot of content that made the game more fun to play in general.  As a consequence, Pathfinder has cut into WOTC's revenue, bringing in customers that may have otherwise bought into D&D 4.  (As an aside, I feel a lot more disappointed in the 3.5 update to 3.0 now that I know what it could have been.  Seeing how far Paizo took Pathfinder and how much they added makes WOTC/Hasbro's little 3.0->3.5 update feel like even more of a money grab.)

Now that I've established this background information, I'll finally get to my point: if you don't think about it very hard, you may assume that, since the OGL content has clearly lost WOTC/Hasbro money, it's a bad idea commercially.  And from their eyes, it probably is.  What most people don't consider, though, is that releasing an open system has allowed someone else to step in and turn what would have been a stagnant product line into a commercial success.  Any talk from commercial publishers about how free culture is bad for business is utterly uninformed and missing the point of free culture -- what they mean to say is that free culture is bad for companies like them that aren't able to recognize what their customers want.

For companies like Paizo, free culture has created an opportunity for commercial success, and they've managed to monetize their product without removing it from the commons.  And, should Paizo ever undergo an unfortunate change of management and decide not to release any more OGL products, another commercial entity could pick up where they left off and continue to make money by giving customers what they want.

The lesson to be learned here is this:  the next time you hear someone suggest that free culture is somehow anti-business or bad for the economy, point out to them that it's only bad for stagnant businesses that feel the need to compete by keeping the market closed, rather than releasing content that their customers want.  And there's absolutely no reason this can't apply to video games as well.

Peace out,

Bart Kelsey
OpenGameArt.org

P.S.  In case you didn't see it above, here is the complete and unabridged Pathfinder System Reference Document, which contains all of the official Pathfinder content, including add-ons, and is completely playable on its own.  If you like it, buy their books.  They're excellent. :)

P.P.S  Here is a shameless plug for my Pathfinder blog, with all OGC content. :)
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