The Open Source Future: How we can finally get the game we want. (Pt. 2)

(Continued from Part 1)

Alright, so with all that buildup out of the way, let me present you with:

THE SOLUTION

The answer to all these problems hit me like a ton of bricks while reading people's comments about not wanting to pay for the Monte Cristo MMO.  The exchange was something like this (apologies if I'm misquoting people)

"I'm going to get the Planet Offer, it's like an investment so that Monte Cristo will make something better in the future"

"I'm certainly not!  If I'm going to invest in their business they can pay me part of the profits!"

Damn right, I said, but then I thought, well, why Monte Cristo?  The problem isn't with the idea of investing, but with the fact that it's an investment in Monte Cristo's profits rather than the game.  What would be the problem with leaving the profits out of the equation and investing for a return we all want... the next Sim City 4?

Why not turn the traditional way of making games around?  Instead of companies making games for us in the hopes of profits, why can't we make a game (or more accurately, have a game made) for ourselves, in the simple hope of a great game?  Why must we be passive players in the marketplace?  We have the capital to make it happen, we just need the right framework for organizing it!

Here's a rough outline of how this could happen:  Organize a non-profit vehicle to collect "investments" in creating a game, whose overall direction can be decided by the community.  I'm not talking major equity positions here, I'm talking 50 bucks, the same as you would pay for a game.  If $50 from every player is enough to fund commercial studios' games (plus profit!) why not ours?  Those who donate would be the "shareholders" of the project;  Each 50 dollars would give you one vote in issues that the community wants to decide, for example how important the inclusion of a certain feature is. Figure out a reasonable game budget beforehand, and assemble that amount of capital.

"Ha, yeah, right," I hear you saying.  "Good luck with that.  Who wants to donate to some project that might not even happen?  You'll end up with a thousand bucks and some sad-looking 'GOAL' thermometer all stuck down at the bottom."  While it's true that this is the most challenging part of the whole equation, I think it could work if you do it incrementally.  What do I mean by that?  Well, let's face it, it's true: nobody wants to put their money towards something that doesn't exist yet, unless they can be sure that it will exist in the future.  The way around this is to gradually build support without scaring people off by demanding that they get their wallets out.  How?  With a very pedestrian fundraising tool well-known to walkathons the world over: the pledge drive.  You don't ask for money, you just ask people to pledge that they will pay when the pledge goals are met.  This is a first step that people can take without all the commitment anxiety; It's easy for people to say "Sure, if this thing takes off I'll be in, let me know then!"  If the pledge goals aren't met?  Nothing happens, so nothing lost.  And if they are?  Then people will feel more confident investing, since they know that 400,000 other people (or whatever) are on board with them!  You can even take some steps to make the donation process less leap-of-faithy... but more on that later.

So, if that part can be done, the next step is to decide what we want; create a framework for the community to decide what the broad goals of the project are, what is important, what is secondary, and what kind of commitment people can make to help.  This would be a lot like what Monte Cristo did with the Cities XL forum, with the difference that we would be able to set policy rather than simply suggest it.

Next, hire a lead developer; Someone with solid industry experience.  Obviously someone like Will Wright, if he would do it, would be the holy grail here, but there are plenty of other talented developers out there.  Lay out the foundations of the game and figure out what kind of resources and time frame are needed.  Then, assemble a team and start making the game!

During the development process, maintain a continuous dialogue between the community, who are the "shareholders" of this project, and the developers; Let users share their suggestions and ideas with developers, and let developers sound out the users on features they are thinking of including.  This way the community can be part of the game's creation, and make sure the most important and desired features make it into the release.

"Now, wait a minute," you're thinking.  "What if they make this game and I'm disappointed?  Or they don't finish before the money runs out?  I'll have wasted fifty bucks on a crappy, half-finished game!"  Well, I won't lie, that could happen.  Life doesn't always go the way we planned.  But ask yourself, aren't you already running that risk every time you buy a game?  How is that different from when you spent fifty bucks on City Life and didn't like it?  Or Societies?  The difference with this model is ownership.  Unlike every commercial game that's ever been released,
 
This project would be open source from day one.

A lot of the frustration people feel when they get burned by a bad game stems from their lack of ability to do anything about it; You bought it, the store won't take it back, the developer can't be asked to support it, and you're stuck with it as is.  But with an open source game, even with some rough edges, even blatantly unfinished, the user has the ability to take it and make it their own.  As a little thought experiment, imagine if Cities XL was being released as it is now, but with the source wide open.  Would you be disappointed?  I wouldn't be!  I'd be excited!  Even if it wasn't exactly what I wanted from the get-go, I would be pretty certain that all the talented mod teams out there were gearing up to make it spectacular, and furthermore, I would know that it would continue to get better, without having to be beholden to Monte Cristo or anyone else for support and releasing improvements.

So even in a worst-case, utter failure scenario, you're still left with something you can build on, that you (the public) own.  I'd certainly rather have that than some CD-ROM I can use as a very expensive coaster.

But I don't think it would fail.  I think that are plenty of reasons why making a game this way could not only result in something as good as what commercial studios put out, but better.

WHY THIS COULD WORK

The fact is, this development model has significant advantages over traditional game development.  The biggest ones are:

Cost Savings:  With a wide base of content creators already existing and possessing a demonstrated willingness to do some of the heavy lifting on art assets, there would be a substantially reduced need for paid artists; In fact, many of these contributors are already organized into highly efficient teams with plenty of experience under their belts.   On a lesser scale, some beta testing responsibility could be farmed out to the community, although this is not as significant an advantage since commercial studios tend to do this too. Both these, though, mean more money to spend on adding sophisticated features to the game architecture.

Direct Use of Funds:  Another great thing about this model is how it scales down the need for broad support (that would be high sales figures for a commercial title.)  The reason is, a lot of the overhead involved with selling the game after it's finished becomes unnecessary.  Typically, developers only recover a fraction of a game's sale price;  Retailers, publishers, advertisers, etc., all take their cut.  I've heard the actual percentage that gets back to the studio is as little as ten percent, although I can't verify that.  What does that mean?  With this model, 100% of the investment goes to the developers, which translates to a need for far fewer "sales" (investments) in order to meet development costs.  In this way a much smaller community of fans can assemble the same size budget as a commercial studio might have for a game with wider potential appeal.  Which also goes hand in hand with:

Tailored Design:  What I mean by this is that the developers don't need to design for sales; The game has already been "sold", so to speak, and the developers' one and only task is to make the game that the "customers" (the shareholders in this model) want.  There's no need to try to appeal to a wider audience; They already know who the audience is, and can ask them directly when deciding on the game's direction.  And that audience can literally vote on what they want from the game.  Contrast that with a commercial studio: Typically commercial developers are being tugged in four directions at once.  They want to make the game deep, but they need to appeal to a wide spectrum for it to sell well.  They want to make a polished game, but they are under pressure from the publisher to make the game as quickly and cheaply as possible.  With this model that tension disappears; the people funding the game and the people playing the game are one and the same, so the only things developers need to focus on is meeting the community's desires and focusing on quality.  Frankly, I think a lot of developers would love to work on a game like that.  Last of all?

No Profit:  Unlike a commercial entity, nothing needs to be set aside as profit.  The profit is the game itself!

But no matter how great any idea sounds, the only real way to decide if it's feasible is to take a cold, hard look at:

THE NUMBERS

So, with all of that in mind, could this really be pulled off?  Let's look at some numbers.

First, we have to determine how much a game like this would cost.  Not an easy thing to determine, since companies aren't always so forthcoming about their costs.  But let's look at a high-profile example: SporeSpore apparently had an initial projected budget of USD 20 million (which apparently ended up being more like 35 million by the end).  Now, I imagine that you could make a solid city builder for less that that (after all, Spore is really about 5 games all crammed together) but let's err on the conservative side and say we would need 20 million.  How many investments is that?  If you assume an average of 50 dollars per investor, that means 400,000 people.

Now, there are some variances there;  Some people (me for one!) would probably be willing to contribute more than 50 dollars;  In fact, if the people who are planning to buy Cities XL plus the PO plus some GEMs were willing to make the same contribution to our project, the number goes down.  On the other hand, there are probably people who don't particularly care about being a voting shareholder, and don't want to put in 50 dollars, but would maybe throw in five or ten dollars to see the thing get made.  So again, let's play conservative and stick with 400,000.

Is that doable?  Well, in game terms, 400,000 sales isn't a rousing success, but it's not complete failure, either.  Would we be able to drum up that kind of support?  Well, of course no one knows for sure, but I've found a couple figures that encourage me:  For one, the number of registered Simtropolis users is around 340,000.  Now, of course they're not all active or necessarily willing to do this, but that's at least 300,000+ people who are interested enough in Sim City to register on a Sim City themed web site... and that's just one site (albeit the largest).  Second, I was looking at some sales figures for Sim City 4.  It appears that Sim City 4 sold 294,000 copies... in 2007 alone.  That's right, four years after its release Sim City 4 was still selling enough copies every year to meet a major chunk of the goal.  I can't even imagine what Sim City 4's lifetime sales are, but I imagine they're well into the millions.

All in all, I think the interest is there, and with enough publicity and support the requisite amount of money could be assembled.

WHAT TO DO

So if this is possible, how does it start?  Well, another nice thing about this model is that it can grow gradually;  There is no time limit on collecting pledges, since there won't need to be any action taken until the requisite numbers are there.

For the moment, I'm setting up this blog, and I plan on shopping this idea around informally to gauge what the community thinks of something like this.  Your comments and criticism are welcome!  There's obviously a lot to flesh out with this concept, so I'll be posting further details and ideas as time goes on. 

Of course, we don't really know what the Cities XL outcome will be... I know that I personally will be waiting to see what happens with that before expending a lot of energy on this... maybe it won't even be necessary!

But if it turns out that Cities XL disappoints us, there's nothing else on the horizon to look forward to, and there seems to be some interest in a project like this, then I may undertake to do this more seriously: Establish a website, start collecting pledges, and start codifying exactly how the project would be organized.  Of course I don't expect that something like this would be successful overnight;  But I think from something small it could grow and develop into something really amazing... and that's something that Sim City fans can definitely appreciate.

TweetBacks
There are no TweetBacks for this entry.
Comments
nitpick's Gravatar thanks for writing this as i was very disheartened when i played CitiesXL i thought it would be more at get go. So im back ready to play SC4 again i have played it many times over the years and still love it .So now to the point
. youv've got my money and support if this should happen But hurry up im old LOL. 50 bucks is nothing i spend more on smokes in 10 days.
» Posted By nitpick | 10/15/09 5:30 AM
Cathy's Gravatar Your articles made for interesting reading and your suggestion about contributing money towards a new game has a lot of merit to it.

With regard to a open source SimCity game, there is already one in development over at SC4 Devotion called CityMania

http://sc4devotion.com/forums/index.php?board=365....
» Posted By Cathy | 10/19/09 6:02 AM
ScaryMonkey's Gravatar Thanks for the comments, guys!

@Cathy: I've definitely checked out CityMania; I think it's awesome what they're trying to do, but to be brutally honest I can't see a next-gen successor coming out of their work, at least not for a long, long time. That's just my personal opinion, of course, and I certainly hope they will prove me wrong. :)

Considering how much time and work and money went into making Sim City 4, though, I'm pretty well convinced that making something *even better* is going to need to be a professional effort. But that's no reason it can't be open source and community-guided too!
» Posted By ScaryMonkey | 10/19/09 10:29 AM
croxis's Gravatar I'm hashing my way through this blog, and there is a specific comment I want to address.

"I've definitely checked out CityMania; I think it's awesome what they're trying to do, but to be brutally honest I can't see a next-gen successor coming out of their work, at least not for a long, long time. That's just my personal opinion, of course, and I certainly hope they will prove me wrong."

As mentioned elsewhere it takes time to generate something playable. It takes time to even generate a prototype. One can not just throw a bunch of components together and announce "Hey a game!" Just as part 1 says it will take many iterations for anything to become a true successor. No matter the project
» Posted By croxis | 10/19/09 1:52 PM
ScaryMonkey's Gravatar Hi croxis, thanks for your response! I couldn't agree more with your comment... there is no way to get around the fact that a certain number of man-hours are needed for a project as large as a simulation game. That's why I think the time investment for a small group of independent programmers, especially if they are not working on the project full time, is going to be a great deal longer than for a paid group of developers working together closely. What kind of timeframe do you guys envision for CityMania?
» Posted By ScaryMonkey | 10/20/09 12:10 AM
croxis's Gravatar Right now a time frame for me doesn't exist. Two part time jobs and part time uni student keeps me busy. My goal is to have a basic region view and city selection within 2 weeks.
» Posted By croxis | 10/22/09 12:54 AM
Matt Chambers's Gravatar This was a very good article, I'm impressed. I especially like the pledge idea and to allow paying a professional team to develop an open source game. Also, because compiling the source code and hosting the downloads for a multi-gigabyte game is not a trivial (or free) task, it may feasible to sell the game on digital download services like Steam. The source code license would need to be free-for-non-profit w/ royalty-for-profit option (I think Creative Commons has a variant for that). Then the initial "investors" could even get a return on their investment - if not make a profit, then break even. This latter quality could make investment quite appealing given that SimCity 4 has had such a lasting appeal (and how much more it would have if it was open sourced from the beginning).

I have a few criticisms of the article itself:
- You say that the article at http://www.osnews.com/story/8146 fails to consider long-lasting games as an exception to the non-viability of open source game development Actually several examples are named at the end of the article: "Examples include BZFlag, FreeCiv, and FrozenBubble." I will add OpenTTDX as another exception.

These quotes need rephrasing or source citations:
"Spore apparently had an initial budget of USD 20 million (which apparently ended up being more like 35 million by the end)."
"It appears that Sim City 4 sold 294,000 copies... in 2007 alone."
» Posted By Matt Chambers | 10/24/09 4:08 PM
ScaryMonkey's Gravatar Thanks for commenting, Matt! You're absolutely right on with your criticisms, my bad... I will have to dig up the links to where I read those figures.

As for the investment-for-profit idea, that's something I also gave a lot of thought to; The big benefit is that the potential for profit will attract more initial investors. And while I think it *is* also a valid model (especially for something more linear, like an RPG) on balance I think it has some larger disadvantages compared to what I've proposed. To name a few:

-When you promise a monetary return on investment, you re-introduce the imperative for profitability at the expense of gameplay; That is, you can't choose a more deep approach with a more selective appeal over a more profitable one geared to a wider audience, since you have an obligation to the investors.
-Selling the game for profit introduces some conflicts with keeping it open source, and although it's still doable, keeping it as pure FOSS simplifies things a lot.
-There are many, many more hoops to jump through, regulation-wise, if you are selling shares for investment (with my method the contributions would fall under the legal category of "donations," even though they would offer a non-monetary ROI.) This isn't a showstopper but it requires a lot more effort and risk in setting up.

But as I said, I think it is a valid possibility, if not for this game than maybe for something else.
» Posted By ScaryMonkey | 10/25/09 2:45 AM
Pete's Gravatar I've read the first couple of posts. I like what you have to say. If the city-sim community is ever to see something really good, we will have to take matters into our own hands.
City sims is too much of a niche market to attract enough commercial development.

Open source development is the way to go. There is some good stuff out there. look at Blender 3D, a community spread around the world managed to produce a very capable application.

Actually, if you think about it, a city-sim is more like an application than a "game".
We start with a blank canvas and apply our creativity to a set of algorithms in order to achieve an aesthetically pleasing result. Kinda like playing with filters in photoshop.

It's a long road, but with some commitment and organization it can be done.
I'm on board with the idea. I have some experience as an artist in game development. Hopefully I can contribute.

I'll be following this blog.
» Posted By Pete | 12/3/09 5:14 AM
scarymonkey's Gravatar Thanks for your post, Pete! Interesting that you mentioned Blender, that's a perfect example of this kind of funding succeeding, although in that case they were buying the rights to an existing software rather than building one from scratch. But I'm convinced the assurance contract model can work for a game, too... and once it happens once the idea could really take off.

I agree that classifying a city sim as a game is kind of counterintuitive when you think about it... makes you realize what a genius Will Wright was to start such a genre. I'm writing a new post right now about game vs. simulation and it's kind of doing my head in :)

Thanks for the vote of confidence! Working on a new site right now, so keep an eye out!
» Posted By scarymonkey | 12/3/09 11:50 PM
oka01's Gravatar I just want to tell you that you have a great idea and I am sincerely hoping it will evolve in something more than just a widely accepted idea: the step from idea to work is not just a step, it's more like a giant leap.
I will soon read some more of your blog posts - this really got me going and proves that the world is full of great ideas, regardless the subject or person itself, thank you!
» Posted By oka01 | 12/15/09 6:11 PM
crimsondeadeye's Gravatar Hey, like you idea. I'm big fan of Simcity and Simcity 4. I brought the game when it first came out in 2003. I just can't believe that EA wouldn't make geniune upgrade of this game since Simcity 4 is selling well still. It shows that Simcity 4 is being brought for the reason you listed. I would support you on your goal,but I say if you donate $50 you have brought the game. You can sell to other people from Simtropolis for future updates and improvements to the game engine.
» Posted By crimsondeadeye | 7/20/10 10:25 PM
Simtropolis Blog Network 2010 | Contact Blog Owner
Simtropolis 6.0