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 How to save modern gaming

To solve or mitigate many of the problems recently developed games have had, I suggest a new philosophy of game development.

The developer creates a functional but generic 3D and client-server engine for a game, for example an FPS, RTS, racing game or MMORPG, taking care to document all code well. They can create a short single-player and a good multiplayer mode for it. Since the game is quite short and the quality of the graphics is not state-of-the-art, the budgets are not even close to normal games.

The client build's source code is posted under a free software license. The server code is only on run corporate, in-house servers with large bandwidth and is never distributed. The compiled game is posted as a free download on several PC and console software distribution clients.

To run the game, it is necessary to subscribe on a monthly basis to the developer. This should be made as painless as possible using the distribution client's usual paying service.

As soon as the money begins to come in, the developers work on very large custom content for their engine and release new maps, player models, weapons, game modes constantly and on a regular schedule (ideally weekly).

Note it will be impossible to pirate because traffic must pass through a company server and no two identical keys can use the system at once (and keys regularly expire.) Continuous free trial oppotunities that give temporarily valid keys should be given to encourage downloads, in addition the short single player component serves as a free demo. New content is only distributed to those with valid keys (and with the constant release of new content, pirated content will be worthless).

The free software nature of the client along with the good documentation will encourage player mods. Developers should make it easy to submit new content (and then offer it in the weekly updates) and even pay small, fixed sums for major mods like gameplay modes or single-player campaigns. Larger bounties or lifetime subscriptions could be offered for any users that could code a better, faster or more flexible core component, like for example improving the graphics engine - again, less money from the developer is needed.

The problem of developing games for a multitude of platforms and system requirements will be solved because the client can be ported by users to any architecture at no cost to the developer. The developer can assist with porting too. Since the source code can be modified anywhere, it can be developed on a Windows/Mac/Linux computer and downloaded to consoles too.

Revenue will be large (due to the much larger audience who will try your game) and constant (subscription-based), while initial development costs will be small compared to many epic FPSs. There will be incentive to keep developers on the project, and the constant release of tons of gameplay content, often developed for free by interested users, will increase the replay value. Balance tweaking and bugfixes will also be constant leading to a very stable and professional game that will even improve as technology improves - the cumulative effect of the community plus professionals will give a sort of hombrew-Crysis level of polish eventually. The potential for innovation will be high due to the large number of "potential" developers for the game.

I think it is the perfect solution to all of the problems modern gaming faces. If I had 5 million dollars to create a basic engine...

 

 

 



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