Changes to OpenTTD Distribution on Steam
openttd.org
openttd.org
I might be wrong, but it feels like Atari are like parasites in this situation feeding off the hard work of OpenTTD devs.
I get that Atari isn’t perhaps as loved as, say, Bullfrog or Dynamix, but better that companies respect their properties and their fans with an outcome like this, than be another boringly-common community-destroying Nintendo Lawyer Takedown Club.
(It’s also now in line with the various WAD and Descent games over time that used this model, where the engine is maximum rewrite amazing but the game resources require a GOG purchase. The point of rewrites isn’t to deprive the games of revenue!)
I don't know about Descent, but this hasn't been true wrt Doom for decades: https://freedoom.github.io/about.html
Worth noting that the Atari of today is a shell corporation that has precisely zero to do with the original.
That's the entire point that you've simultaneously acknowledged and missed.
IceFrog didn't start DotA, either. He had no claim to the name.
TL;DR there's complicated history behind it and much money was spent arguing over it.
- OpenTTD (a game I truly love and have followed since before the 0.3 days) was not born as a clean-room reimplementation of TTD. It started as a disassembly effort, something which is perhaps morally gray, especially if you take into account the original TTD was coded in assembly (with sprinkles of C). Perhaps this way there is some vague contribution that goes towards Chris Sawyer?
- This is a way you can legally get the original graphics of the game (GRF). Although I think the shareware version technically also worked...
It seems to me that the logical outcome of your interpretation is that Sawyer's leniency towards the OpenTTD devs would be punished by losing exclusivity to his IP. Essentially, you are asserting "squatter's rights" to IP - if IP rights are not enforced, then they lapse. This is an interesting idea in principle, but I'm concerned that it might have prevented OpenTTD from ever being created. Original creators would be incentivized to chase off derivative works to protect their IP.
I am sympathetic to arguments of the form "It was abandonware," "Copyright lasts for too long anyways," etc. But I don't think you can claim OpenTTD owes nothing to the creators of TTD. OpenTTD was meant to replace TTD and would not exist without it.
the standards for originality changed substantially twice in the timeframe we are talking about (recently, in 2023, the Supreme Court made it more strict, reversing a ruling from the 90s)
but still, what counts as sufficiently transformative is a very complicated question, especially when it comes to this kind of thematically identical but still creatively innovative derivative works
I remember how many years artists spent on the NewGRF packs, to make them high definition, what to add, what to keep, what to reimagine, and how! and of course the same goes for the game mechanics, the UI, the ... pathfinding, the economics (prices for freight, but also now there's a supply and demand system too, right?)
but the original behavior is still kept, so that's more clearly derivative (a copy), and in this case the new additions might be a new original work on their own, but still for OpenTTD to be able to be distributed without infringement of the original TTD it either needs to license that work for redistribution or remove the infringing parts.
(and of course it's a layman's analysis, so ...)
> parasites
This is pretty typical for Atari... any software that ever graced their consoles magically becomes their IP, ripe for exploitation, even if they didn't write it...
Why do you think it took such little effort? Is it simply utilizing an emulation/portability package like Proton?
However in OpenTTDs case, the entire implementation is original (including the new high res assets).
I would have 0 issues with this TTD/OpenTTD situation if OpenTTD was left on Steam as-is and TTD was a separate purchase that granted the original assets for use in OpenTTD.
and ... successfully defending the originality of the reimplementation as a standalone work would be a risky and costly legal endeavor
(even though the standards for originality - "is it transformative enough?" was more lenient when OpenTTD was made than it's today)
Scummvm could adapt OpenTTD for their own working in the exact same way as OpenTTD. They did that with Ultima.
Even if Atari's lawyers were involved, it may have been a friendly exchange. The post claims that OpenTTD was available on Steam for 5 years. That is more than enough time for them to apply legal pressure. It's also worth noting that the open source version is still available from the project website, as are the open assets.
We know they know about us - We saw their Head of PR giving away keys for RCT2 on Twitch while playing OpenRCT2, prior to the release of RCT World (What a terrible game sadly).
As far as we can tell, it's basically a "don't cause us problems and we won't bother you" situation.
In this case, the "problem" seems to be "we want to lazily cash in on an existing IP and you providing a better product for free on the same shelves as ours makes that difficult", with the "solution" being to agree to have the better (free) version bundled with the lesser (paid) version.
I suppose it's better than banning distribution of prebuilt executables outside Steam or suing the devs into bankruptcy (a lawsuit Atari would likely win), but at that point we're just comparing starting with a shakedown to starting with breaking kneecaps.
At least they want to "lazily cash in". A lot of gamers like to talk about preserving history, yet are critical the moment businesses preserve that history doing it the way businesses naturally do things (i.e. by selling a product).
Besides, we do not know what went on behind the scenes here. It could be anything from the open source developers voluntarily pulling their game from the store, to the publisher requesting they pull their game from the store, to the publisher threatening legal action. Heck, the publisher may have even paid the developers of OpenTTD to bundle their engine with TTD. While some scenarios are more likely than others, we are too quick to attribute actions and motivations based upon non-existent information.
And even that could've been okay if they actually explained what was going on, but it's all very hush hush, which does not instill trust and understanding. If they were transparent about motivations and reasoning, they'd likely catch a lot less flak for what's going on right now.
Atari is in a really weird spot, the rights have changed hands so much.
It would be nice if they offered a paid version of OpenRTC with the assets bundled. Ohh well
That's disrespectful to the spirit of Atari looking the other way.
I've own RC2 for a very very long time. Either way it's like 10$
Seems like a reasonable compromise to me. Respect for Atari.
TTD and OpenTTD do not which incentivizes mechanisms to dump everyone at the edge of the map.
Aside from that they're both transport games with bad UIs.
Elsewhere in the thread chain:
>[OpenTTD has bad UI]
Hmm, really? It's cluttered with windows and options but I think the mechanics of windows popping and quick dismissing works out for this kind of a game really well. It scales across #n of monitors so well. I run mine on a 43" 4K television panel, no scaling, and I get all my screen estate I need. Works out so swimmingly.
so the game would simulate economic preferences (which then translate to met and unmet demand)
so for every city (and industry?) there should be a preference table of where to buy from (and where to sell to) - and in case of passengers where to go? (and ideally there should be consistency, so if it's possible to go from A to B directly but also through C then preferences should be direct then indirect flows)
Simutrans has this.
> for every city (and industry?) there should be a preference table of where to buy from (and where to sell to) - and in case of passengers where to go?
Also in the game.
Literally play Simutrans. Same window UI from the 90s.
OpenTTD can be downloaded for free off the website, but if you want it through Steam it’s only available in a $10 bundle.
But the lobbyism is too strong for a reasonable 15 or 20 year copyright limit.
Chris Sawyer was last involved in the IP when it was rugpulled out from under him in the early 2000s and sent to Frontier Developments, the Planet Zoo and Planet Coaster guys, to bury the IP in an unmarked grave with RCT3; Frontier is also the same guys that screwed Haemimont Games games over, the Tropico and Surviving Mars guys, leading to the studio being bought out and rebooted by Paradox to continue Surviving Mars development.
The IP ownership has been legally retained by Atari SA, aka Infogrames, aka GT Interactive, aka GoodTimes Entertainment, which has a very long history of screwing game developers and stealing their IP out from under them and also misrepresenting IP ownership and licensing.
Now, it is also worth mentioning that Chris Sawyer is anti-open source, so he probably personally approves of trying to steal money from OpenTTD players, even if he isn't personally getting a cut of it.
It's pretty rude to put something like that on him if he hasn't actually said that.
"The project has no blessing or support from Chris Sawyer and our view, it is both unethical and unlawful, involving infringements that may in some territories be criminal as well as a violation of Chris Sawyer's rights and those of his licensees - all of which remain reserved.
RollerCoaster Tycoon Classic, distributed by Atari, contains RCT and RCT2 rebuilt for modern operating systems under Chris's own direction.
Sincerely
Guy Herbert Director
Marjacq The Space 235 High Holborn LONDON WC1V 7DN"
But not Chris Sawyer.
There is even an Android version with the same very much not touch friendly (but somewhat customizable) UI.
In order to play OpenTTD you needed the original assets. Now they are bundled
People already having the assets were most likely always technical enough to get the OpenTTD builds
Only casual users would discover OpenTTD on stream to be frustrated by not being able to play it without an additional purchase
This is a much better compromise than usual in the gaming industry.
https://store.steampowered.com/bundle/70574/Transport_Tycoon...
But the OpenTTD item listed in the bundle is non-existent at the moment.
Since the bundle is a separate purchase option and not replacing the option to buy TTD on its own, it also allows people to easily find out what they're in for by providing a description of what OpenTTD is, as opposed to just buying TTD on its own.
At least I already have it in my library so, looks like I still get updates.
You aren't forced to play OpenTTD and you aren't forced to get it on Steam/GoG.
It's acceptable.
What about other platforms and stores?
The same change has been made on the GOG.com store. All other distribution platforms are unchanged, and you can continue to download OpenTTD from our web site. However if you enjoy playing OpenTTD but you were never able to purchase a copy of the original Transport Tycoon game, you now have the opportunity to do so!No he's not. This is internet gossip.
I’m not sure how to interpret this other than Atari not wanting to compete with OpenTTD on Steam.
A lot of the fan-driven reimplementations of classic games are trivially derived works, because people seem to think that the copyright only covers the pixels in the originals and if you replace them you're fine.
On game engines, reimplementations are not derivations at all but tools for interoperability, totally legal to create. From Wine to most of the stuff of https://osgameclones.com, to GNUStep against NeXT/OpenStep API (and Cocoa from early OSX) and so on.
If you could sell Cedega back in the day you can totally sell OpenTTD with free assets, period.
The entire PC industry exists today because of cheap IBM BIOS clones from Taiwan.
What I'm contending is if the assets are actually free. And just because they were all created by volunteers and contain no data from the originals doesn't mean that they are actually free. The rules around derived works are complicated, and too close homages have been found to be derived works, even if there is no actual copying.
If this were to go into court, things that would matter would include both "how visually similar do they look" (the answer is "very"), and "was the artist aware of and did they refer to the originals while doing their work", (given it was done by volunteers who are enthusiasts of the original game, the answers are almost certainly "yes" and "they can't prove they didn't").
And on those facts, the new art is a derived work of the original and falls under its copyright.
Artistically speaking FreeDoom it's closer to Half Life and the like than Doom but here's the catch: playing Strain for instance won't look like a mess, but different, a bit like a demaked Half Life (or a game from its era with the Unreal engine) but not a copy.
I sincerely doubt that. Unlike the FreeDoom assets, it is too visually similar to the originals, and visual cohesiveness with existing materials (which were created to fit the style of the originals) is a point in favor of it being a derived work, not against.
Forgot to reply to this part: And the reason those clones exist is because multiple companies reimplemented the BIOS in a clean way, where they had one team produce a clean spec of all the interfaces, and then sequestered a different team, who could attest in court that they had never worked with, seen or in other way come in contact with materials related to the IBM PC, to produce a replacement BIOS based on only the given spec. The clone makers that didn't go to all this effort were sued out of existence.
Do you believe that the free assets produced for games generally meet this standard?
I’m usually sentimentally open to IP rights being overly constrictive in the current regime, but faced with a company that owns TTD™ saying “hey, instead of going full lawyer nastygram to avoid confusion, let’s work this out so people get your stuff when they download ours”…seems pretty nice. Like I can’t imagine Microsoft allowing alt-universe OpenWindows™ on the Windows Store.
I personally think it is the copyright that is the most uncertain. Firstly, there are probably quite a few venues around the world where Atari might be able to take this up, and quite a diversity of precedent between them. Historically Atari litigated in the US - in 1981 they lost https://en.wikipedia.org/wiki/Atari_v._Amusement_World on a case someone infringed by copying their look and feel without copying any assets. Other precedents in that jurisdiction have found it's not infringing if similarities are inherent to the subject matter of the game: https://en.wikipedia.org/wiki/Data_East_USA,_Inc._v._Epyx,_I.... but similarity of art style is copyrightable: https://en.wikipedia.org/wiki/Tetris_Holding,_LLC_v._Xio_Int....
Not to mention it’s a reverse engineered version of the base game.
Sure there is. The concept of "copyleft" is literally about using copyright to be nice.
An outcome like this more than likely means the folks working on the rerelease are fans of OpenTTD and worked internally to protect it.
If Atari was really out to copyright the project into oblivion, they're likely to succeed in a legal sense*.
Within the confines of the current laws and known history of the game, and being a fan of both works, I think this compromise is fair.
*NotALawyerClause
This part gets a little confusing in software, because we have a proud history of both cultural norms and actual caselaw allowing unauthorized reimplementation of other people's copyright-bearing APIs. Applying copyright to software basically created a mutant form of patent law that lasts forever, so the courts had to spend decades paring it back by defining boundaries between the two. Reimplementation precedent is part of that boundary.
But all of that precedent relies upon software compatibility - the argument being that if you lawfully use someone else's software library to write software, you are not surrendering ownership over your own program to your library vendor, and someone else with a compatible replacement is not infringing the original library.
Legal arguments relying on reimplementation work well when the APIs in question are minimally creative and there is a large amount of third-party software that used them. The closest example would be something like Ruffle, which reimplements a Flash Player runtime that was used for a countless number of games. OpenTTD exists to reimplement precisely one game, specifically to enable a bunch of unauthorized derivative works that would be facially illegal if they had been applied directly to the TTD source code. This wouldn't fly in court.
In court, OpenTTD would be judged based on substantial similarity between its code and Transport Tycoon's code. While copyright does not apply to game rules, and cloning a game is legal[1], I am not aware of any effort in OpenTTD to ensure their implementation of those rules is creatively distinct from Transport Tycoon's. In fact, OpenTTD was forked from a disassembly of the latter, which is highly likely[2] to produce substantial similarity.
tl;dr I'm genuinely surprised Atari didn't sue them off Steam!
[0] Translation for pedants: "have a monopoly on selling". In the creative biz, two people generally don't make money selling the same thing.
[1] Trade dress and trademark lawsuits notwithstanding - The Tetris Company has done an awful lot of litigation on that front.
[2] The standard way to avoid this is clean-room reverse engineering. It's not a legal requirement, of course, but it helps a lot.
This part of the announcement was nice, too. It would suck if existing users had it deleted from their libraries.
And if you push an update that deletes the files, Valve can, will, and has rolled back the update.
Of course, there's also situations where Valve has assisted in removing titles at developers request, but it was a situation Valve was involved in - Specifically, a game called "The Ship" had a Multiplayer version, and it was built on Source, but they could never quite get it to work correctly, even with Valve's help. Wouldn't sync.
Valve helped them remove the Multiplayer version. (but you still kept the single player.)