Valve Announces Source 2, and It’ll Be Free
techcrunch.com
techcrunch.com
First, Valve has always been very open to game mods. Some of their most popular franchises (TF & CS) grew out of the mod community around HL1 and they've always made tooling available for the Source engine.
HL1 was based on the Quake engine and id has always embraced the mod community. Id software has also contributed greatly by open sourcing their old engines.
The Torque Game Engine (Tribes) was opened up to low cost licensing by GarageGames in the early 2000s.
Unreal has long made their tools available for free, though licensing wasn't quite favorable to the indie developer until more recently.
Blender made an attempt at including a game engine but it never really took off from my point of view, although they're still including and improving it.
Even Blizzard's inclusion of map tools with Warcraft 3 spawned one of the biggest gaming trends of the past 10 years, DOTA / MOBA games. Though these have all been recreated with other engines (including Valve's Source), the inclusion of modding tools with games is part of the story and some of the competition that the current crop of free tools must face.
Open source deserves a mention as well. Ogre 3D, the above mentioned Blender, and other engines and especially tools have sprung up in a variety of games and often fill missing gaps in asset creation.
Unity certainly deserves some credit, however. Their simple tooling, relatively early start on mobile, and aggressively lowering the barriers from side project to published game has definitely moved the goalposts for game tooling. The Unity Asset Store is also a great thing.
I've really only scratched the surface though. XBox DNLA deserves a mention, the role of the iPhone and mobile in general has been huge, Minecraft's until recently ambiguous quasi-open source nature, and there's many more. We're in a golden age of game creation and I hope to play some amazing new game ideas. I realize there's also going to be an abundance of mediocre imitations from creators like me but its all part of the fun.
The first game creation tools I used, were:
The Quill, 1983: https://en.wikipedia.org/wiki/The_Quill
The Games Creator, 1984: http://www.lemon64.com/?mainurl=http%3A//www.lemon64.com/gam...
Shoot-'Em-Up Construction Kit, 1987: https://en.wikipedia.org/wiki/Shoot-%27Em-Up_Construction_Ki...
At least SEUCK has been used to make commercial (indie) games, and I think The Quill has too.
While not free, these were cheap. Cheap enough that kids were getting them.
SEUCK was awesome - I wonder whatever happened to Shaun Pearson, the guy who made all those SEUCK games for the Zzap!64 Megatape. I think Outtake Two convinced me to buy my copy of SEUCK.
And the Sony Yaroze (Playstation 1) and PS2Linux (Playstation 2). The PS3 doesn't count as it was a crippled version when compared to the hardware access level offered by Yaroze and PS2Linux.
I recently chose to give up on Ogre3D as I was completely frustrated by my inability to make it run on mac. It's also way too big (I don't know if OOP is a reason for that, but I still tend to dislike OOP nevertheless). For example it doesn't seem that you can choose to not use the scene graph.
I loved that engine at some point, but as time passed, I wasted an incredible amount of time trying to either build it (oh the pain) or make a project run across platforms (mac especially).
I recently found an opengl 3.3 core profile tutorial (learnopengl.com, it's really good for motivated beginners), I felt really better learning that since I like to understand how lower level stuff works and how to make things as simple as possible.
Unity/source/unreal engine are great when one wants to sell a beautiful, smooth 3D game quickly and doesn't have too specific or uncommon requirements. But when you want to experiment, there's nothing else than raw opengl.
I really wish Ogre3D was lighter, or that there was be a minimal engine with plain helper functions that let you use, understand and talk to OpenGL to make the best use of it. I can understand that indie devs want to be able to use the best 3D right away, but sometimes it can be nice to give more control to the programmer.
I guess I hard a hard time learning by myself, or that I'm just trolling out of frustration. 3D is not easy and sometimes I think some small dose of KISS would be appreciated.
http://www.lwjgl.org (their website seems a bit odd right now)
If you want slightly more than than(but still not a proper engine), I would wholeheartedly recommend libgdx: http://libgdx.badlogicgames.com/features.html
You can try http://libcinder.org , http://www.openframeworks.cc or http://www.sfml-dev.org
the only real way to learn programming is by doing. no amount of reading can really burn knowledge into your brain. by implementing things like model->world->camera space transforms, quaternion rotation, shadow mapping, lightmaps, deferred rendering, etc yourself, you will end up intuitively understanding them.
The free SDK apparently had a 20% royalties clause at the point of commercialisation, so this deal sounds much better.
http://store.steampowered.com/app/220980/ http://www.cryengine.com/get-cryengine/eaas-faq
"It’s something of a golden age of video game engine licensing. Not too long ago — hell, 5 years ago, licensing a big, brand name engine (including Source) involved gnarly negotiations, NDAs, and a small mountain of cash. Then Unity came along and changed the game."
Unity did change the game. There have always been game engines and game makers. But Unity was the first big name engine, with complete tooling, to go free. Suddenly developers had access to a full featured game engine with little upfront investment. If the game failed, it wasn't as big of a deal. If you payed the half a million for Unreal or Source, and the game failed, you had bigger problem.
Torque tried, but failed to compete. Blender, Orge 3D, Panda 3D, etc never became big name, widely used engines. They might be cheep/free, but good luck getting everything to work. The documentation and support just aren't there.
Modding is different. Unreal and others included their editor so you could mod the game, but you couldn't make a new game and sell it. You had to stay in the confines of Unreal/Half-Life/Warcraft/Starcraft. DOTA and Tower Defense came from the Warcraft 3 modding community, but they where still Warcraft 3. If you want to release your modded Warcraft 3, sell it, move it to other platforms, then you either have to pay for the engine, or use another engine.
In my mind (not a game developer - tell me if I'm way off here), the framework gives you about 90% of the work up front (10s of thousands of man hours). Then, once you finish your game and it's a success (sales-wise), you pay only 5% of your revenue. This seems like a wonderful deal, right?
Unless you're an established studio I'd just pick whichever engine/environment you find most appealing and worry about the money when you actually make any.
Video games need to trigger an emotional response in order to be successful. From visual design, to audio design, game rules/logic, controls, testing, marketing...this list goes on. It's far more than raw tech resources; psychology is a huge factor in game development.
Consider that an engine are all the resources that go into cutting down trees, gathering materials, making pigments, etc. that all go into the resources of painting a masterpiece on an easel. You could certainly do all those things, but you don't need to if you want to create a new masterpiece.
In my mind, the biggest contributor is simply competition.
Still, it takes one company of note to make that big move and the rest end up following in the same direction.
But today it is not all about having great tools, it is about users knowing how to use those tools that drive demand and establish standards.
As for Steam, well, most games will also be sold upon there store, so win win.
Either way, maybe schools can now expose students in tools that are not just for games but have users and functionality that transcend many fields from modeling, CAD like mock up's and a level of detail and control a bit more than the popular Minecraft, which is in many ways a much simpler form of what these game-engines are today.
So demand is there and opportunity as well. Be interesting how this pans out for game prices long term. As with anything, when supply at a comparable quality hits a level then the only way to stand out is price and lower running costs to get started and investment. Impact upon established studio's could be interesting, if anything it makes what they do more competitive and beyond franchise work, which your cheap startup is not going to be grabbing, then not much will make them stand-out if they stay as is. I see many opportunities for consultancy work and also a increase in the talent pool. Solely due to increased numbers of people able to learn the tools and sue them.
As for which one becomes a standard, well, once we settle down upon one operating system for everything is when such matters are close, but far from today on so many levels that there will always be competition for a long time to come.
http://www.propublica.org/article/the-worlds-email-encryptio...
Game development does this but I think less as game architecture can require significantly fewer tools. Rovio were once called out at a GDC convention for giving nothing back to (the port of) the physics engine they use, stuff like that can form the majority of third party code in a game:
http://www.geek.com/games/box2d-creator-asks-rovio-for-angry...
Libraries are a different story, but if you look at e.g. C# development tools you'll see that they're subsidized to drive adoption of Windows and SQL server licenses. Java was an attempt to drive people to Sun hardware, and now Oracle is monetizing it with the Ask toolbar (I guess?).
Steam takes 30%, taxes take 20%, engine takes 5%, marketing costs take 10%, etc. Now you have $35,000 left. Even in the best case scenario of a solitary indie developer that's a piss poor wage for someone who can make a game in a year that sells six figures on steam. Every little bit helps.
Now compare that to a game that sells $20,000,000. That's what, 7 million take home? That's 200x the take home pay, yet it doesn't take 200x the staff or 200x the time or 200x the cost to make it. The system is geared for big shops. Smaller shops just seem to get a rougher deal.
Guys like Notch are a rare exception. For most smaller devs saving 5% is significant savings.
There are certainly games (e.g. visual novels) in which this wouldn't be very cost effective, but in most cases I believe that represents a huge value.
The value argument doesn't make sense if my original vision was a 2D pixel game that I could personally do in my spare time compared to being given the hottest 3D engine and now asset creation and dev is 10x the time and cost.
The big winners here look to be mid and big shops. Not to mention the asset stores these engine companies run. Having tons of indie devs suddenly buying all these 3D assets must be nice considering whatever cut Unity or Unreal are getting.
Terraria was written in .NET using XNA and met with huge success. But they too have seen similar problems and have to use external dev houses to get the game onto other machines.
Starbound is custom built. They messed up so badly with their initial build that it took them almost a year between releases to even release an update.
Kerbal Space Program _does_ use Unity, but even they hit a wall of shame caused by using the engine in a 32-bit variety. Mods are much easier because the platform is written using a "standard" framework, but the game will implode if you require more memory than 32-bit can address.
There are also plenty of success stories (Prison Architect might be my favorite game to watch develop) but I think the more complex the basis for the game, the smarter it might be to start with something that's proven and work your way up from there.
Wonderful, yes. But I see many more "it's 5%, not free" comments than "OMG 5% is soooo expensive."
These engines are not free, you just don't pay up front. It's a great success of their marketing that news websites and internet commenters are willing to go to bat for the idea they're "free," when they're so very obviously not. If you use the product for it's intended purpose, you're paying. If they weren't going to make much money off of you in the first place, there is a free trial to get you using their platform.
It does not work well for large-budget AAA games. In those setups, only a small percentage of revenue goes to the developer after paying back publishers, marketing and distribution. Taking 5 out of that is a huge hit. That's why Epic explicitly expects large budget games to negotiate a custom deal. That's something Epic has a long history of with UE 1,2&3.
I don't know enough about the games industry to know whether 5% of the gross is an overly large chunk to spend on the engine developer. It does sound reasonable to me, but if not, the onus would be on the dev, not Epic, to find some leverage to renegotiate a better deal.
Companies like Valve and Epic have already amortized the cost of development of their engines - those are codebases that span 16 years, and both companies had multiple commercial successes. All it took was Unity to give a little nudge.
Now, IMO, the reason for giving so much for free is to keep a player out (Unity) and milk the cow one last time with the eventual royalties.
I think it's clear by now the next generation will be real-time raytracing (engines like Brigade [1]), so I wouldn't doubt they are already working on those, and to be sold in the old model.
But I'm sure ray-traced engine is the killer-app of the Oculus Rift, and companies like Valve and Epic are aware of that gold rush. Once people see ray-tracing on VR they are not going back.
We're in a perfect storm of access to development tools and interest in indie development thanks in large part to Steam and Kickstarter.
In the case of Valve, I think what butters their bread isn't Steam anyway, but the games people end up making with it that Valve get a cut from through Steam.
(Although, bonus points to Brigade for not featuring a mirrored sphere in their demo. Every other raytracing demo that I have ever seen adds these in, as if what we've all been missing from our 3d is mirrored spheres! It's a sure sign of desperation and lack of imagination when raytracers resort to those :)
Maybe we'll stop improving graphics sometime pretty soon and focus on physics, or maybe the game engine vendors will focus on licensing out assets to make game development cheaper instead of the current graphics race. But as long as the best use of GPU power we can come up with is graphics, we will eventually arrive at ray tracing.
That doesn't seem to be the case. It seems that UE4 was a pretty major rewrite, and major development is ongoing: https://trello.com/b/gHooNW9I/ue4-roadmap . Source 2 looks to have been a big effort for Valve too.
BSP, meshes + LOD, lightmaps, occlusion, particle system, terrain editor (since UT 2003)... it's still all there.
For reference: the Half-Life (GoldSrc) and Source Engine SDKs, long free to download for modders, are on GitHub these days, but don't contain the complete engine source code.
Note: The above space previously claimed the full GoldSrc code was available, because that is what I read somewhere and is repeated at least at [1], but this appears to be incorrect. Sorry :|
I think that they'll have monetisation in place either through royalties like Epic, or just their cut of Steam sales. I don't see why they'd worry that someone used Source to make a brand new game they're almost sure to profit from anyways.
Someone in /r/gamedev posted a link to this press release. [0] It looks official, and steamdb is usually reputable. Here's the most relevant section, it definitely doesn't sound like Source 2 will be free for original game development.
> "The value of a platform like the PC is how much it increases the productivity of those who use the platform. With Source 2, our focus is increasing creator productivity. Given how important user generated content is becoming, Source 2 is designed not for just the professional developer, but enabling gamers themselves to participate in the creation and development of their favorite games," said Valve's Jay Stelly. "We will be making Source 2 available for free to content developers. This combined with recent announcements by Epic and Unity will help continue the PCs dominance as the premiere content authoring platform."
https://github.com/SonyWWS/LevelEditor
https://github.com/SonyWWS/ATF (the framework)
https://github.com/SonyWWS/SLED (Debugger? for lua?)
Valve's articles on how they implemented networking in Source are particularly useful and interesting[0].
[0] https://developer.valvesoftware.com/wiki/Source_Multiplayer_...
He went above and beyond what you could expect of anyone who cofounds a game development house and he is treated like a literal programming icon for good reason.
http://en.wikipedia.org/wiki/Id_Software
=> sell out
You might want to check out Squad (joinsquad.com)
It's really great seeing Source 2, Unreal Engine and Unity lowering the bar for game developers to deliver their products.
Source is an engine, Steam is a distribution platform. I think the only truly significant interplay is:
- Source games will probably behave well with the Steam Overlay and probably work in Big Picture Mode with controllers
- Steam recognizes the Source libraries as a distinct element, so you only have to download the Source engine once even if you have many games that use that engine
I don't think that's correct, all Source1 games include their own copy of the engine and aren't automatically updated to newer versions etc. (Valve does update them though). The engine download is only for mods and some 3rd-party games.
Also, a strong presence in the dev tools arena will certainly benefit their hardware-related projects, SteamOS/box and that whole Rift coopetition thing.
In the broader picture... I'm not sure. I keep thinking about the video game crash of '83, and how market oversaturation crippled American video game makers for years. I wonder if the constant lowering of barriers to entry isn't hastening something similar. (Probably not nearly as bad, video gaming is a lot more mature as an industry right now, but still.)
Social media and the internet allows you to identify duds a mile away. Those who care will use it. Those who don't won't be causing a crash any time soon.
you need to remember games were blue pixel chasing three red pixels back then, that was the main reason for the crash.
Modding in PC gaming adds such an incredible level of value and creativeness that it being a constant afterthought is bordering on criminal. Steam Workshop is an interesting mechanic, but it would be nice if an engine set out a baseline in advance that didn't require using additional services.
Anytime a game developer is asked to publicly comment on using an external party's engine, that developer is probably a producer and wants to make their project look good. They don't want their game to be seen on the same level as games that CAN get away with treating the engine as a blackbox. The exact reasoning they give (or internet apocrypha) are generally not very useful to understanding the changes they do make.
Releasing something publicly makes a huge difference.
At least people can't make Duke Nukem Forever jokes any more.
[1] - http://blog.dota2.com/2014/12/future-changes-frostivus/
anyways, not sure what source 2 will look like, but if it means that we can use the existing source code for games like counterstrike or any of the valve's fps series, then for fps indie developers this is a welcome news.
we should see an explosion of new types of fps games with the availability of such base to build new games from, add new content, new modes of play etc.