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Re: using the GPL Quake code in a commercial game
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Re: using the GPL Quake code in a commercial game


  • Subject: Re: using the GPL Quake code in a commercial game
  • From: Dietrich Epp <email@hidden>
  • Date: Wed, 4 Dec 2002 15:55:15 -0800

On Tuesday, December 3, 2002, at 08:29 , Joseph J. Strout wrote:

At 6:51 PM -0800 12/3/02, Dietrich Epp wrote:

But it's still dishonest, trying to get people to pay for a game with an engine you didn't write.

What?!? Did you write the compiler and assembler for the products you sell? What about all those libraries you're linking against, which (let's be honest) are doing 90% of the work?

No, but I have often paid for licenses to use them.

One pays for Metrowerks, no?

If you're making a game based on a GPL engine, then what you're putting blood, sweat, and tears into is the game media -- artwork, AI scripts, sounds (including custom music and dialogue), etc. This could easily occupy a dozen people for a year or more on a decent-sized game. I see nothing dishonest about trying to sell the result of all this work.

Lets say I make a movie. Much like today's games, much of the work goes into it in terms of writing and art. I sell this movie, yet I didn't license the movie from Eastman. They made the film - heck, that's 90% of the work right there! Do you know how many years it took to develop that film?

But I paid for the film. Eastman sold it to me.

With software it is different, because distribution cost is (or can be) essentially nil. The GPL takes advantage of this, assuring that everyone gets the software as long as you can distribute the software to everyone. The GPL assures that everyone will have freedom to access and modify the software. But if you sell the software, the dishonesty is in saying "This software costs money." The reality is that the software is still free under the GPL. The dishonesty is when you sell something that is free.

But, your attitude is the sort of thing that worries me -- I suspect there are others with a similar attitude, who would see such a game as "just a Quake mod" and be unwilling to pay for it, however good it is. Never mind that Alice, Heavy Metal, the latest Jedi game, and many others are also "just" Quake mods too (though they all paid for a license rather than using the GPL one).

This is the attitude that worries me - what I do, no matter how small, deserves payment. Sure, it's legally protected. But for all the calculator programs (for example) for OS X, few were freeware and none that were freeware had any decent support for hexadecimal. Paying money for a friggin calculator program? I saved my money by coding my own in about an hour and a half last night. I already paid enough for my computer, I should not have to pay more to use it to do bitwise operations on hexadecimal numbers, I already paid the team at Motorola who figured that out.

The reason you can't charge for Quake 3 mods is because if you do, ID software won't get any money for it. They laid the foundation, and you're selling the house. ID wants Quake 1 & 2 to be available under the GPL, for freedom of exchange of information. Trying to limit that freedom is what scares me.
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