this post was submitted on 26 Jun 2024
156 points (99.4% liked)
Games
16761 readers
957 users here now
Video game news oriented community. No NanoUFO is not a bot :)
Posts.
- News oriented content (general reviews, previews or retrospectives allowed).
- Broad discussion posts (preferably not only about a specific game).
- No humor/memes etc..
- No affiliate links
- No advertising.
- No clickbait, editorialized, sensational titles. State the game in question in the title. No all caps.
- No self promotion.
- No duplicate posts, newer post will be deleted unless there is more discussion in one of the posts.
- No politics.
Comments.
- No personal attacks.
- Obey instance rules.
- No low effort comments(one or two words, emoji etc..)
- Please use spoiler tags for spoilers.
My goal is just to have a community where people can go and see what new game news is out for the day and comment on it.
Other communities:
founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
Them, the ones having full control on the platform, failed were foss developpers succeed. They have no excuse.
FOSS developers have no cost reporting, no meetings with C level and stakeholders, no shareholders, no release plans, no schedules. What they have is passion.
They just created what they want to create, they have a deep personal agenda to make something they want to use for themselves and that has to have therefore the polish and quality they want to have it to have.
The corporate developers wanted to make a good product too I am very sure, but if the higher ups say that it has to be released by a fixed date then there is not much that the developers can do about it.
So yes, the company has no real excuses, besides money.
Many situations proved to us that passion make better things, sadly today's AAA game developpers dosn't have any passion anymore, mostly because of pression made by boss who are only driven by money.
Wouldn't it be a lot cheaper to buy a license from an emulator project, hire one or two from the team, and give them access to internal info to help fix things up? Then your internal team just integrates it with the console and you ship it.
That sounds way cheaper than NIH...
There are not much good commercial emulator projects, and open source emulators are not easy to license due to the nature of the open source licences (often GPL 2 or 3) used.
A iot of the FOSS projects are developed by a handful of people, often just one or two. So you buy a licence from those individuals and remove and replace the rest. Or just hire the one or two devs and they can pull in the bits they wrote. You're always free to relicense your work.
And if it's GPL v2, there's no problem because you can probably treat it as "firmware" since it's a console and not a PC (e.g. like TiVo did). GPL v3 blocks that loophole though.
Sounds complicated and like a lot of potential legal trouble, have it done by their own staff seems easier.