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The real history of PlaneShift development and its "business" model
General Discussion « Planeshift 9/29/07 10:37:06 AM
Here is more evidence from the Blender community. This time someone mistakingly (or falsely) advertised PlaneShift on BlenderArtists as "Help needed for PlaneShift (GPL MMORPG)": Not surprising, since the game falsely advertises itself as an "open source game". After a few replies in the thread, someone has posted a strong warning to the artists: I would discourage ANYONE from contributing their artwork to Planeshift.
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The real history of PlaneShift development and its "business" model
General Discussion « Planeshift 9/28/07 2:57:07 AM
Reading skills acquisition |
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The real history of PlaneShift development and its "business" model
General Discussion « Planeshift 9/28/07 2:15:42 AM
In order to preserve/archive the relevant information in this thread, I'd like to post the excellent rebuttal made by "Bristn" against "Tuxide" on Wikipedia, just in case it isn't accessible at a later point. As per Wikipedia's policy, the Burden of Proof falls on "Tuxide" for many of the unsupported claims he makes in regards to the definition of open source games, and because he can't prove his "burden" for it to remain as the article's content, he is desperately petitioning for the article's deletion. Here is the excellent rebuttal as has been posted by "Bristn":
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The real history of PlaneShift development and its "business" model
General Discussion « Planeshift 9/26/07 3:54:49 PM
Here is an interesting update on the Wikipedia situation. Apparently, after I posted a link to the Wikipedia article in this thread about the definition of Open Source Games, "Tuxide" (under the same alias as on this forum) has started a petition on Wikipedia to delete the article entirely because he can't prove the contrary: |
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The real history of PlaneShift development and its "business" model
General Discussion « Planeshift 9/25/07 7:17:16 AM
I'd like to post an addition to 3hundred's latest post. Open source games are video games which are open-source software and use open content.
One example from 1999 is Quake 3 Arena, which was a completely proprietary game with closed source code/engine and everything in the game (graphics, sounds, music, computer models) was copyrighted by and property of the developers, id Software. In 2005, id Software released both the game and graphics engine of Quake 3 Arena under an open source license. Although the code done by the programmers was open source (a so called open source engine) the content (done by graphics artists, music composers etc.) is not, so one still must buy Quake 3 Arena to play it. The gaming community on the internet took the code and rebuilt most of the content of the original game with open content. This way, the game, renamed to OpenArena, could be published as an open source game.
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Originally posted by Nurahk
Originally posted by Nurahk
I really need a planeshift map...
That would be giving you a spoiler. We have a stickied thread of general maps of the PS world (General Discussion), but nothing specific of cities or the wilderness. Either you will have to ask around in a more inconspicuous manner, make maps on your own using paper and pencils, or you will have to wait for a cartography skill.
What's wrong with the map?
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The real history of PlaneShift development and its "business" model
General Discussion « Planeshift 8/08/07 7:10:41 AM
Interesting update. |
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Originally posted by Olsonator
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In your opinion - The best free MMORPG
The Pub at MMORPG.COM « General Discussion 8/01/07 2:37:37 AM
The closest thing to a fairly enjoyable "free" MMORPG at the moment would have to be Anarchy Online (may or may not change in the future). |
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The real history of PlaneShift development and its "business" model
General Discussion « Planeshift 8/01/07 1:55:09 AM
Nothing that "planeshift leader" has posted so far is convincing enough to refute the facts provided by the OP. He can spin it and claim that he has a passion for the game or that he's doing "good" for the community, except none of it changes the facts posted by the OP, and sounds more like an advertisement than an explanation. There is absolutely nothing to be envious about in this failure of a game. If one is going to be envious, there are a lot better and way more successful and popular projects that people actually get paid for. In fact, looking at the Crystal Space presentation, it's clear that the "project leader" is envious of other games like WoW, DAoC and EQ. If you remove everything that the OP personally added to the post and just keep the quotes from the articles and the video, then you only have facts, which still put PlaneShift and its leaders into a very unattractive light. Let's not forget that "planeshift leader" first resorted to insults and unprofessional remarks, as well as claiming that everything that's been posted is "untrue" or "absurd". Which parts are "untrue" or "absurd" exactly? ********** That fact that PlaneShift was hoping to make money but ended up as a commercial failure? - verifiable The fact that PC Gamer UK called it "not at all innovative"? - verifiable The fact that an ex-PlaneShift developer's copyright was infringed upon and his rights not respected? - verifiable The fact that "planeshift leader" did not respect third-party licenses until he was told to stop? - verifiable The fact that PlaneShift account page, in fact, still does not allow users to delete their accounts? - verifiable The fact that several developers, contributors and community figures have left the game, often in disgust? - verifiable The fact that Luca Pancallo calls the game a "Beta" in the video, while many fanbois swear that it's "only a Pre-Alpha"? - verifiable The fact that his project is closer to an amateur/hobbyist open-source rather than a true and professional open-source? - verifiable ********** Let's see what the "project leader" himself states in his video presentation here: crystalspace3d.org/downloads/conference_2006/movies/ps_big_xvid.avi I'm going to use direct quotes and time indexes from the video, so everyone can confirm it on their own. Video Time Index 2:07 in a media player and 11:08:29 on the screen clock
it was created to meet the commercial standards...
...be competitive on what we can, obviously, but be competitive with commercial games.
...we want to be the "linux" of online games
...we have to compare ourselves with the new products, so we play new games and we try to get ideas from the different games, like Everquest, World of Warcraft or uh, Dark...
And on page 7, it also states that "feature-wise", the game is modeled after WoW, DAoC and EQ. However, this is once again a direct opposite of what goes on the official forums where they constantly rip on how bad WoW and other commercial games are, and that PlaneShift is "nothing like them". If you ever bring up any positives from those games, they'll ask you to leave and play those games instead of admitting that they have a problem. ...some people register just to see how the game looks, so they just download it and doesn't play much, so don't expect to see so many people online... at the moment we have from 100 to 150 people always online.
we are still in Beta but the game is playable...
I can't say whom because it would be a breach of confidence so you'll have to either take my word or don't. I personally know 3 different developers who have left because of politics because I maintained contact with them for quite a while after they left. I was fairly good friends with 2 of them and one of them was someone who helped me with a ton of different things when I first arrived here. Some had personal problems with others in the dev team, others felt that their concerns were being ignored - I know they were trying to help, and I agreed with some of what they tried to do. Too bad some of them left. People have left the team because of the ongoing powerstruggle in the Centralized controlled Planeshift team.
Another problem they have is they seem to be largely preoccupied with "punishment for dying". They want to discourage people from it as much as possible. They have something called a "Death Realm" where "people go when they die". It's nothing more than a stupid maze but with the passages you can fall from into a chasm and die again. That is considering how laggy the single server they have now in Singapore is. In the recent .019 release they have now added mobs along those narrow maze "bridges" and platforms that attack you, as you pass them. If you run, you can also easily get stuck inside geometry due to poor collision detection. Discourage people from trying new things, perhaps? To top it all off, the "Death Realm" is meant to be a place where "evil aligned players" reside. Who the heck enjoys this kind of crap (as in "mazes")? To take a page from numerous puzzle/quest design articles that work for both, Adventure games and MMORPGs, you avoid mazes and jumping puzzles as much as possible because it's a cop-out, it's a poor excuse to prolong the in-game experience because you lack creativity for something actually enjoyable. Save the "jumping puzzles" for platformers. After all, games are supposed to be fun, not feel like a job or a chore. Let's talk about their single unstable server in Singapore a little more. It's specs aren't very good. In fact, they are now having to juggle between reducing the number of mobs and other content. And the existing mobs still continuously fall through the floor/ground. That is considering that they don't even have a single level compete yet (out of 8 planned levels). Who is going to pay for the additional servers or better server specs in the future? Do you think sponsors are just going to shower you with offers on the latest and greatest servers to support a potentially large content (if it's ever completed, which is unlikely)? These are the things you have not thought through at all. I also fully agree with the comment that the "planeshift leader" is a pompous fool / a**. This may or may not mean anything but he uses the name "Talad", which is a male "god" in PlaneShift history. Out of three "gods" available, "Talad" is supposed to be a "good god" (as in "good" alignment), which many are supposed to "praise" in game. In fact, "Talad" isn't a very bright being that did not listen to the advice of "older gods" and "accidentally" disfigured a female "god" named "Laanx", who because of that disfigurement turned into a male "god". Utter lunacy! He clearly has some kind of an ego problem. Too bad "Vodul" (another PS "god") told him to go away at Crystal Space conference. As for the number of posts ( 8 vs 2), notice that "planeshift leader" registered only AFTER the OP, and that most of his posts are spam on this forum that could only be called "post building". Can you seriously trust a person who would even use a post number argument against someone? Totally classless! To conclude this post, I'd like to point out that had the commercial PlaneShift project not failed, there would never be a "free" PlaneShift. However, they are always trying to present it as if the project was born to be "free" and a "linux of MMORPGs", that it's "goodness of heart" that prompted such a decision, when, in fact, it's clear that it's only because the commercial version failed. How fitting that they've changed the PlaneShift graphic at the top to a picture of the "Death Realm" because this game is essentially dead. However, everyone is free to make their own decisions, so if anyone wants to try the "game", by all means. Perhaps then more people will realize what it is all about and start speaking out. Nothing like experiencing it first-hand and then realizing what you've gotten yourself into. |
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The real history of PlaneShift development and its "business" model
General Discussion « Planeshift 7/27/07 6:45:07 PM
Very well written post! It sounds like PlaneShift "project founder" is bitter that he couldn't make any money with the commercial version, so he resorted to a "free" approach based on volunteers' efforts, meanwhile making apparently misleading statements about the purpose of the project's existence. It is very evident that he tried to downplay the reasons for his commercial failure on the web site and in the video presentation. Free doesn't necessarily equal quality. You wouldn't eat a rotten sandwich, even if it was free, would you? No, you'd most likely want a fresh one. This isn't a fully open-source project either. When artists have to deal with a proprietary license such as in PlaneShift's case, they'd usually like to get paid. If there is no monetary compensation, then the only reasonable alternative is open-source, especially if the project ever fails. It's not surprising why many wouldn't be comfortable with such a restrictive license. Regardless of what changes they've made in connection with assigning copyright forms to the team members, it obviously happened as a direct result of the ex-PlaneShift developer's unpleasant experience with them. It strongly sounds like they knew that they were wrong but did not want to admit it. If the "project leaders" treat others without much consideration, until a situation itself forces a change and legal help gets involved, is this really the kind of situation you want to be potentially stuck in? Extremely unprofessional direction and shoddy management are quite evident for this game so far. The result speaks for itself. Nobody likes rotten sandwiches. |
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Originally posted by geggo A couple of years ago, anyone who suggested an in-game map/mini-map on the official PlaneShift forum, was frowned upon. Now they sell a static and minimalistic map that looks like it was done in MS Paint, and it isn't very useful at all. |
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