[HN Gopher] Dead Games
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       Dead Games
        
       Author : LorenDB
       Score  : 93 points
       Date   : 2025-01-29 19:52 UTC (3 hours ago)
        
 (HTM) web link (garry.net)
 (TXT) w3m dump (garry.net)
        
       | strongpigeon wrote:
       | Website seems to have been hugged to death.
       | 
       | http://web.archive.org/web/20250129172837/https://garry.net/...
       | 
       | Edit: Seems to be back.
        
         | milesvp wrote:
         | Presumably this is Garry Neuman of Garry's Mod fame. I love
         | that he's looking to keep these assets from being lost.
        
       | ryandrake wrote:
       | It really is a shame that "failed" projects tend to just get
       | tossed away rather than open sourced. The excuse is usually vague
       | licensing reasons but, sadly, I bet the real mentality is "if
       | I/we can't profit from my/our hard work, then nobody should enjoy
       | it."
       | 
       | I would love to adopt a few failed or semi-failed games from back
       | in the 90s and resuscitate them to run on modern PCs. But the
       | source code is likely lost.
        
         | aaronblohowiak wrote:
         | I think you are underselling licensing issues, especially of
         | third party libraries I can imagine for things like ui, music,
         | physics, etc.
        
         | latedog wrote:
         | I don't think the licensing is really the excuse. It is more of
         | the fact that studios have put tons and tons of effort towards
         | those assets including their creativity towards that partly
         | finished end-goal. They most likely want to keep it in their
         | possession if some point tides turn and they are able to finish
         | the game or even small part of it.
         | 
         | And I totally understand that. After sacrificing years and
         | years + thousands/tens of thousands euros towards project, you
         | really don't want to see it taken by other people and putting
         | their own creative ideas on top of your work(that can be
         | potentially used later).
        
           | bombcar wrote:
           | For the assets yes, especially. It's hard enough explaining
           | to the Big Boss why the game your division worked on for X
           | years is not going to release, but imagine having to explain
           | the next year why some asset from it is all over YouTube.
        
         | genocidicbunny wrote:
         | Licensing is a huge issue. If the game is on consoles, that's a
         | whole big chunk of code that has to be removed from the open
         | source version. Console SDKs are usually under very heavy NDAs
         | -- even indirect references to how the SDK works might get you
         | into legal hot waters. Many middlewares, even for stuff like
         | compression, are also usually under pretty punitive contracts.
         | Older games had fewer of those problems, but practically
         | speaking most well known releases in the last 25 years would
         | have to have someone go through and sanitize the codebase, and
         | that can be extremely time consuming. And depending on the
         | specific game, stripping out all that stuff might leave behind
         | just a useless skeleton of code because so many of the basic
         | components that make up the game engine are third-party.
         | Imagine getting access to a game's source code where the entire
         | animation, loading, physics, rendering and many other small
         | systems had been ripped out. You're usually not left with a
         | whole lot of other stuff in those situations.
        
         | jcranmer wrote:
         | > The excuse is usually vague licensing reasons but, sadly, I
         | bet the real mentality is "if I/we can't profit from my/our
         | hard work, then nobody should enjoy it."
         | 
         | I'm 100% certain that the primary reason boils down to "we
         | don't have the rights to all of the source code, and we don't
         | want to deal with any of the options for moving forward."
         | 
         | As sibling comment points out, a lot of console SDKs are pretty
         | heavy in the "this code must never be open-sourced" space
         | (hell, even talking about what's in them can run afoul of
         | NDAs). But it goes beyond that. Building assets might require a
         | suite of proprietary tools and custom extensions for those
         | tools, where your ability to release those extensions may be
         | legally unsound. Many games will have several libraries, not
         | all of them open source (and some of them probably under pretty
         | strict don't-even-think-about-asking-us rules--can't imagine
         | many anticheat or DRM packages are going to say yes to allowing
         | source to be released).
         | 
         | If the company doesn't have the rights to large chunks of the
         | source code, their options boil down to:
         | 
         | * Release just the bits they have the rights to, which isn't
         | going to be compilable. And hope that nobody complains about
         | residual references to their code in the released stuff
         | (litigation risk!).
         | 
         | * Spend time going through the code to sanitize references to
         | unreleasable code, but still just release the not-working code
         | drop.
         | 
         | * Do the above, but also replace the unreleasable bits with
         | working releasable bits.
         | 
         | * Do nothing.
         | 
         | One option involves no work and no risk. One option involves
         | minimal work but incorporates small-to-medium risk, but also
         | sacrifices much of the benefits of open-sourcing (there is
         | likely to be community blowback if the product is unusable!).
         | Two options involve a lot more work to mitigate the risk.
         | 
         | It's going to be rare to find the corporation that's going to
         | go for the no work/no risk route. If you want to change that,
         | the best way is to create legal mechanisms to make the no work
         | option much higher risk than the other options.
        
         | bombcar wrote:
         | The source code is likely not even terribly useful, for a game
         | that was never released. What this is talking about are the
         | assets (sounds, 3D models, textures, etc) which could still be
         | quite useful.
         | 
         | And that's why they don't just give them away (unless it's a
         | very small studio/individual effort). Many "how it was made"
         | histories of games describe how they used assets developed for
         | a previous game or otherwise not used.
        
       | EvanAnderson wrote:
       | If you're into "dead games" you might enjoy:
       | https://www.gamesthatwerent.com
        
       | 0xDEAFBEAD wrote:
       | I wonder if dead games are the origin story of some of the asset
       | packs being sold on itch.io
       | 
       | https://itch.io/game-assets
        
       | burgerrito wrote:
       | Additional context: this is the creator of Garry's Mod
        
         | bastardoperator wrote:
         | His company also created Rust which ranks #8 on
         | steamdb/mutliplayer games. They are currently in the process of
         | making s&box on the source 2 engine. I'm just putting this out
         | there, nobody works harder in gaming than Facepunch. Thank you
         | Garry!
        
         | shortrounddev2 wrote:
         | Man is one of my heroes. I grew up on the FP forum idolizing
         | him
        
       | ge96 wrote:
       | I watch a streamer on YT who plays garbage games on steam and
       | it's interesting wrt the game assets he's able to just call out
       | what engine it was made with.
        
       | mathnode wrote:
       | While I definitely advocate for Ross Scott's effort behind
       | https://www.stopkillinggames.com, there are still many titles I
       | think that really don't qualify for the level of effort to keep
       | them preserved. I am too old for Roblox, I have tried some
       | Fortnite, but in my day _shakes stick_ , new ideas were expressed
       | through some kind of mod. DOTA and CS are exceptional examples of
       | this.
       | 
       | Not every idea has the automatic inertia it needs to be the next
       | big hit.
       | 
       | I also speak as fan of games like Deceive Inc and First Class
       | Trouble, I applaud Garry's effort in this case. The game engines
       | and distribution platforms make it a lot easier to push your idea
       | as a product instead of being just that, an idea.
        
         | orf wrote:
         | > new ideas were expressed through some kind of mod
         | 
         | Roblox and Minecraft have exceptional modding scenes, eclipsing
         | most previous generations by far?
         | 
         | A Roblox modder created lethal company, a game that outsold
         | call of duty. Minecraft modders are building literal computers
         | inside the game.
         | 
         | If we take modding as a pathway to learning engineering and
         | programming, not only to producing games, then these are highly
         | successful.
        
           | mathnode wrote:
           | Yes sorry perhaps a little more context helps for others that
           | don't understand what we are talking about. Roblox and
           | Fortnite are creative platforms as well as gaming platforms
           | that rival if not excel the older modding tools because they
           | make distribution so easy; good ideas flourish in these
           | spaces. Lethal Company is a great example of a Roblox game
           | mode(?) that excelled beyond the Roblox boundaries. I don't
           | have the evidence at hand, but for anyone spending an
           | afternoon in any modern game engine (UE, Unity, Godot) with
           | their built in asset marketplaces and game templates, will
           | see just how many games out there are just asset flips and
           | not worthy of preservation.
           | 
           | Assets and templates don't make a game. Ingenuity does, and
           | folks...the current and next get game designers are using
           | platforms like Roblox and Fortnite as their jumping off
           | point.
        
         | cobertos wrote:
         | Wish it wasn't so rare to get good modding tools. From your
         | examples, Valves commitment to their SDKs (for CS) and
         | Warcraft's WorldEdit (DotA) are both nice ecosystems to work
         | in.
        
         | cschep wrote:
         | It kinda feels like unreal engine and unity are the new
         | baseline "games" -- but not games -- and the games are mods on
         | top of all that existing machinery?
         | 
         | Making a game used to mean writing an engine too and that just
         | isn't true anymore it seems.
        
           | mathnode wrote:
           | Yes there are far too many asset flips and game templates
           | that are just sold a individual games.
        
           | pwatsonwailes wrote:
           | Building an engine at the moment. 2 years in. Launching the
           | game with it end of the year.
           | 
           | Still a thing.
        
         | offpath wrote:
         | > I am too old for Roblox
         | 
         | Roblox is a gaming platform. Popular among kids, yes, but
         | that's like saying you're too old for Youtube. You can
         | absolutely find a game with like-minded and older players.
        
           | mathnode wrote:
           | I would definitely appreciate the Roblox crowd making a play
           | for older gamers, who can also code.
        
       | cyberax wrote:
       | App Stores (iOS, in particular) really made the problem worse. I
       | have several games on iOS that are no longer playable (because of
       | 32-bit removal) or even downloadable.
        
       | Jordan-117 wrote:
       | I've often wondered similarly for movies, especially CGI. So much
       | time and money is spent to make complicated environments and
       | intricate character models -- the end result gets preserved in
       | the final cut, but what happens to the original assets? Do VFX
       | studios typically maintain archives of past material, or does it
       | all get wiped after each project? I'd think it would be handy to
       | have for remasters, sequels, etc., even if they don't really care
       | about preservation for preservation's sake. Physical props end up
       | in museums or fetch a high price at auction from private
       | collectors, but whither
       | Avengers_Endgame_Thanos_final_final_FINAL.obj?
        
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       (page generated 2025-01-29 23:00 UTC)