I am a programmer, but only because I have been forced to become one. When I was much younger I started working on a game project with a friend with similar goals. However he would not create some of the tools I have asked for. As a result I have been pushed into writing my own 3d modelling software and my own functional equivalent to FRED2 from FreeSpace 2. This is a large reason why open source games have sucked until now. At least in space games there are no tools. If you look at FreeSpace2, it survives because some absolute hero programmers on Windows got together and made tools to edit every aspect of the game, from ship hardpoint editors, to archive extractor/viewers. The original game designers also opened the source code and released the level editor to the game. Without these tools the game would have been abandoned and dead long ago. This is a critical area where Linux/Open Source games are failing. No Tools = No Love. I expect that OpenMW is going to do ridiculously well because of the campaign editing tools they are making. Similarly GTKRadiant on the Quake engine allows anyone to edit Quake/Doom levels. Unfortunately though, they will be the few engines for the forseeable future to solve this problem.