Comment: Re:For the love of it? (Score 2) 19
My god. How many times have I seen that same sentence over and over and over again. Compilers are extremely complex and take a lot of man-hours to be able to use. Those with the skill to do it generally want to get paid. Then, I think it was spreadsheets. Ummm... After that it was an OS kernel. And then I think WYSIWYG word processor.... Web sever, web browser, 3D modelling software, etc, etc, etc.
It's not just games. Software is complex. It takes a lot of man-hours to do. Currently, we have culture where some people write free software. Quite a few of those people get paid to do it now too. It's great! For a long time software has been ahead of the game in terms of "free culture" (by which I mean the products of creative effort that are freely distributable, not necessarily free of charge). Slowly other areas have been catching up.
Games have historically been difficult to create in a free software project because while there were plenty of programmers around, artists and musicians have been lacking. Game designers have actually been plentiful, but they have been stuck in the modding scene (and often doing incredibly creative work) rather than in new development. This is slowly changing.
The one place where free software game development really needs to improve is in realistic business models. I don't actually know of any full games (rather than engines) built on a free software model that are profitable. With business software, you can charge for support, but with games you can't. I would like to see someone try to do it, possibly using merchandizing, serialization and sponsored development (i.e., Chapter 2 brought to you be Coca Cola). It would take good marketing skills, which is lacking the most in free software development. Mozilla makes $100 million a year and they don't do support. I don't think it's a stretch to think that a decent game could do as well.