Comment: Re:For the love of it? (Score 1) 48
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.
It's entirely possible to open source games while still selling them. The trick is that you only make the source available to people who buy the game. The GPL is even set up to handle this -- it only requires you to make source code available to anyone you distribute binaries to. Several Humble Indie Bundle games have done this and it hasn't seemed to hurt them (especially since people have ended up helping them port those same games).
I think the big problem is the phrase "free software", which (to normal people) means "software you give away for free", when what free software advocates really care about is "software you can use without being permanently tied to the author".