How The Molyjam Failed And Liberated Pixel Cup Will Rectify

Originally from my blog. This work is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License and uses material from the Wikipedia article “Game jam” and Liberated Pixel Cup website which are released under the same license.

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March’s Molyjam was the first I had heard of a game jam. A game jam is a gathering of developers, artists, and other creatives over a short time during which a collective effort is made to make one or more games. The Molyjam was a game jam where you could make a game based on any of the tweets of @petermolydeux, a parody Twitter account of Peter Molyneux. This caught my attention because there was a possibility that we would get free software games out of it.

Unfortunately, the licencing of Molyjam games is where it went wrong. The submission was binary only and they decided to use Creative Commons licences for software, which is not recommended. Because of this, all Molyjam games were proprietary. Separate source code releases could be done by the developers but they wouldn’t be linked on the Molyjam website.

What they should have done is allow developers to submit binary and source code, use Creative Commons licences specifically for the assets only, and allow participants to use a free or proprietary licence for the code. That would have pleased everybody.

That is why I was excited to hear about the Liberated Pixel Cup, a two-part competition and joint venture between the Free Software Foundation, the Creative Commons, Mozilla, and OpenGameArt.org. Phase one of the competition is to build a set of artwork that’s dual licensed under CC BY-SA 3.0 and GPLv3. Phase two of the competition will be building GPLv3 or later games that incorporate artwork from the artwork building phase of the project. It’s first phase launched this past Friday, and I invite you to take part in it!

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What I wish from a Giant Bomb redesign.

I talked about this in a forum thread, but I will go more in-depth here:

I use LibreJS, and most parts of Giant Bomb is unusable, such as comment posting, watching videos (That is not Gnash/Lightspark- compatible or HTML5 WebM anyway.), blog posting etc. Here is a guide on how to do this.

  • HTML5 WebM player and WebM downloads.

H.264 is a patent-encumbered format and shouldn't be supported. It doesn't matter which is more popular or technically superior.

  • Ability to pull in StatusNet dents into GB.

Support for federated StatusNet instead of only Twitter would be appreciated. It has a Twitter-compatible API and thus would be easy to implement.

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