Jones
Joined: 03 Jan 2009
Posts: 5
Posted: Sat Jan 03, 2009 8:48 pm — Post subject: Keep ONE branch to sustain a continuously improving product.
There's a serious problem and very real threat when this goes Open Source. Usually what happens if it's a free "do whatever you want" open source license, is that some very competent but egoistical coders will want to outshine each other by not sharing their works, to avoid getting 'lumped in with the other coders', so they start branches to try and say "hey, my branch does sound better!", or "hey, my branch has nicer textures!".
You REALLY don't want that to happen. You want everyone to contribute to the same project to make Myst Online grow exponentially.
To do this, put it under a No-derivative-works Open Source license, which prevents offsprings that just hurt the project.
What do you think? I think we should have an open discussion about this before it goes open source, and Cyan has to carefully select an Open Source license that doesn't HURT their project. In my opinion, the only way to do that is to select a license that maintains the project INTEGRITY by preventing branching*. Something like the Apache webserver license, which allows anyone to contribute to the code but no offsprings to be created (it was the only logical license for them, because allowing branches would UNDOUBTEDLY confuse users and cause some branches to lag behind others on features and security fixes, as well as each and every branch being incompatible and having different strengths and weaknesses. so by forcing a no-derivative-works license, they have ONE good program "to rule them all" where every fix and improvement is contained, and it has worked out wonderfully for them, they are now the most popular webserver software).
Allowing branching would not only prevent great code changes from improving the MAIN project, it would also GREATLY HURT the user community, forcing separately developed, INCOMPATIBLE clients with different features and specifications, and people to say "hey, why are you playing Myst Online? Play Myst Online 2000, it's much better", killing off the main branch, instead of IMPROVING it.
I see absolutely no way for this to work WITHOUT selecting a license that prevents branches.
* (I'm not talking about feature test branches for testing of new ideas before adding it to the project, I mean when there are full derivative copies that try to outshine the real project, and not contribute their work to the real project).
Secondly, make sure there will be a system for validating/testing the current developments, to only release stable clients to the public, rather than putting the project in a perpetual, buggy "development build" (in laymans terms: buggy, prone to crashing, betas) state. It takes a lot of work to take a development build, test the hell out of it and determine that it's good enough to be deemed a "stable" release, but someone has to do it if this project is to survive the Open Source life. If the program keeps crashing, people will leave the game (although I'd rather call it a virtual community, I loved just walking around and voice chatting in it with people from around the world
).
- Jones
You REALLY don't want that to happen. You want everyone to contribute to the same project to make Myst Online grow exponentially.
To do this, put it under a No-derivative-works Open Source license, which prevents offsprings that just hurt the project.
What do you think? I think we should have an open discussion about this before it goes open source, and Cyan has to carefully select an Open Source license that doesn't HURT their project. In my opinion, the only way to do that is to select a license that maintains the project INTEGRITY by preventing branching*. Something like the Apache webserver license, which allows anyone to contribute to the code but no offsprings to be created (it was the only logical license for them, because allowing branches would UNDOUBTEDLY confuse users and cause some branches to lag behind others on features and security fixes, as well as each and every branch being incompatible and having different strengths and weaknesses. so by forcing a no-derivative-works license, they have ONE good program "to rule them all" where every fix and improvement is contained, and it has worked out wonderfully for them, they are now the most popular webserver software).
Allowing branching would not only prevent great code changes from improving the MAIN project, it would also GREATLY HURT the user community, forcing separately developed, INCOMPATIBLE clients with different features and specifications, and people to say "hey, why are you playing Myst Online? Play Myst Online 2000, it's much better", killing off the main branch, instead of IMPROVING it.
I see absolutely no way for this to work WITHOUT selecting a license that prevents branches.
* (I'm not talking about feature test branches for testing of new ideas before adding it to the project, I mean when there are full derivative copies that try to outshine the real project, and not contribute their work to the real project).
Secondly, make sure there will be a system for validating/testing the current developments, to only release stable clients to the public, rather than putting the project in a perpetual, buggy "development build" (in laymans terms: buggy, prone to crashing, betas) state. It takes a lot of work to take a development build, test the hell out of it and determine that it's good enough to be deemed a "stable" release, but someone has to do it if this project is to survive the Open Source life. If the program keeps crashing, people will leave the game (although I'd rather call it a virtual community, I loved just walking around and voice chatting in it with people from around the world
- Jones

