What are some of the obstacles of making an existing game open source?
Context: I saw a post a while about Paradox Interactive cancelling their life simulation game Life By You and someone commented saying they wish Paradox Interactive would release what they've completed under an open source license. Follow up comments said it wasn't feasible largely due to a Russian nesting doll of licenses that wouldn't be compatible.
Question: What would be some obstacles in making a modern stereotypical AAA or indie game open source? Or even just segments for it for that matter?
This would be ignoring the financial impact. It would be like CD PROJEKT RED making Cyberpunk 2077 as open source as possible as a an action of good will.
A few potential obstacles:
I'll add something which is not mentioned: Unreal Engine, one of the most popular game engines, is source available, but not open source. Many games modify it but its then impossible to release those sources. I'm guessing that it's the same with many other engines...
One obstacle may be the assets. Im not a lawyer.
But you pay for a license to use a piece of music in a commercial software. To make the game open source would imply the music is also something others can use, which wasn't yours to give away.
Music is easy to rip out.
But think about the headaches. Is this 3D model that you purchased and slightly edited licensed in that way? Is this UI for the options page? What about this sound effect? It gets even worse with code dependencies. You paid to use this library...
It's now this massive headache to itemize every single thing and determine the origin, as well as if it's something you can release as part of your open source. And if you do it incorrectly, you can get sued.
Another NDA'd thing would be console integration, theoretically you could better optimize something for the hardware unlicensed if you had reference code
Well, one available case you can look at is Uru: Live / Myst Online, currently running under the name Myst Online: Uru Live: Again.
They open-sourced their Dirt/Headspin/Plasma engine, which required stripping out - among other things - the PhysX code from it.
A AAA game's source code can be like 100 Tb and with every update they'll have to reupload it. Also there's always stuff (usually music) the developers don't own and buy a cheap restricted license for.
Where did you take that number from? The source code is by far the smallest part of most games.
I took Android sources as the sample and exaggerated it a bit.
That's a lot of words just to say "I made it up"
So you're saying the problem is that it's infeasible to distribute the source code, which they already distribute to all of their developers with no problem, while there are numerous platforms that will host it for you for free if it's public FOSS?...