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Dead Games

Dead Games

59 comments

·January 29, 2025

mathnode

While I definitely advocate for Ross Scott's effort behind https://www.stopkillinggames.com, there are still many titles I think that really don't qualify for the level of effort to keep them preserved. I am too old for Roblox, I have tried some Fortnite, but in my day shakes stick, new ideas were expressed through some kind of mod. DOTA and CS are exceptional examples of this.

Not every idea has the automatic inertia it needs to be the next big hit.

I also speak as fan of games like Deceive Inc and First Class Trouble, I applaud Garry's effort in this case. The game engines and distribution platforms make it a lot easier to push your idea as a product instead of being just that, an idea.

orf

> new ideas were expressed through some kind of mod

Roblox and Minecraft have exceptional modding scenes, eclipsing most previous generations by far?

A Roblox modder created lethal company, a game that outsold call of duty. Minecraft modders are building literal computers inside the game.

If we take modding as a pathway to learning engineering and programming, not only to producing games, then these are highly successful.

mathnode

Yes sorry perhaps a little more context helps for others that don't understand what we are talking about. Roblox and Fortnite are creative platforms as well as gaming platforms that rival if not excel the older modding tools because they make distribution so easy; good ideas flourish in these spaces. Lethal Company is a great example of a Roblox game mode(?) that excelled beyond the Roblox boundaries. I don't have the evidence at hand, but for anyone spending an afternoon in any modern game engine (UE, Unity, Godot) with their built in asset marketplaces and game templates, will see just how many games out there are just asset flips and not worthy of preservation.

Assets and templates don't make a game. Ingenuity does, and folks...the fledgling game designers are using platforms like Roblox and Fortnite as their jumping off point.

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cschep

It kinda feels like unreal engine and unity are the new baseline "games" -- but not games -- and the games are mods on top of all that existing machinery?

Making a game used to mean writing an engine too and that just isn't true anymore it seems.

Hikikomori

Before Unreal there was RenderWare. Usually you choose between making an engine and making a game. And why not if its covers most of your use cases. But games like this are still being made, see Animal Well.

jamesfinlayson

Yeah games being made on custom engines is still done, but probably hasn't been what the majority of companies at the AAA level have done since... the mid to late 1990s probably.

pwatsonwailes

Building an engine at the moment. 2 years in. Launching the game with it end of the year.

Still a thing.

upghost

Steam page that I can wishlist yet?

God speed.

mathnode

Yes there are far too many asset flips and game templates that are just sold a individual games.

offpath

> I am too old for Roblox

Roblox is a gaming platform. Popular among kids, yes, but that's like saying you're too old for Youtube. You can absolutely find a game with like-minded and older players.

mathnode

I would definitely appreciate the Roblox crowd making a play for older gamers, who can also code.

cobertos

Wish it wasn't so rare to get good modding tools. From your examples, Valves commitment to their SDKs (for CS) and Warcraft's WorldEdit (DotA) are both nice ecosystems to work in.

Hikikomori

Blizzard killed modding after Valve "stole" Dota.

spencerflem

didn't league of legends do that first?

ToucanLoucan

No point in making them. Almost all big games now feature some multiplayer, if it isn't the primary focus entirely, and most games are designed from go to resist any and all modification lest people get in and ruin the fun for everyone else.

It's tremendously sad. Modding scenes in various games were huge on-ramps to development, game and otherwise, for lots of big industry figures today. Where's that coming from for the next generation's when every product is locked down from factory to where DRM regularly cripples peoples PCs?

I'm certainly no huge name in industry, but my first experience with anything even resembling code was when I discovered you could edit the scenario files in Driver (1999) on the PC to give your car all kinds of weird abilities, change how the game ran, give yourself god mode, disable time limits, all kinds of stuff, just by changing the text in the files. And like, obviously that's not software development, but I was a little kid and that was my first experience of "if you change the files inside the program, it does different things!" and that was tremendously exciting for me at the time.

cobertos

The modding scene still seems pretty healthy to me? R2modman's plethora of mods and games as one example. People seem to be very willing to make ways to mod games that don't come with official support, at least from some of my more recent modding experiences. It doesn't seem like the knowledge gets socialized as much as it used to though, or it's hidden from the public web more than it was (e.g. it's in Discord groups and DMs). Those who might tinker with files still seem to get by by installing other people's mods and then messing and remixing those which is kind of cool. But for most games it's _all_ community driven.

It's still rare to get modding tools from the developer though. Only a couple recent games I've played do that I've seen. Like Teardown for example

Hikikomori

Plenty of games still being modded, even multiplayer, have you looked? And is no problem even in multiplayer as long as server enforces which mods are enabled.

GTA 5 RP mod is big, Arma series are very bare bone games where modders created scenarios and game types. Both pubg and dayz comes from arma 2 mods.

Steam Workshop has made it easier than ever before, no need to run 3rd party launchers or visit a number of sketch websites to get your mods.

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BlueTemplar

Companies shouldn't be forced to support their games for long. Only for the duration of the copyright. (/s, but consider the now aligned incentives for sensible copyright duration limits !)

t0bia_s

Back in 2015 we developed indie game in 3 people about a year. After unsuccessful kickstarter we stop with development.

Some eastern guys bought our assets that covered our expenses for development. Few months later, they released it with absolutely horrible unfinished state. They don't even change wip animations for run. Original art style that we created was completely gone.

Since then, I decided to leave game development. It's like gambling.

AnotherGoodName

An interesting game like this is Space Hulk (2013).

A great game imho. Perfectly true to the board game and fun to play. Some negative reviews due to being a digital board game but it’s right up my alley personally.

I bought it on steam back then. Still installable and runs but you can’t buy it anymore as the license expired. In fact you can’t easily obtain this at all now. The owners couldn’t give it away even if they wanted to.

https://delistedgames.com/space-hulk-2013/

Jordan-117

I've often wondered similarly for movies, especially CGI. So much time and money is spent to make complicated environments and intricate character models -- the end result gets preserved in the final cut, but what happens to the original assets? Do VFX studios typically maintain archives of past material, or does it all get wiped after each project? I'd think it would be handy to have for remasters, sequels, etc., even if they don't really care about preservation for preservation's sake. Physical props end up in museums or fetch a high price at auction from private collectors, but whither Avengers_Endgame_Thanos_final_final_FINAL.obj?

jamesfinlayson

It must get backed up somewhere - I read recently that a huge cache of Thomas the Tank Engine assets were leaked online (not sure which incarnation but obviously a semi-recent one).

I'd guess at least the big studios preserve for sequels, re-releases, remasters etc but who knows what the retention is.

burgerrito

Additional context: this is the creator of Garry's Mod

bastardoperator

His company also created Rust which ranks #8 on steamdb/mutliplayer games. They are currently in the process of making s&box on the source 2 engine. I'm just putting this out there, nobody works harder in gaming than Facepunch. Thank you Garry!

cedws

I’ve been following s&box for about 10 years now and I really have no idea where it’s going. Initially it was “Garry’s Mod 2”, then it was “Garry’s Mod 2 with way better modding”, now it’s just a game engine. I think garry got wrapped up in building stuff he finds cool and forgot what made his games popular.

bcjordan

Deep cut but he also open sourced Facepunch.Steamworks which turned Steam SDK / C# integration from brutal to delightful

ccvannorman

Articles on his blog about Unity are on point! e.g. https://garry.net/posts/unity-can-get-fucked and several others leading up to it

shortrounddev2

Man is one of my heroes. I grew up on the FP forum idolizing him

ryandrake

It really is a shame that "failed" projects tend to just get tossed away rather than open sourced. The excuse is usually vague licensing reasons but, sadly, I bet the real mentality is "if I/we can't profit from my/our hard work, then nobody should enjoy it."

I would love to adopt a few failed or semi-failed games from back in the 90s and resuscitate them to run on modern PCs. But the source code is likely lost.

genocidicbunny

Licensing is a huge issue. If the game is on consoles, that's a whole big chunk of code that has to be removed from the open source version. Console SDKs are usually under very heavy NDAs -- even indirect references to how the SDK works might get you into legal hot waters. Many middlewares, even for stuff like compression, are also usually under pretty punitive contracts. Older games had fewer of those problems, but practically speaking most well known releases in the last 25 years would have to have someone go through and sanitize the codebase, and that can be extremely time consuming. And depending on the specific game, stripping out all that stuff might leave behind just a useless skeleton of code because so many of the basic components that make up the game engine are third-party. Imagine getting access to a game's source code where the entire animation, loading, physics, rendering and many other small systems had been ripped out. You're usually not left with a whole lot of other stuff in those situations.

duskwuff

Not just for code, either. It's common for games to use licensed graphic/sound assets, either wholesale (e.g. a finished character model) or as components (e.g. a texture or sound). Licensing terms for these assets are generally incompatible with an open-source release.

genocidicbunny

Yeah I didn't even want to wander into the minefield that assets might be. Code alone is usually enough to make open sourcing infeasible, assets are even more complicated because there's way more unique assets than 'code components' in most games. Tens if not hundreds of thousands of individual assets that need to somehow be curated for release.

jcranmer

> The excuse is usually vague licensing reasons but, sadly, I bet the real mentality is "if I/we can't profit from my/our hard work, then nobody should enjoy it."

I'm 100% certain that the primary reason boils down to "we don't have the rights to all of the source code, and we don't want to deal with any of the options for moving forward."

As sibling comment points out, a lot of console SDKs are pretty heavy in the "this code must never be open-sourced" space (hell, even talking about what's in them can run afoul of NDAs). But it goes beyond that. Building assets might require a suite of proprietary tools and custom extensions for those tools, where your ability to release those extensions may be legally unsound. Many games will have several libraries, not all of them open source (and some of them probably under pretty strict don't-even-think-about-asking-us rules--can't imagine many anticheat or DRM packages are going to say yes to allowing source to be released).

If the company doesn't have the rights to large chunks of the source code, their options boil down to:

* Release just the bits they have the rights to, which isn't going to be compilable. And hope that nobody complains about residual references to their code in the released stuff (litigation risk!).

* Spend time going through the code to sanitize references to unreleasable code, but still just release the not-working code drop.

* Do the above, but also replace the unreleasable bits with working releasable bits.

* Do nothing.

One option involves no work and no risk. One option involves minimal work but incorporates small-to-medium risk, but also sacrifices much of the benefits of open-sourcing (there is likely to be community blowback if the product is unusable!). Two options involve a lot more work to mitigate the risk.

It's going to be rare to find the corporation that's going to go for the no work/no risk route. If you want to change that, the best way is to create legal mechanisms to make the no work option much higher risk than the other options.

keyringlight

I think the "no work" aspect gets underplayed in a lot of these preservation discussions. At the point you've got a failed product you're either scrambling to start or do something new to pay the bills or winding up the company. There seems to be this idea that everyone involved who could work on the old product has a lot of free time and won't see a significant return for it.

It's similar to the rumor that if something apocalyptic happened to Valve they'd keep steam open and let you download all your stuff, if that scenario happened they'd be least able to be able to do that for a long list of reasons unless they had instantly been bought.

latedog

I don't think the licensing is really the excuse. It is more of the fact that studios have put tons and tons of effort towards those assets including their creativity towards that partly finished end-goal. They most likely want to keep it in their possession if some point tides turn and they are able to finish the game or even small part of it.

And I totally understand that. After sacrificing years and years + thousands/tens of thousands euros towards project, you really don't want to see it taken by other people and putting their own creative ideas on top of your work(that can be potentially used later).

bombcar

For the assets yes, especially. It's hard enough explaining to the Big Boss why the game your division worked on for X years is not going to release, but imagine having to explain the next year why some asset from it is all over YouTube.

aaronblohowiak

I think you are underselling licensing issues, especially of third party libraries I can imagine for things like ui, music, physics, etc.

protocolture

Honestly assets can be extracted from a lot of older games, the issue is usually licensing.

Nightdive has a good writeup somewhere of the hoops they have gone through.

They say it usually boils down to:

"Mr Rights holder, can you license this property to us"

"No I dont know if we own that property, we would need to check paper records and that costs money"

"Ok, but then you wouldnt go out of your way to sue us if we did resurrect this old game"

"No if we saw you making money from it we would definitely spend the money to figure out if we had a viable lawsuit"

bombcar

The source code is likely not even terribly useful, for a game that was never released. What this is talking about are the assets (sounds, 3D models, textures, etc) which could still be quite useful.

And that's why they don't just give them away (unless it's a very small studio/individual effort). Many "how it was made" histories of games describe how they used assets developed for a previous game or otherwise not used.

m463

Could also be that open-sourcing something is probably lots of work.

I've seen internal projects that were open-sourced and there was a ton of time and effort involved to get across the finish line.

Probably anything involving more than one person make exponentially more work, let alone licensing/etc

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EvanAnderson

If you're into "dead games" you might enjoy: https://www.gamesthatwerent.com

gamedever

Years ago I thought about trying to start some non-profit to help companies donate their unused/expired game assets and write them off as a donation so they'd have a financial incentive to give them away.

No idea how well it would work. I wouldn't expect main characters. But landscapes, trees, buildings, props, furniture, animals, some NPCs, skyboxes, vehicles, etc...

I also have no idea what value they could claim, if any.

ge96

I watch a streamer on YT who plays garbage games on steam and it's interesting wrt the game assets he's able to just call out what engine it was made with.

vekatimest

Once you've stared at them enough, the default PBR shaders in both Unity and Unreal combined with their environment/post-processing defaults make it very easy to spot.

jezzamon

Lighting and post-processing is a big tell too for those types of games. Unreal Engine has a default motion blur effect which is extremely obvious

0xDEAFBEAD

I wonder if dead games are the origin story of some of the asset packs being sold on itch.io

https://itch.io/game-assets

all2

Hm.

No mention of Home of the Underdogs.

https://www.homeoftheunderdogs.net/

Enjoy.

strongpigeon

Website seems to have been hugged to death.

http://web.archive.org/web/20250129172837/https://garry.net/...

Edit: Seems to be back.

milesvp

Presumably this is Garry Neuman of Garry’s Mod fame. I love that he’s looking to keep these assets from being lost.

extraduder_ire

Considering the amount of other games' assets that get ported into gmod in one way or another, it makes sense he'd be interested in the subject.