Source for artwork in games

This page tries to summarize the discussion between February and March 2014 about how to treat artwork and source for games and provides opinions of various people about this topic.

source for artwork

Bas Wijnen

Paul Wise

Markus Koschany

Simon ?McVittie

I do personally think there's value in being less strict about "the
preferred form for modification" as opposed to "a form you can modify"
for non-code, because the preferred form for modification is far less
clear-cut than it is for code. I also think there's a risk of making
it extremely difficult to package games (and other "code + assets"
bundles) of any significant size in main, by effectively assigning
bugs of the form "this texture/sound/... is difficult to
modify/reconstruct without replacing it entirely" an artificially
inflated severity.

Steve Langasek

A PNG is not a program.  There is no source required for a PNG under DFSG
#2, and anyone who says otherwise is engaging in (or a victim of) historical

Russ Albery

That GR proposal does not require source for non-programmatic works.  It
only "strongly recommends" it, and says explicitly that such source
doesn't have to be in the archive.

See also these messages on debian-devel on the 15th of March 2014.

Other Quotes

Bas Wijnen

If there is a free editor[1], the engine
should go in main even without free content; in that case it is
reasonable to say that people may want to use the editor to create
things, and the engine to use their creations.

[1] An engine that uses a format that can be edited with general purpose
programs like text and image editors obviously always has an editor.
Therefore, if there would be a compiler for Scumm games which turns text
files and regular graphics/sound files into a format it understands, I
think that would also be enough.  I wouldn't be surprised if such a
compiler exists.  And a decomiler as well.  That would be nice; it would
allow people to edit those free-without-source games.

Markus Koschany Several free development kits exist for ScummVM. HOWTO-Fangames See WME Lite for the Wintermute engine for an example. WME-Lite