Originally posted by daveb
That interpretation is wrong. But I do love how Linux people get so defensive We could go on and on about Linux games development for profit, but that's not the issue here.
I have a lot of insight into how Linux games perform commercially, and you're right, it's "not economically viable" (to quote
Falling Down) for a studio or publisher to produce games for Linux. I just do stuff so that when commercial games are ready for Linux, Linux will be ready for commercial games.
Anyway, I apologize for the misunderstanding. I now see your point: an open source game project can either go the way of Doom (hundreds of individual projects), or the way of Quake (one or two large-scale projects). I think the organization provided by the Quake way is beneficial, assuming that project managers aren't power hungry and whatnot. The benefit of the Quake way is that you only have to download one thing to get every cool feature that's been added. The benefit of the Doom way is that it's easy to add quick gameplay hacks.
As I see it, people here are trying to get the Quake way's infrastructure in place so that people can add cool features to the conglomerate engine that runs on Windows, Mac, Linux, Beos, PalmPilot, ENIAC, and whatever else. That way if you want to add your cool feature, it's available to more people, with more people's features added in already to compliment your own.
If you want to wait a couple days before adding your cool hack, use the conglomerate engine and it will be available to more people. If you don't want to wait, add it to FS2 now and when somebody adds it to the conglomerate tree your work will be overshadowed or ignored.