《代码英雄》第二季（1）：按下启动键
游戏 代码英雄

> 
> 代码英雄讲述了开发人员、程序员、黑客、极客和开源反叛者如何彻底改变技术前景的真实史诗。
> 
> 
> 



> 
> **什么是《代码英雄》**
> 
> 
> <ruby> 代码英雄 <rt>  Command Line Heroes </rt></ruby>是世界领先的企业开源软件解决方案供应商红帽（Red Hat）精心制作的原创音频播客，讲述开发人员、程序员、黑客、极客和开源反叛者如何彻底改变技术前景的真实史诗。该音频博客邀请到了谷歌、NASA 等重量级企业的众多技术大牛共同讲述开源、操作系统、容器、DevOps、混合云等发展过程中的动人故事。
> 
> 
> 


![](/data/attachment/album/202009/03/222501fiqw87bb77hkpwnp.jpg)


本文是《[代码英雄](https://www.redhat.com/en/command-line-heroes)》系列播客[第二季（1）：按下启动键](https://www.redhat.com/en/command-line-heroes/season-2/press-start)的[音频](https://dts.podtrac.com/redirect.mp3/audio.simplecast.com/196cf4bc.mp3)脚本。




> 
> 导语：在“开源”和“互联网”这两个词被发明出来之前，就有了游戏玩家。他们创建了早期的开源社区，在彼此的工作基础上分享和创造。对于许多程序员来说，游戏引领他们走向了职业生涯。
> 
> 
> 



> 
> 在本期节目中，我们将探索在 ARPANET 平台上的，早期游戏开发天马行空的创意。游戏开发汇集了大量的创意并聚集了编程人才。虽然创建视频游戏在最开始是一个开放的过程，但如今很多事情已经发生了变化。听听你该如何参与打造我们自己的《命令行英雄》游戏，以及本着游戏的精神，找找本集的[复活节彩蛋](https://dts.podtrac.com/redirect.mp3/audio.simplecast.com/063401e1.mp3)。
> 
> 
> 


**00:00:01 - Saron Yitbarek**：


一群朋友正在玩 《D&D》（<ruby> 龙与地下城 <rt>  Dungeons and Dragons </rt></ruby> ）游戏。 他们靠在一起，听他们的<ruby> 地下城城主 <rt>  dungeon master </rt></ruby>（DM）说话。



> 
> **00:00:09 - D20 菜鸟地下城城主**：
> 
> 
> 好的，你在念咒语，你拿起你的权杖，把自然的力量注入其中。你可以看到藤蔓从里面伸出来，和你结合在一起。它在你手中的重量明显不同了，你感觉到了更强大的力量。
> 
> 
> **00:00:26**：
> 
> 
> 所以我要施一个魔法……
> 
> 
> **00:00:27**：
> 
> 
> 好的，你做到了，你还有一次行动机会。你要做什么呢？
> 
> 
> 


**00:00:34 - Saron Yitbarek**：


好吧，我得承认：我小的时候，从来没有坐在地下室里玩过《D&D》游戏，我也从没有渴望过成为一名 DM，不管它是什么。我不会在真人角色扮演游戏中的树林里找我的第一个男朋友，也不会在游览动漫展的过道上和我的死党黏在一起。那不是我。


**00:00:52**：


但我知道是，游戏把人们聚集到了一起并形成了社区。而且，对于众多的开发者而言，游戏是编程的入门良方。正是游戏让他们了解计算机，并第一次将他们带入一个，以极客为骄傲的空间。


**00:01:12**：


正是对游戏的热爱让他们想自己开发一款游戏，然后去打造游戏，不停超越自身。这是我非常喜欢的东西。


**00:01:23**：


在我们的[第一季](/article-12494-1.html)中，我们探讨了开源从何而来，以及它如何影响了开发者世界的每个部分。这一季我们就在代码里面讲述：在今天，成为一名开发人员意味着什么。


**00:01:39**：


这一切都是从找到你的伙伴开始的。所以，开始游戏吧。


**00:01:51**：


甚至在“<ruby> 开源 <rt>  open source </rt></ruby>”和“<ruby> 互联网 <rt>  Internet </rt></ruby>”这两个术语被创造之前，就已经有了游戏玩家。那些游戏玩家想要相互连接起来。因此，当世界开始联网时，他们走在了前列。他们要建立连接和共享所需的一切，并且 ——



> 
> **00:02:09 - D20 菜鸟甲**：
> 
> 
> 哦，它上楼了。哦，天哪，要疯。
> 
> 
> **00:02:11 - D20 菜鸟乙**：
> 
> 
> 放心，这把武器可以打死它，伤害是 8 点呢。
> 
> 
> **00:02:16 - D20 菜鸟地下城城主**：
> 
> 
> 随便你，来吧！
> 
> 
> **00:02:17 - D20 菜鸟乙**：
> 
> 
> 所以，捅它！耶！
> 
> 
> **00:02:19 - D20 菜鸟丙**：
> 
> 
> 捅谁，德鲁伊吗？
> 
> 
> **00:02:19 - D20 菜鸟甲**：
> 
> 
> 我干掉它了！
> 
> 
> 


**00:02:27 - Saron Yitbarek**：


好吧，接着玩吧。我是 Saron Yitbarek，这里是红帽原创播客 <ruby> 代码英雄 <rt>  Command Line Heroes </rt></ruby> 第二季。今天的节目，《按下启动键，游戏和开源社区》。


**00:02:45 - 配音**：


你站在一条路的尽头，前面是一座砖砌的小型建筑。你周围是一片森林。一条小溪从建筑物里流出，顺着沟壑而下。


**00:02:56 - Saron Yitbarek**：


你对这些话有印象吗？如果你还记得，可以给你的历史知识打 10 分。但是，如果你和我一样，对它们没有印象，那么这些都是 <ruby> 《巨洞探险》 <rt>  Colossal Cave Adventure </rt></ruby> 的开场白。


**00:03:09**：


什么是《巨洞探险》？我的朋友，一切的改变始于 1976 年。那条路，森林边的砖房，那条流入沟壑的小溪，当时没有人知道，但这款基于文本的游戏（是的，根本没有图形）将是一扇闪亮的红色大门，通向了新的社区和协作形式。


**00:03:38 - Jon-Paul Dyson**：


《巨洞探险》是一种被称为文本冒险的游戏。你可以通过输入命令与计算机交互：向西走、拿上剑、爬山等等。


**00:03:51 - Saron Yitbarek**：


这是 Jon-Paul Dyson。他是 <ruby> 斯特朗国家游乐博物馆 <rt>  Strong National Museum of Play </rt></ruby> 的副馆长，也是其电子游戏历史中心的主任。是的，相当有趣的工作。


**00:04:04 - Jon-Paul Dyson**：


《巨洞探险》是一种非常不同类型的游戏。它更像是一款流程自由的探险游戏，就像在此时问世的《龙与地下城》一样。


**00:04:17**：


因此，它开启了想象力。这是一场真正革命性的游戏……


**00:04:22 - Saron Yitbarek**：


在 70 年代中期出现了一种新型游戏，这绝非偶然。正在其时，互联网的鼻祖 ——<ruby> 阿帕网 <rt>  ARPANET </rt></ruby>出现了。


**00:04:32 - Jon-Paul Dyson**：


事情是这样的，一位在 ARPANET 上工作的人，他叫 Will Crowther，有了开发这个洞穴探险游戏的想法。他大致依据他曾探索过的，肯塔基州猛犸象洞穴的一部分为基础，创作了这款游戏。


**00:04:50**：


这真是革命性的突破，因为它给了玩家一个探索环境的机会。不过更有趣的是，他去度假了。而另一个人，叫 Don Woods 的伙计，因为当时 ARPANET 的存在而发现了这个游戏，然后做了些调整。


**00:05:09**：


因此，几乎从一开始，这个游戏的开发就是一个协作过程，因为它已在网络上被共享。这恰是一个很好的例子，说明了该游戏是如何被开发、修改、改进，然后广泛传播的，这一切都是因为这些计算机是连接在一起的。


**00:05:28 - Saron Yitbarek**：


因此，在计算机联网后，我们可以立即开始使用这些网络来分享游戏。而这些游戏本身也在不断演变。


**00:05:38**：


事情是这样的：不仅仅是网络改善了游戏，游戏也改善了网络。因为越多的人想要分享这些游戏，他们就越需要一个社区的论坛。


**00:05:53**：


因此，有了游戏技术，以及热爱它们的社区，它们彼此在相互促进。这是一个正反馈回路。同样，游戏开发人员彼此启发，相互借鉴。


**00:06:09**：


ARPANET 真是一片肥沃的土地。Jon-Paul Dyson 再次发言：


**00:06:16 - Jon-Paul Dyson**：


所以像《<ruby> 冒险 <rt>  Adventure </rt></ruby>》这样的文本冒险游戏就在这个空间里运转，这个空间被技术先锋们占据，他们知道如何无厘头、搞笑，知道如何才好玩。


**00:06:28**：


早期的游戏确实为开发者社区该如何协同工作提供了一种模式。


**00:06:36 - Saron Yitbarek**：


记住，我们这里谈论的不是 <ruby> 《我的世界》 <rt>  Minecraft </rt></ruby>，也不是 <ruby> 《英雄联盟》 <rt>  League of Legends </rt></ruby>，我们谈论的是黑色屏幕上一行行绿色的文字，读完游戏内置的故事，并让你做出决定。这是一种相当简单的游戏文化，但它给了我们巨大的回报。


**00:06:56 - Jon-Paul Dyson**：


有一种共同体的信念，认为分享有好处，即与生产专有产品相比，更多的协作可以产生更好的结果。因此，结果就是你开发的游戏都是从社区中涌现出来的，这些游戏本身对改变持开放态度，并鼓励人们改变游戏，可能是小的方面，也可能是大的方面。但有一种感觉是，如果游戏变得更好，那么一切都是好的。


**00:07:31**


所以我认为历史上的这种早期的理念，尤其是计算机游戏方面，在推动计算机社区的发展方面确实很重要。


**00:07:45 - Saron Yitbarek**：


Dennis Jerz 教授特别研究了游戏的历史，尤其是《巨洞探险》。对他来说，这些原始开源社区对于所有创造力来说，都是一次自由的释放。


**00:07:58 - Dennis Jerz**：


当时的文化是，人们在自己工作的基础上建立和分享自己的想法。而且很常见的是找到源代码后，第一件事就是在现有的源代码上再增加一个属于自己的空间。


**00:08:22**：


这和同人小说的想法很像，就是人们创造自己的故事，这些故事穿插在《哈利·波特》的不同章节之间，或者是《<ruby> 饥饿游戏 <rt>  the Hunger Games </rt></ruby>》中 Katniss 的世界里的小角色的故事。这种在主叙事的基础上进行补充、阐述和构建的文化。



> 
> **00:08:44 - D20 菜鸟玩家甲**：
> 
> 
> 好吧，所以我现在急着要找 Van Tyler，看看她的伤口。哦，上面说武器的伤害变成了 d8。
> 
> 
> 


**00:08:56 - Saron Yitbarek**：


在基于图像或视频的游戏出现之前，这些基于想象力的游戏风格为大规模的在线社区铺平了道路。游戏社区和在线社区之间的是共生的，拥有强韧的联系。


**00:09:11**：


但如果说有一件事是游戏玩家都知道，那就是强大的玩家可以将任务推动到一个新的方向。随着网络游戏的发展，它以社区为基础的根基开始被侵蚀。



> 
> **00:09:24 - D20 菜鸟玩家甲**：
> 
> 
> 这次试着把它放在他的脖子后面。搞定！
> 
> 
> 


**00:09:33 - Saron Yitbarek**：


好的，让我们快进到如今。互联网已经成熟。有了它，在线游戏社区已经有了很大进步。如今，游戏每年的收入超过 1000 亿美元。预计在未来十年，这一数字将翻一番以上。


**00:09:53 - Saron Yitbarek**：


但这些取得的成功也改变了游戏规则。这不是一群独立开发者在一个摇摇欲坠的论坛上分享他们的作品。今天尚存的游戏社区与《巨洞探险》早期的情况完全不同。


**00:10:11 - Saku Panditharatne**：


大家好，我叫 Saku，我是一家名为 Asteroid 的初创公司的创始人，我公司为游戏开发者制作增强现实（AR）工具。


**00:10:19 - Saron Yitbarek**：


Saku Panditharatne 觉得开放的互联网与游戏开发之间的关系最近已经扭曲。她说的很清楚，为什么游戏公司之间不共享部分代码，而有时候大型科技公司之间却能共享代码呢？


**00:10:37 - Saku Panditharatne**：


如果你是唯一一个与所有人共享你的代码的游戏公司，那么你的竞争对手只会复制你的代码，他们会拿走你的所有秘密，并且他们会制作出比你更好的 3A 游戏。


**00:10:47**：


这对大型科技公司来说也是个问题。但实际上，我认为是软件工程师的努力打破了这种平衡。因为如果没有人为一家闭源的公司工作，那么每个人都会被迫开源，然后所有的大科技公司都能尽可能地共享，这对软件整体来说是非常好的。


**00:11:11**：


但这在游戏行业中从未发生过。


**00:11:14 - Saron Yitbarek**：


Saku 的理论是，与其他领域相比，在游戏领域的传统上，开发者没有同样的决策控制权。那太糟糕了，因为这意味着我们都错过了开放。


**00:11:26 - Saku Panditharatne**：


我们基本上知道具体如何将渲染、着色以及物理操作做到很高的标准。那不应该是每个游戏工作室都在复制的东西。但是，奇怪的是，游戏工作室通常仍会在内部构建引擎。不幸的是，他们陷入了这种……


**00:11:46**：


我觉得游戏有点像电影，而不是像软件。你会使游戏开发陷入到地狱。你会遇到所有的问题，比如制作人的融资问题等等。


**00:11:59**：


我认为所有这些因素都不利于软件变得更好。


**00:12:05 - Saron Yitbarek**：


因此，游戏开发中的专有制度，导致了大量重复的工作，每个工作室都必须解决同样的问题。而且它们中的大多数都不是最佳解决方案。


**00:12:18**：


同时，对于可能会提供新东西的独立开发人员来说，事情很快变得难以承受。游戏开发人员通常必须购买某个主流游戏引擎的许可证。或者，他们必须得购买一个脚本。


**00:12:33**：


另一方面，Web 开发人员拥有更多可接受的选择。


**00:12:37 - Saku Panditharatne**：


我觉得真正有趣的一个事实是，拍一部电影比做一架飞机更复杂。这只是因为你拥有的所有这些各种人都具有不同的技能，他们的工作时间表不同，他们受到的激励也不同。


**00:12:51**：


所以，让他们一起工作就像一场组织挑战。而游戏引擎和其他游戏软件所做的事情之一：它是用来弥合这种鸿沟的，几乎成为最有效的工作软件。


**00:13:06 - Saron Yitbarek**：


游戏开发的问题很像电影制作问题。你有艺术家、编剧、角色设计师，都在与程序员和系统管理员角力。如果不采取开源的态度，或者没有建立共享和同步的方式，那一群不同角色的人就会变得混乱。


**00:13:27**：


这一切都归结为建设社区的挑战。那些最初的游戏，是由开发者利用自己的空闲，例如午休时间开发的。


**00:13:38**：


另一方面，像《<ruby> 魔兽世界 <rt>  World of Warcraft </rt></ruby>》这样的游戏，他们有大量的创意人员和程序员。社区已经达到了极限。例如，我认为没有任何论坛可以让开发人员向角色设计师提出“PR”以供审查。


**00:13:54**：


但也许应该有 PR，Saku 知道我在说什么。


**00:13:57 - Saku Panditharatne**：


我认为游戏的一个大问题是，它是一个跨学科的东西。跨学科做任何事情都是困难的，因为这几乎就像 C.P.Snow Essay 的文章 《<ruby> 两种文化 <rt>  The Two Cultures </rt></ruby>》，你必须把用右脑的、富有创造性思维的人和用左脑的、富有逻辑思维的人聚集在一起，让他们共同努力做一些事情。


**00:14:18 - Saron Yitbarek**：


我们能不能花点时间让全世界做点什么？如果 GitHub 上有人想找出一种开源游戏开发的方法，在开发者和艺术家之间进行转译，你就为世界做出了贡献。


**00:14:32 - Saku Panditharatne**：


我有点觉得，游戏的限制一直都是把两群不怎么说话的人聚集在一起，然后努力创造一些东西。


**00:14:42 - Saron Yitbarek**：


对我来说，简而言之就是开源的事。不过，特别值得一提的是，Saku 在想办法弥合两个社区之间的差距，从而形成一个更大的社区。


**00:14:53 - Saku Panditharatne**：


是的，我认为这实际上可以真正改善整个行业。我认为那些大型的新兴创业公司很多都出现在 2007 年左右，都是因为他们可以使用大量的开源软件。


**00:15:07**：


而且我认为，如果没有开发者把他们的东西免费放到网上，那股创业热潮就不会发生。


**00:15:13**：


如果类似的事情发生在游戏行业中，我想我们会有比现在更多的独立游戏开发者。


**00:15:21 - Saron Yitbarek**：


但有个好消息。游戏领域的开源革命，可能已经开始了。Jon-Paul Dyson 再次出现：


**00:15:30 - Jon-Paul Dyson**：


在视频游戏的历史上，确实存在两个流派：一个是人们创造专有产品的地方，即封闭系统。它们通常经过精心打磨，出于商业目的而发布。想想像<ruby> 任天堂 <rt>  Nintendo </rt></ruby>这样的公司。任天堂创造了令人赞叹的游戏，但你无法真正进行修改。


**00:15:52**：


但在电子游戏和电脑游戏的历史上也出现了一种相反的趋势，这是一种更具协作性的方法。像《我的世界》这样的游戏就是一个现代的例子，人们正在参与对游戏的修改，那里有一个围绕游戏而生的社区。


**00:16:14**：


你可以从互联网上的某个地方下载 MOD，然后在游戏中引入。因此，你拥有的是一种非常不同的，几乎是有机的开发游戏的方式，而不是一种更结构化的，可能是商业化的、工程化的方式。


**00:16:35**：


在很多方面，《我的世界》都是诸如《太空大战》或《巨洞探险》等早期游戏的继承者，该游戏在社区中发展，对进行修改和改变的人们更开放。而且，其治理理念是，从某种意义上说，以长远角度来看，群体的工作将会比一个小团队或个人的工作更好。


**00:17:04 - Saron Yitbarek**：


我认为我们现在要说的是，游戏行业并没有完成社区的建设，你也永远不能消灭这种开源精神。


**00:17:14**：


这就是我们所知道的：游戏仍然激发了许多开发人员，这就是许多代码英雄最初进入该行业的原因。比如像 Josh Berkis 这样的代码英雄，


**00:17:28 - Josh Berkus**：


嗯，我是从 Atari 800 开始的，因为它可以设计自己的游戏。


**00:17:34 - Saron Yitbarek**：


以及 Ann Barcomb，


**00:17:36 - Ann Barcomb**：


我写的大多是冒险游戏，那是可怕的意大利面代码。


**00:17:42 - Saron Yitbarek**：


还有 Justin Flory。


**00:17:43 - Justin Flory**：


在我意识到我在做开源之前，我就已经开源了。我从一台运行着《我的世界》的游戏服务器开始的，那时我 15 岁。


**00:17:54 - Saron Yitbarek**：


当人们热爱某事时，那么对社区、对开源的态度就会蓬勃发展。Saku 对专有游戏元素的警告，实际上正是游戏在其旅程中必须克服的障碍。


**00:18:09**：


一些游戏行业的领先者正开始实现这一飞跃。



> 
> **00:18:17 - 在玩堡垒之夜的孩子们**：
> 
> 
> 我们实际上做得很好。
> 
> 
> **00:18:18**：
> 
> 
> 我当时正在疯狂射击，我干掉了 3 个，他们干掉了 1 个。
> 
> 
> **00:18:21**：
> 
> 
> 哦，Campbell 在背着我。
> 
> 
> 


**00:18:24 - Saron Yitbarek**：


如果你去年就快到 12 岁了，你很可能听说过一个叫《<ruby> 堡垒之夜 <rt>  Fortnite </rt></ruby>》的小游戏。嗯，很小的游戏。在它发布的第一年，它就获得了超过 1.25 亿的玩家，所有玩家都在一场大逃杀中。



> 
> **00:18:43 - 在玩堡垒之夜的孩子们**：
> 
> 
> 我得下线了，好吧，就一会，我得给我父母打个电话。
> 
> 
> 


**00:18:47 - Saron Yitbarek**：


是的，游戏在建立社区方面还是很不错的。实际上，《堡垒之夜》 是有史以来最大的免费主机游戏。它背后的工作室 Epic 还创建了《堡垒之夜》所使用的<ruby> 虚幻游戏引擎 <rt>  Unreal engine </rt></ruby>。


**00:19:02**：


很多其他的游戏也都使用虚幻引擎，因为 Epic 向世界免费发布了虚幻引擎。它不是直接开源的，但它的源代码是可访问的。这远超了大多数工作室。


**00:19:16**：


有了虚幻引擎，任何人都可以获取到源代码。他们不仅提供了代码，还致力于建立一个答案中心、论坛、开发者支持。Epic 正在加倍努力建设一个尽可能大而广泛的社区。


**00:19:32**：


而且他们并不孤单。你已经有了像 Godot 和 MonoGame 这样的完整的开源游戏引擎，它们正在催生自己的开发社区。红帽公司的软件工程师 Jared Sprague 是新一代的一员，他们可以使用所有这些工具和引擎来构建令人惊叹的游戏，如果没有这些社区，他们是永远不可能构建出来这种东西的。


**00:19:55 - Jared Sprague**：


独立游戏行业最近发展很快。因此，你应该发现几年前，大多数游戏都是由大型工作室制作的。这些都还在市场上，对吧，任天堂之类的。


**00:20:09**：


独立产业正在爆炸式增长。我认为这很大程度上是因为 Steam。


**00:20:17 - Saron Yitbarek**：


他说的就是 Steam 平台，它让开发者可以将游戏内聊天功能、社交网络服务等所有好的东西整合在一起。他们在这方面已经做了 15 年了。


**00:20:29 - Jared Sprague**：


Steam 使任何游戏开发者，都有可能发布一款游戏给数百万人。有很多大型游戏是从独立游戏开始的，也许只有一两个人在做，最后大放异彩。


**00:20:48**：


《我的世界》就是一个很好的例子。刚开始，只有一个人，是独立开发者。现在这是有史以来最大的游戏之一。但这只是一个例子，说明独立游戏是如何真正成为游戏行业的主要力量。


**00:21:06 - Saron Yitbarek**：


Jared 与他的红帽伙伴 Michael Clayton 合作制作了游戏 Jams，一群独立游戏开发人员聚集在一起，在很短的时间内开发出游戏。就像黑客马拉松一样，但用于游戏。


**00:21:17**：


GitHub 上有一个叫做 Game Off 的版本，Jared 的版本叫做 Open Jam。如果你问他，他会说这是基于社区的游戏开发未来的一部分，而且会变得越来越大。


**00:21:31 - Jared Sprague**：


例如，你可以使用 Linux，因为它是开源的，所有人都可以为它做贡献，添加工具、补丁等等，这就是它如此伟大的原因。比一个人独自完成的要好得多。


**00:21:47**：


而且我认为开源的游戏或某种游戏系统或虚拟世界仍有潜力，成千上万的人可以做出比一个人可以做的更大的东西。


**00:22:03 - Saron Yitbarek**：


游戏工作室已经开始转变了对开源态度。


**00:22:10 - Jordan Weisman**：


我认为游戏能够让你的社区开启创造，它的这种力量是毋庸置疑的。


**00:22:18 - Saron Yitbarek**：


Jordan Weisman 是 Harebrained Schemes 的联合创始人。 《<ruby> 血色苍穹 <rt>  Crimson Skies </rt></ruby>》、 《<ruby> 战斗机甲 <rt>  Battle Tech </rt></ruby>》、《<ruby> 机械战士 <rt>  Mech Warrior </rt></ruby>》这些都是他的作品，他长期从事游戏开发。而他现在看到的是，随着工作室开始意识到好处，对开源的态度也在转变。


**00:22:35 - Jordan Weisman**：


甚至像《战斗机甲》之类的游戏也有很多…… 我们已经尝试向玩家开放尽可能多的游戏数据。而且我们已经看到玩家为游戏提供了惊人的 MOD。看到他们的创意和成果，令我们兴奋，这与我们的原创内容相比，它以不同的方式吸引着玩家。


**00:22:58**：


这只是关于你能做什么的一个小例子。随着游戏的发展，我们更加知晓了这一点，越来越开放，让玩家表达他们的创造力。


**00:23:10 - Saron Yitbarek**：


Jordan 认为，不断变化的文化有助于他的游戏成为最好的。但是，你知道，就像我们在本期节目的《D＆D》开场白中所暗示的那样，对社区的推动始终存在。


**00:23:24 - Jordan Weisman**：


TRPG 来自于 GM 与玩家之间，互相用语言编织一场冒险的 RPG 游戏，人们围坐在一张桌子前合作讲故事并分享经验。在某段时间内，当我们开始分享某些电子游戏时，这两派非常分裂。


**00:23:41**：


我认为，随着 MOD 工具和大家都能接触的引擎的诞生，以及工具更高的可访问性，和开发商转向开源。这在某种程度上，让我们重新回到了游戏的创建之初，这种非常社交化的。具有娱乐形式的协作。


**00:23:58**：


所以我觉得这很令人兴奋。


**00:24:01 - Saron Yitbarek**：


我也这样认为。至于 Jared Sprague，他将再次与 Michael Clayton 合作，开发一款全新的社区驱动的开源游戏。它被称为…… <ruby> 代码英雄 <rt>  Command Line Heroes </rt></ruby>。


**00:24:21**：


是的，我们正式成为一个多平台 IP。当然，<ruby> 代码英雄 <rt>  Command Line Heroes </rt></ruby> 游戏将成为一个开源项目。所以我们邀请社区（也就是你）与我们一起打造这款游戏。我们所要做的就是一个目标。


**00:24:40**：


灵感来自 NASA，这将是一个火星之旅。它的细节？这取决于我们所有人的共同努力。这将是一个基于网络的游戏，我们将在整整这一季的播客节里致力于这项工作。GitHub 仓库将对任何想要贡献的人开放。


**00:24:59**：


而且，再说一次，如果你正在收听此内容，则邀请你参与，与我们一起开发该游戏。设计一个角色，提一个拉取请求。或者只是玩测试版，然后将你的反馈发送给我们。


**00:25:21**：


我们将利用我们在本期节目中谈到的所有开源魔法，共同构建一些东西。


**00:25:22**：


趣事：还记得《巨洞探险》吗？ 好吧，虽然这个游戏的代码一直可以访问的，但《巨洞探险》在 40 年后终于完全开源了。2017 年，官方版本在 BSD 许可证下发布了。


**00:25:39**：


从最初的互动式文字游戏开始，游戏社区已经走过了很长一段路。


**00:25:45 - 配音**：


你站在一条路的尽头……


**00:25:50 - Saron Yitbarek**：


问题是，我们不是站在路的尽头。这条游戏之路绵延不绝。在此过程中，游戏正在帮助我们联合起来并建立整个宇宙。坦率地说，我们不知道我们的社区将如何安排自己沿着这条路走下去。


**00:26:07**：


但我们知道游戏将会推动这一进程，因为我们从来没有停止过 —— 按启动键。


**00:26:15**：


想了解更多关于早期开源社区和开源游戏起源的知识吗？在 <ruby> 代码英雄 <rt>  Command Line Heroes </rt></ruby> 网站上有更多的内容等着你。你可以通过访问 [redhat.com/comandlineheros](http://redhat.com/comandlineheros) 更深入地挖掘。在我们告别之前，我想让你知道我们在导语中有一项特殊礼物在等着你。这是 [Warren Robinett 的故事](https://dts.podtrac.com/redirect.mp3/audio.simplecast.com/063401e1.mp3)，他创造了 Atari 游戏《<ruby> 冒险 <rt>  Adventure </rt></ruby>》，这款游戏的灵感来自于《巨洞探险》。


**00:26:48**：


他告诉我们，他与老板的争论是如何导致出现了第一个视频游戏的<ruby> 复活节彩蛋 <rt>  Easter egg </rt></ruby>。这是一个很棒的故事，是我们发展史上很可爱的一部分，但我们想给它应有的空间。



**00:27:03**：


所以请到 [redhat.com/commandlineheroes](http://redhat.com/commandlineheroes) 网站上听一听。


**00:27:10**：


<ruby> 代码英雄 <rt>  Command Line Heroes </rt></ruby> 是 Red Hat 的原创播客。在 Apple Podcast、Google Podcast 或任何你收听播客的地方免费收听它。


**00:27:20 - Saron Yitbarek**：


我是 Saron Yitbarek，下次见，编程不止。



> 
> **什么是 LCTT SIG 和 LCTT LCRH SIG**
> 
> 
> LCTT SIG 是 LCTT <ruby> 特别兴趣小组 <rt>  Special Interest Group </rt></ruby>，LCTT SIG 是针对特定领域、特定内容的翻译小组，翻译组成员将遵循 LCTT 流程和规范，参与翻译，并获得相应的奖励。LCRH SIG 是 LCTT 联合红帽（Red Hat）发起的 SIG，当前专注任务是《代码英雄》系列播客的脚本汉化，已有数十位贡献者加入。敬请每周三、周五期待经过我们精心翻译、校对和发布的译文。
> 
> 
> 欢迎[加入 LCRH SIG](/article-12436-1.html) 一同参与贡献，并领取红帽（Red Hat）和我们联合颁发的专属贡献者证书。
> 
> 
> 




---


via: <https://www.redhat.com/en/command-line-heroes/season-2/press-start>


作者：[Red Hat](https://www.redhat.com/en/command-line-heroes) 选题：[bestony](https://github.com/bestony) 译者：[gxlct008](https://github.com/gxlct008) 校对：[Bestony](https://github.com/bestony)，[wxy](https://github.com/wxy)，[acyanbird](https://github.com/acyanbird)


本文由 [LCRH](https://github.com/LCTT/LCRH) 原创编译，[Linux中国](https://linux.cn/) 荣誉推出


OK
Before the terms 'open source' and 'internet' were even coined—there were gamers. They created proto-open source communities, sharing and building upon each other's work. For many programmers, gaming led them to their careers.

In this episode, we explore the creative free-for-all of early game development over ARPANET. Game development brings together a massive mix of creative and programming talent. But while creating video games started as an open process, a lot has changed. Hear how you can get involved in building our very own Command Line Heroes game—and in the spirit of games, hunt around for this episode's __Easter egg.__

**00:01** - *Saron Yitbarek*

A group of friends is partway through a game of D&D. They lean in together and listen to their dungeon master.

**00:09** - *D20 Babes dungeon master*

Okay, so you're casting the, so yeah, you grab your staff and you channel the forces of nature into it. And you can see vines coming out of it and it just bonds to you. And you, it feels differently weighted in your hands now and you feel much more powerful.

**00:26** -*D20 Babes dungeon master*

So that's what you do, you cast a spell that surrounds...

**00:27** - *D20 Babes dungeon master*

Alright, so you do that and you still have an action. What do you do?

**00:34** - *Saron Yitbarek*

Okay, a confession: when I was growing up I never sat in a basement playing D&D. I did not long to be a dungeon master, whatever that is. I did not find my first boyfriend while LARPing in the woods or bond with my BFF while cruising the aisles at Comic-Con. It just wasn't me.

**00:52** - *Saron Yitbarek*

But what I do get is that games brought people together into communities. And, for a huge number of developers out there, games were the gateway drug into programming. It was games that taught them about computers and got them in a room where they could geek out with pride for the first time.

**01:12** - *Saron Yitbarek*

It was the love of gameplay that made them want to build a game themselves. Then go beyond gameplay to just build. And that's something I'm very much into.

**01:23** - *Saron Yitbarek*

In our first season, we explored where open source came from, and how it's shaping every part of the developer's world. This season we're living right on the command line itself: what it means to be a developer today.

**01:39** - *Saron Yitbarek*

And all that starts with finding your people. So let the games begin.

**01:51** - *Saron Yitbarek*

Before the terms open source and internet were even coined, there were gamers. And those gamers wanted to connect with each other. When the world started going online, they were at the front of the pack. And they would build whatever it took to connect and share and—

**02:09** - *D20 Babes player 1*

Oh, and it goes up. Oh nice. And it goes crazy.

**02:11** - *D20 Babes player 2*

Yep, the weapon's damage die becomes 8.

**02:16** - *D20 Babes dungeon master*

There you go, you were right.

**02:17** - *D20 Babes player 2*

So stab it, yeah.

**02:19** - *D20 Babes player 3*

Which, the druid--

**02:19** - *D20 Babes player 1*

I did it!

**02:27** - *Saron Yitbarek*

Yeah, and play. I'm Saron Yitbarek and this is season two of Command Line Heroes, an original podcast from Red Hat. Today's episode, Press Start, gaming and open source communities.

**02:45** - *Voice actor*

You are standing at the end of a road before a small, brick building. Around you is a forest. A small stream flows out of the building and down a gully.

**02:56** - *Saron Yitbarek*

Do you recognize those words? If you do, ten points for knowing your history. But, if you're like me and they did not ring a bell, those are the opening lines of Colossal Cave Adventure.

**03:09** - *Saron Yitbarek*

What is Colossal Cave Adventure? That, my friend, is the 1976 that changed everything. That road, that brick building by the forest, that stream flowing down into a gully, nobody knew it at the time, but this text-based game—yep, no graphics at all—would be a shiny red door that led the way to new forms of community and collaboration.

**03:38** - *Jon-Paul Dyson*

Colossal Cave Adventure was a type of game that's known as a text-based adventure. You interact with the computer by typing in commands: go west, get sword, climb mountain.

**03:51** - *Saron Yitbarek*

That's Jon-Paul Dyson. He's a VP at the Strong National Museum of Play and the director of their Center for the History of Electronic Games. So, yeah, pretty fun job.

**04:04** - *Jon-Paul Dyson*

Colossal Cave Adventure was a very different type of game. It was more of a free flowing, exploratory game, like Dungeons and Dragons, which comes out at just this moment in time.

**04:17** - *Jon-Paul Dyson*

And so it opens the imagination. So it was a really revolutionary game..

**04:22** - *Saron Yitbarek*

It's no accident that a new kind of game appeared in the mid-'70s. Right at that time, the internet's granddaddy, the ARPANET, was coming to life.

**04:32** - *Jon-Paul Dyson*

What happened is, one of the guys working on ARPANET, a guy named Will Crowther, had this idea for developing this cave exploration game. Now he created this game based loosely on a section of Mammoth Cave in Kentucky that he had explored.

**04:50** - *Jon-Paul Dyson*

And it was really revolutionary in the way that it gave players a chance to explore this environment. But what's interesting was because ARPANET was now around, he went on vacation and someone else, this guy, Don Woods, was able to discover the game, and then make all these adjustments.

**05:09** - *Jon-Paul Dyson*

So almost from the very beginning, the game was a collaborative process because it had been shared on this network. And it was just a good example of how a game could be developed, and modified, improved and then distributed widely because these computers were connected.

**05:28** - *Saron Yitbarek*

So immediately after computers become networked, we're starting to use those networks to share games. And those games are evolving along the way.

**05:38** - *Saron Yitbarek*

Here's the thing, though: it wasn't just networks improving games, it was also games improving networks. Because the more people wanted to share those games, the more they needed usable forums for a community.

**05:53** - *Saron Yitbarek*

So you've got game technology and the communities that love them sort of egging each other on. A positive feedback loop. Likewise, the game developers are inspired by each other, growing off each other's ideas.

**06:09** - *Saron Yitbarek*

The ARPANET was hugely fertile ground. Here's Jon-Paul Dyson again:

**06:16** - *Jon-Paul Dyson*

So text-based adventures like Adventure operated at this space that was occupied by pioneering technologists who also knew how to be silly, laugh, and to have fun.

**06:28** - *Jon-Paul Dyson*

Early games really offer a pattern for how communities of developers can work together.

**06:36** - *Saron Yitbarek*

Remember, we're not talking about Minecraft here, we're not talking about League of Legends, we're talking about lines of green text on a black screen just reading out a story-based game and inviting you to make your decisions. It's a much simpler gaming culture. But it gave us huge rewards.

**06:56** - *Jon-Paul Dyson*

There's this communitarian belief in the benefits of sharing, that more collaboration produces better results than producing proprietary products. And so the result is that you have games developed that emerged out of communities and that are themselves open to being changed and encouraging people to make changes that might alter the game in minor ways or significant ways. But there's a feeling that if the game is made better, then that's all for the good.

**07:31** - *Jon-Paul Dyson*

And so I think there's this early spirit in the history, especially of computer games, that really is important in pushing forth computer communities.

**07:45** - *Saron Yitbarek*

Professor Dennis Jerz has studied the history of games and Colossal Cave Adventure in particular. For him, these proto-open-source communities were a free for all of creativity.

**07:58** - *Dennis Jerz*

The culture at the time involved people building upon and sharing their own ideas. And it was very common to find the source code, and then the first thing you would do is add another room to the existing source code.

**08:22** - *Dennis Jerz*

It was pretty much like the idea of fan fiction, the whole idea that you have people who are creating their own stories that fit in between various chapters of Harry Potter books or here's what happened to the minor characters in Katniss' world from the Hunger Games. This culture of adding to, and elaborating and building upon a main narrative.

**08:44** - *D20 Babes player 1*

Okay, so I am rushing over now to Van Tyler and looking at her wounds. Oh, the weapon's damage becomes a d8, it says.

**08:56** - *Saron Yitbarek*

Before image or video-based gaming, these imagination-based game styles paved the way for massive online communities down the road. The relationship between gaming and online communities was symbiotic and powerful.

**09:11** - *Saron Yitbarek*

But if there's one thing the gaming crowd knows, it's that powerful players can swerve the mission in a new direction. As online gaming grew up, its community-based roots have started to erode.

**09:24** - *D20 Babes player 1*

And this time try to bring it down on the back of his neck. Yeah!

**09:33** - *Saron Yitbarek*

Okay, let's fast forward to today. The internet's all grown up. And with it, the online gaming community has leveled up a lot. Gaming today generates more than 100 billion in revenue each year. And that's expected to more than double in the next decade.

**09:53** - *Saron Yitbarek*

But all that success has also changed the game. It's not a group of indie developers sharing their work on a rickety forum. Game communities that exist today are radically different from what was going on in the early days of Colossal Cave Adventure.

**10:11** - *Saku Panditharatne*

Hi, my name is Saku, I'm the founder of a startup called Asteroid, which makes augmented reality tools for game developers.

**10:19** - *Saron Yitbarek*

Saku Panditharatne wonders if that relationship between the open internet and game development has gotten a bit twisted lately. She's got a point, why aren't parts of code shared between game companies the same way code is sometimes shared between big tech companies?

**10:37** - *Saku Panditharatne*

If you’re the only game company that shares your code with everyone, your competitors will just copy you, and they'll take all your secrets and they'll make a better triple-A game than you.

**10:47** - *Saku Panditharatne*

And that was also a problem for big tech companies as well. But it was the efforts of software engineers that actually, I think, broke this equilibrium, I think. Because if no one worked for a company that kept its code source, then everyone was forced to go open source and then you get all the big tech companies sharing as much as they can, which is very good for software as a whole.

**11:11** - *Saku Panditharatne*

But that never happened with games.

**11:14** - *Saron Yitbarek*

Saku's theory that traditionally in gaming the developers haven't had the same control over decision making compared to other fields. And that's too bad, because it means we're all missing out.

**11:26** - *Saku Panditharatne*

We basically know exactly how to do rendering and shading and physics to a really high standard. And that shouldn't be something that every single game studio is replicating. But, weirdly enough, it is often the case that games studios still will build engines in-house. Unfortunately, they're stuck in this kind of ...

**11:46** - *Saku Panditharatne*

I kind of feel like games are a bit more like film than they are like software. You get games stuck in development hell. You get all these problems with producers financing them and stuff like that.

**11:59** - *Saku Panditharatne*

And I think all these factors work against adopting the best possible software.

**12:05** - *Saron Yitbarek*

So, that proprietary approach in game development leads to a lot of redundant work. Every studio is forced to solve the same problems. And most of them aren't optimal solutions, either.

**12:18** - *Saron Yitbarek*

Meantime, things quickly become unaffordable for indie developers that might have something new to offer. Game developers often have to buy licenses for one of the major game engines. Or, they'll have to buy, say, a lighting script.

**12:33** - *Saron Yitbarek*

Web developers, on the other hand, have way more affordable options.

**12:37** - *Saku Panditharatne*

One fact I find really interesting is that it's more complex to make a movie than it is to make an airplane. That's just because you have all these different people with very different skill sets, they work on a different schedule, they're incentivized by different things.

**12:51** - *Saku Panditharatne*

So, then, getting them to work together is like an organizational challenge. And one of the things that game engines and other game software does—it's about bridging that divide almost as much as it is about being the most efficient software for the job.

**13:06** - *Saron Yitbarek*

Game development's problem is a lot like that movie production problem. You've got artists, storytellers, character designers, all wrestling with programmers and sysadmins. Without adopting open source attitudes, without building in ways to share and sync up, that crowd of different people with different roles can get chaotic.

**13:27** - *Saron Yitbarek*

It all boils down to the challenge of building community. Those first games, they were being built by the developers themselves, like, during their lunch breaks.

**13:38** - *Saron Yitbarek*

Games like World of Warcraft, on the other hand, they've got this mammoth mix of creatives and programmers. The communities get stretched to their limit. For example, I don't think there's any forum where developers make pull requests for character designers to review.

**13:54** - *Saron Yitbarek*

But maybe there should be. Saku knows what I'm talking about.

**13:57** - *Saku Panditharatne*

I think one big issue for games is that it's a cross-disciplinary thing. And doing anything cross disciplinary is difficult, because it's almost like the C.P. Snow Essay, "The Two Cultures," you have to bring together people who are right-brained and creative-minded and people who are left-brained and logical and get them to work together on something.

**14:18** - *Saron Yitbarek*

Can we just take a second to ask the world to build something? If anybody on GitHub wants to figure out a way to do open source game development that translates for developers and artists at the same time, you'd be doing the world a solid.

**14:32** - *Saku Panditharatne*

I kinda think that the limit to games has always been bringing together two groups of people who don't really talk to each other and then trying to build something.

**14:42** - *Saron Yitbarek*

To me, that's the story of open source in a nutshell. In particular, though, Saku's imagining something to bridge the gap between two communities to make a larger community.

**14:53** - *Saku Panditharatne*

Yeah, I think it could actually really improve the industry as a whole. I think those big boom startups around 2007, and a lot of that was because there a ton of open-source stuff you could use. [inaudible 00:15:06]you could use.

**15:07** - *Saku Panditharatne*

And I don't think that startup boom could've happened without developers being able to put their stuff online for free.

**15:13** - *Saku Panditharatne*

If something like that happened in games, I think we'd have way more indie game developers than there are currently.

**15:21** - *Saron Yitbarek*

But there's good news. That open source revolution in gaming, it might already be happening. Here's Jon-Paul Dyson again:

**15:30** - *Jon-Paul Dyson*

So in the history of video games, there's really been two streams: one is where people create proprietary products, their closed-end systems. They're often highly polished, they release for commercial purposes. Think of a company like Nintendo. Nintendo creates amazing games and you can't really modify.

**15:52** - *Jon-Paul Dyson*

But there's also been a countervailing trend in the history of video games, computer games, and that's been a more collaborative approach. And something like Minecraft is an example of this, a modern example, where people are making modifications to the game, there's a community that revolves around the game.

**16:14** - *Jon-Paul Dyson*

You download from the internet, somewhere, and this set of mods that you're introducing into the game. And so what you have is a very different, almost more organic way of developing games, as opposed to a more structured, maybe commercial, engineered approach.

**16:35** - *Jon-Paul Dyson*

Minecraft is in many ways the heir to earlier games like Space War or Colossal Cave Adventure that develops in a community and is much more open to people making modifications and changes. And the governing philosophy is that somehow the work of the crowd is going to be better in the long term, than the work of one small selected team or individual.

**17:04** - *Saron Yitbarek*

I think what we're getting at here is that gaming isn't finished building communities, you're never going to stamp out that open source spirit.

**17:14** - *Saron Yitbarek*

Here's what we know: gaming still inspires legions of developers. It's what got a lot of Command Line Heroes into this industry in the first place. Command Line Heroes like Josh Berkis.

**17:28** - *Josh Berkus*

Well, I started out on the Atari 800, because you could design your own video games.

**17:34** - *Saron Yitbarek*

And Ann Barcomb.

**17:36** - *Ann Barcomb*

I wrote choose your own adventure games mostly. And it was horrible spaghetti code.

**17:42** - *Saron Yitbarek*

And Justin Flory.

**17:43** - *Justin Flory*

I started doing open source before I realized I was doing open source. I began with a game server, I was running a Minecraft server and at the time I was 15.

**17:54** - *Saron Yitbarek*

When there's this much love for something, this much community, open source attitudes are going to thrive. Saku's warnings about proprietary gaming elements are really just the hurdle that gaming has to overcome on its journey.

**18:09** - *Saron Yitbarek*

A few leaders in gaming are starting to make that leap.

**18:17** - *Kids playing Fortnite*

We actually did good.p>

**18:18** - *Kids playing Fortnite*

I was on freaking fire, I had 3 kills and they had one.

**18:21** - *Kids playing Fortnite*

Yeah, Campbell was carrying me.

**18:24** - *Saron Yitbarek*

If you've been anywhere near a 12-year-old this past year, you've likely heard of a little game called Fortnite. Well, little. In its first year, it gained more than 125 million players all interacting in a massive battle royale.

**18:43** - *Kid playing Fortnite*

I've got to, alright, one sec, I've just got to call my parents.

**18:47** - *Saron Yitbarek*

So, yeah, games are still pretty good at building community. In fact, Fortnite is the biggest free-to-play console game of all time. The studio behind it, Epic, also created the Unreal game engine, which Fortnite uses.

**19:02** - *Saron Yitbarek*

Lots of other games use Unreal, tool, because Epic released the Unreal engine to the world for free. It's not straight-up open source, but it is source-accessible. And that's well beyond what most studios do.

**19:16** - *Saron Yitbarek*

With Unreal engine, anybody can grab the source code. They didn't just make the code available though, they committed to building an answer hub, forums, developer support. Epic is doubling down on building as big and broad a community as possible.

**19:32** - *Saron Yitbarek*

And they're not alone. You've got full-on open source game engines like Godot and MonoGame, which are spawning their own development communities. Jared Sprague, a software engineer over at Red Hat, is part of a new generation that gets to use all these tools and engines to build amazing games they could never have built without those communities.

**19:55** - *Jared Sprague*

The indie game industry has grown a lot recently. So you've seen a while ago, like several years ago, most of the games were made by big studios. Those are still all out there, right, Nintendo and stuff.

**20:09** - *Jared Sprague*

The indie industry has exploded. And I think a lot of that is due to Steam, actually.

**20:17** - *Saron Yitbarek*

That'd be the Steam platform that lets developers incorporate things like in-game chat functionality, social-networking services, all that good stuff. They've been at this for about 15 years.

**20:29** - *Jared Sprague*

Steam made it possible for any game developer to get a game out in front of millions of people. There've been lots of big games that started as an indie, maybe just one or two people working on it that just exploded.

**20:48** - *Jared Sprague*

Minecraft is a perfect example. Started, just a guy, indie developer. And now it's one of the biggest games ever in history. But it's just an example of how indie has really become a major force in the game industry.

**21:06** - *Saron Yitbarek*

Jared's teamed up with his Red Hat pal, Michael Clayton, to produce game jams, where a bunch of indie game developers get together and build games in a short amount of time. Like a hackathon, but for games.

**21:17** - *Saron Yitbarek*

GitHub has one called Game Off. Jared's version is called Open Jam. If you ask him, it's part of a community-based game development future that could get much, much bigger.

**21:31** - *Jared Sprague*

You could use, like Linux, for example. Because it was open source and all these people could contribute to it and add tools and patches and stuff is what it made it so great. Way better than just one person could do on their own.

**21:47** - *Jared Sprague*

And I think there's still potential for a game or some sort of game system or virtual world that was open source, that thousands of people could contribute to build something bigger than one person could do.

**22:03** - *Saron Yitbarek*

It's already starting to happen, a shift towards open source attitudes in the gaming studios.

**22:10** - *Jordan Weisman*

I think the power of being able to enable your community to create is unquestioned.

**22:18** - *Saron Yitbarek*

Jordan Weisman's the co-founder of Harebrained Schemes. Crimson Skies, Battle Tech, Mech Warrior, those are all his. He's been deep in game development a long time. And what he's seeing now is a shift toward open source attitudes as studios start to realize the benefits.

**22:35** - *Jordan Weisman*

Even games like Battle Tech, which have a fair amount of ... We've tried to open up as much of the data of the game as possible to the audience. And we've seen the audience come up with amazing mods for the game. And it's super exciting for us to see where their creativity goes and what they've accomplished. And it engages players in different ways than our original content has.

**22:58** - *Jordan Weisman*

And that's a small example of what you can do. And as we go forward with our games, we're leaning on that even heavier, opening up more and more to allow players to express their creativity.

**23:10** - *Saron Yitbarek*

Jordan figures that a modifying culture helps his games become the best they can be. But, you know, like we hinted at with our D&D opener to this episode, that drive toward community was always there.

**23:24** - *Jordan Weisman*

They come from tabletop roots where it was a collaborative storytelling experience among the people at the table, between the game master and the players in an RPG. And as we moved into digital forms of those kinds of games, for a period of time, that was very separated.

**23:41** - *Jordan Weisman*

I think, as modding tools and democratization of the engines and tools that are accessible and moving to open sourcing, it kind of moves us back closer to that collaborative nature of creating this very social form of entertainment.

**23:58** - *Jordan Weisman*

So I think that's very exciting.

**24:01** - *Saron Yitbarek*

I think so too. As for Jared Sprague, he's teaming up with Michael Clayton, again, to build a brand new, community-driven, open source game. And it's called... Command Line Heroes.

**24:21** - *Saron Yitbarek*

Yep, we're officially a multi platform IP. And, naturally, the Command Line Heroes game is going to be an open source project. So we're inviting the community, that's you, yes you, to build this game with us. All we're starting with is a single objective.

**24:40** - *Saron Yitbarek*

Inspired by NASA, this is going to be a journey to Mars. The details? That's up to all of us, working together to hammer out. It'll be a web-based game, and we'll be working on it throughout this season of the podcast. The GitHub repos will be available to anybody who wants to contribute.

**24:59** - *Saron Yitbarek*

And, again, if you're listening to this, you are invited to get involved to build that game with us. Design a character, make a pull request. Or just play the beta and send us your feedback.

**25:21** - *Saron Yitbarek*

We're taking all the open source magic we talk about on this show and using it to build something together.

**25:22** - *Saron Yitbarek*

Fun fact: remember Colossal Cave Adventure? Well, while the code for that game was always accessible, Colossal finally went fully open source after 40 years. In 2017, the official version was released under a BSD Two Clause license.

**25:39** - *Saron Yitbarek*

Gaming communities have come a long way since those first interactive words.

**25:45** - *Voice actor*

You are standing at the end of a road...

**25:50** - *Saron Yitbarek*

And the thing is, we're not standing at the end of the road. This gaming road goes on and on. And along the way, games are helping us team up and build whole universes. Frankly, we don't know how our community will arrange themselves down this road.

**26:07** - *Saron Yitbarek*

But we do know games will be driving it. Because we never stop pressing start.

**26:15** - *Saron Yitbarek*

Want to learn more about early open source community and the origins of open source gaming? There's loads more content waiting for you over at the Command Line Heroes website. You can dig deeper by visiting redhat.com/comandlineheroes. Before we say goodbye, I want to let you know about a special treat we've got waiting for you over in the show notes. It's the story of Warren Robinett, who created the Atari game Adventure, a game inspired by Colossal Cave Adventure.

**26:48** - *Saron Yitbarek*

He tells us how a run-in with his bosses led to the creation of the very first video game Easter egg. It's a great story. A lovely part of our development history, but we wanted to give it the space it deserves.

**27:03** - *Saron Yitbarek*

So take a listen over at redhat.com/commandlineheroes.

**27:10** - *Saron Yitbarek*

Command Line Heroes is an original podcast from Red Hat. Listen for free on Apple Podcasts, Google Podcasts, or wherever you do your thing.

**27:20** - *Saron Yitbarek*

I'm Saron Yitbarek, until next time, keep on coding.

### Keep going

### Go from gaming to Mars with season 2 of Red Hat's podcast series, Command Line Heroes

Check out what it means to live on the command line

### Command Line Heroes: The Game

All you need to know about the game and [Open Jam](https://opensource.com/article/18/9/open-jam-announcement). Or, jump [straight to github.](https://github.com/CommandLineHeroes/hero-engine)

### Colossal Cave Adventure: building and running 40-year-old code from the dawn of gaming

Find, build, and run the game that started it all.

Season 2, Episode 1 extra

### Easter Eggs

![Warren Robinett](/rhdc/managed-files/thumb-clh-robinett-300x300.jpg)

Warren Robinett wrote gaming's first Easter egg. Hear how he started this tradition.

[Listen to this episode later](#)