this post was submitted on 08 Oct 2024
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I always thought it was kind of ridiculous to gatekeep console development behind a paywall like this. With godot, there's even another layer to this since godot philosophically opposes integrating any kind of console compiler into their environment bcz of the licensing behind it. Hence this solution, which I'm even less of a fan of than the unreal model.
It sounds like they have to to stay in compliance with the platform's rules, but the benefit of the engine being open source is that anyone else can offer the same porting services.
If you build a game for unreal, you start from scratch or bend the knee to whatever they demand of you.
They explain their reasoning here: https://godotengine.org/article/about-official-console-ports/ .
Appreciate the link. I've read it before. I understand why they chose to do it, I just disagree with it personally.
The only other legal option is to cede console porting to someone else. This is the best option, legally.
You can blame the console manufacturers for that. Their platform code is legally protected.
They'd have to charge for it anyway. It wouldn't be very different if they did it themselves.