Sorry for being redpilled toward the GPL crowd, but we just need to get some realities straight. There's another side to this.
Have you ever played a game an felt an eery "I've felt that before", but couldn't put your finger on it?
Examples include:
- Chris Sawyer's Transport Tycoon -> Roller Coaster Tycoon.
- World of Warcraft + Starcraft's Download Programs (which both used a similar, skinned UX and bittorrent downloaders)
- Shining Force III -> Golden Sun (battle gfx, character sprites / dialogs)
Games have a unique type of taste and "feel" that come off them. As an artist, I'd like to see my touch be able to go along wherever I go.
If finding and retaining top tier talent matters, why not try to be more accomodating to developers?
1. Creativity is priceless. GPL isn't geared toward creatives and game engineers. See the billion dollar video game industry.
2. It takes a tremendous amount of investment to meet the basal technical requirements to program a game. Let alone study the frameworks in question, build tools, so on and so forth. You have to cater to engineers who, care about open source, but won't tolerate reinventing the wheel again to satisfy a viral license (please research the position why, I could elaborate).