The great advantage of OpenGL is: Operating System independency.
PlaneShift does not support the most complex 3D effects, so it runs fine on a great variety of hardware (e.g. smooth enough on a GeForce2 GTS and 800 MHz AMD Duron in 1280x960 pixels resolution) via the OpenGL based, mainly OS independent, CrystalSpace 3D engine.
Switching to any DirectX version specific API will have several disadvantages:
- DirectX is only well supported under Windows. Linux support under WineX is limited (maybe even wrapped to OpenGL?).
- The several DirectX version APIs are not completely compatible to each others.
- Direct3D is not as flexible as OpenGL: in OpenGL, you can use or ignore some "extensions"; for Direct3D, you may have to select another API version for better looking effects. But ... how much graphic effects does a roleplaying game really need? So much that you would risk losing good friends with outdated hardware?
There is, however, one part of the DirectX API which is supported in the Win32 version: DirectSound. An OS independent audio system, like OpenAL, is unfortunately not yet as usual as the OS independent graphics system, OpenGL.