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12 December 2008 GMT, 14:28:06 Pricing for Indy Developers?

 Sticky

tmtim

Joined: 12 December 2008 GMT
Posts: 4

Hello,
This technology is exactly what we have been looking for to build a game we have have in mind, I am just hoping that there will be some sort of tiered pricing based on project profits or something like that. The Torque engine guys do something similar. Basicly if your project makes less than something like $250k you can get by on just the indy license which is around $100-200 I think, It's been awhile since I looked into that one at all.

I've been looking all over for some clue as to what type of pricing you guys are going with but haven't found it yet. We just want to know if it's going to be possible for us to ever use this technology before we start really investing a lot of time learning it. I've already beta tested a few projects that ended up being way too high priced for a indy team to ever afford and I really don't want to go through that disappointment again.

Thanks!
-Tim

15 December 2008 GMT, 05:34:59 RE: Pricing for Indy Developers?

dennis_l

dennis_l

Forum Admin
Joined: 9 April 2008 GMT
Location: UK
Posts: 26

Quote:
Hello,
This technology is exactly what we have been looking for to build a game we have have in mind, I am just hoping that there will be some sort of tiered pricing based on project profits or something like that. The Torque engine guys do something similar. Basicly if your project makes less than something like $250k you can get by on just the indy license which is around $100-200 I think, It's been awhile since I looked into that one at all.

I've been looking all over for some clue as to what type of pricing you guys are going with but haven't found it yet. We just want to know if it's going to be possible for us to ever use this technology before we start really investing a lot of time learning it. I've already beta tested a few projects that ended up being way too high priced for a indy team to ever afford and I really don't want to go through that disappointment again.

Thanks!
-Tim


Thank you for your post.

We have not finalised the question of charges but I can pass on our thoughts and hope this will be of interest. Our proposed structure will be finer grained than the example you give.

It is our aim to provide a service to as wide a user base as possible from a single user creating a virtual world for their own interest to small groups up to full commercial/professional development projects. In the case of a commercial license, our aim is to split the cost between an affordable initial monthly fee to cover hosting costs and a negotiated charge when a project becomes commercially successful based on the number of users. Again, this will be kept as low as possible.

The good news is that the World Builder is free!

All non commercial levels will have access to the assets bazaar which will contain free and purchasable assets. We are hoping that users will donate models and sell assets for a nominal charge through an internal market to help those members who do not have the facilities to produce 3D models. All levels of license will allow users to upload their own assets of course.

Access to member's worlds may be charged for through the Everplanes system and Coded Edge will take a small percentage of these fees. Commercial users with their own servers will use their own charging facility.

There will be a guest facility where there will be no charges. Owners of worlds will determine their own access policies.

Briefly the licenses will be:

1: Personal - this will give access to a few kilometers of real estate. There will be a modest charge for this on a monthly basis that should be within the range of any hobbyist.

2: Group - this will be similar to the personal license but will give access to more real estate. The monthly fee will be similar to the personal license per user. The minimum number for a group will be 2. The purpose of this is to allow the development of small indie games by a group of enthusiasts. Access to the world may be charged for through the Everplanes system and Coded Edge will take a small percentage of these fees.

3: Large Group - this is similar to Group but gives access to one full world of up to 32 Km^2 or multiple worlds. The minimum number of users will be 5.

Commercial Development licenses can be negotiated in order to taylor them to individual needs, but again, our aim is to keep costs as low as possible.

4: Development - This license is intended for commercial projects where the developer needs to keep their costs low during the early stages of development and is based on a monthly fee to cover hosting costs.

5: Development DS - License includes a dedicated server for up to 3,000 players per server. We see this as the next stage of development where the user base is extended.

6: Development SC - License includes scaleable servers that will allow more than 3,000 players per world.

7: Commercial - This allows a company to set up their own servers and have access to World Builder Studio which includes a complete set administration tools and the engine API. This license is negotiable.

I hope this helps to answer your query. As I have said, these are our initial thoughts. Any comments will be welcome.

15 December 2008 GMT, 13:57:58 RE: Pricing for Indy Developers?

tmtim

Joined: 12 December 2008 GMT
Posts: 4

Thanks for the thorough reply, we are glad that there is a multi level pricing system and that you are aiming to do business with independent developers as well. People like us will eat this sort of stuff up, the online collaborative editing system is just perfect for teams that work virtually.

I really hope you guys do keep supporting the smaller developers, I'm sure we won't use up much bandwidth or cpu cycles unless something becomes very successful and then you guys will make a nice profit with the percentage based profit sharing system. Sounds like a great setup for both parties involved if all goes well.

Good luck with this and we hope to be able to help test this soon.
-Tim

31 December 2008 GMT, 23:45:54 RE: Pricing for Indy Developers?

zombie13333

zombie13333

Joined: 29 July 2008 GMT
Location: California
Posts: 7

I could donate some of my 3D Models, and if you are looking towards the Commercial License is there a way of giving a certain percentage of the game's monthly income? Is that something that is negotiable? Or is the commercial license for a one large payment? In my perspective, I think it would be easier for most companies, or small developers to have the percentage of income taken out per month. Although, that's just my view of it.

 
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