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Modplanman
March 30th, 2010, 03:57 AM
There's a tendency for people to side with the assumption that there's no way that game makers can make money with an open source/Free software model, or that to make higher quality games you need to sell them. I hope to dispel that idea by showing and coming up with models in which selling access to the game itself isn't a necessity, or only forms a small part. More ideas and improvements upon existing ones are welcome and encouraged - I'm sure plenty of you have your own ideas.

Support

I thought I'd get the most obvious out of the way first. There is a large market in videogames for pre-made, powerful, flexible and easy to use game engines (http://en.wikipedia.org/wiki/Game_engine) that take can take a lot of the work out of getting started and moving on to creating good, meaningful content. Most companies at the moment rely on selling access to the engine itself as far as I understand it, but in the same way as Red Hat is to Microsoft, an enterprising video game company could be the Red Hat equivalent to Unreal in selling support and documentation, customisation etc.

In such a model, in the same way Red Hat and others use it, sharing the software (game engine in this case) is more beneficial, as it becomes easier for more people to access and use the tool, instigating network effects, providing free feedback to improve said tools, and an already existing captive audience that may go on to use the tools in business or suggest such tools, which in such a case provides the need for the support and other services. In fact, there are already one or two projects like Ogre3D (http://www.ogre3d.org/) trying this to a certain extent, and has already been used in some commercial games.

A very insightful view of this model during its inception is the history of Cygnus, the first company that based its business on Free software by selling developer time and expertise as competitors were trying to sell the software.

Our marketing message was "Freedom". Freedom from restrictive software licenses, and technological license managers that would make your compiler refuse to run. (Yes, "DRM" was alive and well in the early 1990s, but only on expensive commercial software, not on music, movies, and books.) Freedom from lock-in to a specific vendor. Freedom from the constraints of currently available products: we were happy to modify them for you, for a price, and if you didn't like our price or our work, you could do it yourself, or hire anybody else to modify them for you.

[...]

Our pricing was initially created by our inexperience. We were good businessmen, but not good marketers. We started by estimating what it would cost us to do a given development job, or provide a year's support to a particular company or department. Then we'd add a percentage for our overhead and profit, and that would be the price we'd quote them. (We aimed to grow the company using only revenues from customers, and turn a small profit every year -- and we largely succeeded at both.) This formula priced us well below much of the competition, and we were still making money.

[...]

Later, after hiring more experienced executives, we discovered that our pricing was "leaving money on the table". We still needed to estimate our own costs and overheads and profits -- but we also needed to estimate how much money our work would SAVE our customer, or MAKE FOR our customer. When there was a big discrepancy in those two numbers, we could raise our price significantly, and the customer would still be happy. For example, the Sony PlayStation contract enabled Sony to ship the PlayStation months earlier (with working third party game software). Even a single month earlier of shipments would result in hundreds of millions of dollars of income for Sony. Similarly, big networking vendors like Cisco had tens or hundreds of millions of dollars riding on the introduction dates of their new products. We were selling them "insurance": if any big problems came up in the development software as they worked on the product, we'd fix them rapidly so their engineers would be able to deliver the product on time. Chip vendors, for whom we built many compilers, were betting big money on getting at least one large customer for their latest chip. Early availability of our tools allowed their customers to reliably prototype large, complex products with the chip. Our pricing gradually grew to include a percentage of the value that our work was creating out in the world, for our customers.

Marketing Cygnus Support (http://www.toad.com/gnu/cygnus/index.html)

This can go hand in hand with the next model...

Self-Improvement

Blender - a 3D modelling and creation tool that can be used for film/TV work and also games - has actually produced its own short films and a game, Yo Frankie! (http://www.blender.org/features-gallery/blender-open-projects/). These projects were created as a means to show that Blender is capable of producing professional quality work, and improving Blender itself in the process through adding new features needed by the project, which would make the project easier to do or to improve the work flow. Blender then both sold DVD copies of the works, alongside its sales of various books on 3D modelling and how to use Blender (http://www.blender.org/education-help/) (effectively the support model).

Such a model could be done by other tool makers. It benefits them by helping improve their own tools they're hoping others will use, by which they may be able to make money off of the other end by sales of DVD versions, scarce "special editions" and merchandising, or even as commission work (talked about later) for an event. This would also help further other models like support, by increasing quality of the tools and acting as marketing that would help spread word about this fantastic amazing all-in-one saves the world product.

Commission

With commission work, you get paid not for the already produced end result being distributed on a shiny plastic disc, but to produce the work in the first place. Someone - an individual, group, company or government body - pays you to produce content that may or may not have to fit a certain criteria, and may be part of a larger model like advertising supported.

For example, music produced in films are commission work - the payment is for production, not distribution of end result (even if they get a cut of the films revenue), though the model at large does depend on that. From the perspective of the creators, TV in general is effectively commission work, with which the network hopes the end result of that work will bring in audiences that allow them to charge more for the advertising space allotted to each show. They may receive further payment based on DVD sales and the like.

In some cases, simply the production of a work itself may considered enough. For example, a game that may help illustrate to students in a college or university the laws of gravity. It may be produced in a way that is genuinely fun and at first, doesn't represent a typical "edutainment" game, but would be an idea based around fairly realistic physics. It wouldn't have to be earth based either, whether as means to show different effects of gravity or simply to use a setting more fun. Often the government and private sector have used or expressed interest in using and/or integrating very realistic simulator type games to help with training. There are countless other examples, but the basic point remains the same - payment for production, not end result.

Advertising

The game itself may be an advertisement for a product, like a racing game paid for by a car company that would advertise its products, or paid for by a particular racing organisation that would help promote its sport, both of which overlaps nicely with the commission model.

A second way of approaching this would be product placement. Drinks in a game may be of a particular brand which has been paid for by said company, branded clothing, etc. Though both require smarter approaches than rather garish and upfront signs, pop-ups and other such things that may be too distracting. Preferably these placements would be designed in a way that would fit in with the game world, not distract from it, or in the prior example create a new world in itself.

In some cases, this may also form part of a larger model. Major Hollywood blockbusters are often supported by product placement in one form or another, which helps reduce risk and take the edge off of the huge budgets these films now have, for example Transformers was partially supported by the manufacturers of the cars featured in the film.

The best opportunities will likely present themselves in areas such as sporting events, where games focused around these may be able to command support due to the advertising the sport may get out of it alongside the sponsors of that sporting event. Currently however the most dominant form in these areas is exclusives licenses for likeness and name to games companies creating a bidding war. However, these are already dominant sports and events, rather than ones trying to create larger recognition who may find the opposite more attractive.

A lot of other games may not fit well. Sci-fi games set years into the future where Pepsi still exists may confuse more than a few players.

Subscription

A game may sell a particular service as part of a subscription. In this model, it's irrelevant about the software itself being distributed, but about related services you produce. From guaranteed, high quality servers to ongoing production of new missions and updated content. Do not think of the subscription as paying for the already created content, but paying for ongoing production, and the maintenance of related things that keep the game experience going, like servers for MMO/online FPS. Guaranteed stability and regular addition of new and/or local servers, servers that support higher amounts of players, etc.

Free and non-official servers may still be created with no artificial blocks on the creation of them, as a way to promote competition and community goodwill. Perhaps allowing and even promoting community created content alongside "official" content would further help promote the game, goodwill and generally give even more reason to buy. Subscribers may get regular access to chat rooms and Q&A's with the developers, sent complementary media like comics set within the game world and other such things.

One such example that already exists is the commercial MMO Ryzom (http://www.ryzom.com). which with the help of the FSF (http://www.fsf.org/news/free-ryzom-1) went free software for tools, server and client,along with CC-BY-SA (http://dev.ryzom.com/projects/ryzom/wiki/OpenSourceFAQ#What-will-you-be-releasing-and-how-will-it-be-licensed) for nearly all of its art assets.

Other ideas discussed have been providing subscribers with first opportunity at things like news on upcoming additions to the game or pre-built beta versions. The results could still be distributed, but as noted, it's about first opportunity, not exclusive opportunity. Also ideas involving creating a store for merchandise where buyers are given a months subscription, whilst subscribers already get some of the merchandise or get a discount.

Pay As Much As You Want

This model has been tried various times in gaming and other areas, often to great success, whether it be as a temporary promotion (http://2dboy.com/2009/10/26/pay-what-you-want-birthday-sale-wrap-up/) or as the definitive way to get the content. In this, the customer is first presented with an empty box by which they can enter any amount they wish to pay to the project - from £0.00 to $1,000,000. This model shares similarities with donation in that payment may be based on good will, or on a more general understanding that this will further the project. However, this will most likely work best when combined with other incentives - paying over a certain amount may get you a guaranteed slot in all or certain official servers, get to see a sneak preview of new content being put forth, printed versions of the game and merchandise, a Q&A with the developers, etc.

Areas in other media where this has been tried has most prominently been music. The band Wheatus now sell they're latest albums with a PAMAYW (http://www.wheatus.com/ltl_index.html) model, providing incentives to pay over certain amounts. If you pay over $25, you get the CD, DVD with various footage and a "making of" documentary, complimentary comics related to the albums, along side the package being signed and numbered by the band.

The most recent and maybe even biggest example of this being successful is the Humble Indie Bundle (hhttp://www.humblebundle.com/). HIB takes 5 indie games from various developers, like in the first bundle which included World of Goo and Penumbra: Overture, which could be bought at any price, for all major operating systems, no DRM and with some of the proceeds going to charities. The bundle also allow you to select in what way the money is split between the developers and charity. The first bundle earned over $,1000,000 in one week, and as a reward for all the money they received they open sourced several game engines (with differing licenses for art assets). Since then, it's only become more succesful, with the third bundle raking in over $2,000,000 from over 300,000 bundles, with Linux #users regularly having donated the highest on average and making ~25% of revenue on most of the bundles (tied with or more than Mac users). Wolfire (the creators of Humble Indie Bundle) have also attested that after the open sourcing of various games and assets under various licenses, they experienced no drop in sales (http://arstechnica.com/gaming/news/2010/12/humble-bundle-2-is-live-5-great-games-no-drm-pay-what-you-want.ars):

Jeffery Rosen, the cofounder of Wolfire Games, ticked off the lessons learned from the first bundle. "We learned that piracy is inevitable—even when you let people literally give a penny to charity for DRM-free games, large percentages of people will still pirate the bundle," he said. "We learned that open source software is still commercially viable. After open sourcing a number of games in the bundle, none of our sales were negatively affected."

Micro-Payment

This is where a game sells various virtual (in-game only) items, rather than access to the game itself. Typically this hasn't been received that well, partially due to it being used as a means to sell content someone already technically owns or the items being sold having other advantages with no other way to get them through normal play time, creating a sense of unfairness on the part of players reluctant to spend money on items that didn't hold much genuine worth outside of the game and the disconnect between players who paid and those who only played.

More recent takes on the model however have focused on time saving as the reason to buy, vs the usual benefits like power, health or appearance. With this, allowing players to obtain items in other ways is perfectly compatible, as what you're effectively buying is time - buying the item may leave you out of pocket, but is more convenient by not requiring the normal amount of time required to get something, especially if you've been busy lately, or enjoy the game but end up with the lack of ability to play it to a degree that's normally necessary.

A Free software game (though sadly non-distributable art work) that already has a micro-payment model is the MMORPG Eternal Lands, where you can buy various items from their shop (http://www.eternal-lands.com/page/shop.php).

A good and recent example of this is Dungeons and Dragons Online, which is (kind of) free to play. They introduced a model involving "turbine points" (http://arstechnica.com/gaming/news/2009/10/ddo-free-to-play.ars), things you can either earn during normal play or pay for. They still offer a subscription model, which doesn't just offer game access but free monthly turbine points, free immediate access to all existing content, access to beta and priority in login (http://www.ddo.com/vip).

Another example would be the pets system Blizzard added to World of Warcraft, where selling creature known as the Celestial Steed brought in $2 million in roughly four hours (http://www.1up.com/do/newsStory?cId=3178849) (priced at $25). It offers little to no in-game benefit, though does require a large amount of control over how users can trade and sell items to others if you want to keep it a rare, prized item.

One of the most recent and probably successful models of this has been the proprietary game Team Fortress 2, which went from traditional paid for game to free to play with an in-game item store (http://wiki.teamfortress.com/wiki/Mann_Co._Store). Outside contributions are accepted, with items that are paid for in the store giving some of the money to the creator. Maps can also receive donations towards contributors. What's more there's now a trading beta where items from TF2 can be traded for spare games on someone's steam account (when someone is gifted a game they already bought for example). Within the first 2 weeks of the Mann Co. store opening, contributors made around $39,000 to $47,000 (http://forums.steampowered.com/forums/showthread.php?t=1526851).

Crowd Funding/Pre-Order

Almost a cross between subscription and commission, in this instance people are paying to fund the creation of the content before it has been made or finished, once again combining with other incentives to give people a reason to pre-order. The developer earns money to fund the creation of the game, whilst customers get both the game and other benefits which may be conducive to allowing the game to be distributed freely.

In this instance, there is a clear understanding of paying for production, not already existing content. You can also provide benefits from first opportunity at news and upcoming versions, private forum sections for subscribers etc.

Examples of this being tried in the proprietary world would be Overgrowth, another example from Wolfire games. By pre-ordering the game (http://blog.wolfire.com/2009/02/overgrowth-faq/#q9), you get access to a special forum to discuss the game, access to weekly alpha builds giving you first chance to try out the new features added alongside the understanding of funding the continual development of a game that you'll get at the end. After finishing the game, this could indeed be easily transitioned to the PAMAYW model, where the game could be distributed freely and you'd still be relying on further incentives to get people to pay higher amounts.

Another example of this working but in the free software world itself is Diaspora (http://www.joindiaspora.com/), a project to create a decentralised and more secure version of Facebook built entirely as free (as in freedom) software that would allow profiles and services to be hosted by different people but still work in a similar/same way as centralised social networking site. Using Kickstarter (http://www.kickstarter.com/), they were able to raise the money to pay for the work on this project. In fact, they raised $200,000 (http://www.kickstarter.com/projects/196017994/diaspora-the-personally-controlled-do-it-all-distr), with the initial goal simply being $10,000 thanks to a bunch of press talking up the project.

Other various FOSS related projects have also been funded by Kickstarter, like the Novacut video editor (http://www.kickstarter.com/projects/novacut/novacut-pro-video-editor), the FreedomBox Project (http://www.kickstarter.com/projects/721744279/push-the-freedombox-foundation-from-0-to-60-in-30?ref=card), an open source pulse sensor (http://www.kickstarter.com/projects/1342192419/pulse-sensor-an-open-source-heart-rate-sensor-that) and even a library for creating charts (http://www.kickstarter.com/projects/adriansieber/vectual-the-open-source-charting-library).

What's Best For My Game?

There isn't really a single answer to this question. It's all a part of the question "What's unique about my game?", along side what fits with the kind of game you're making. A subscription model won't work well with a one time story focused single player game, but may indeed work well with PAMAYW, crowd funding or otherwise. Conversely, a sprawling MMO containing thousands or so players at a time fits much better with subscription due to the ongoing and demanding requirements of creating and maintaining such an infrastructure, along with consistent demand for new content within the game world.

Support for example works better for game companies more focused on the tools, rather than the games themselves. This may work for high end simulations that have the possibility of getting used in the military, but these may be lucrative yet less common opportunities. The main issue here is not falling into the trap of "open core" as I've seen it termed. The temptation to let the engine go free, but sell proprietary extensions. This model still fundamentally relies on selling access to software, when one of the advantages in a free software world of using the support model is that the software being freely distributed acts as advertising in itself for your services. Bundling the freely distributable software as part of a larger bundle of support services would be a good idea, like Red Hat bundles packaging and distribution of updates as part of its services, still allowing source redistribution.

This works better for tool makers as you're saving time and money of others - helping other game companies reach their goals and ship their games by the date specified. Instead of working around bugs and wasting days and weeks on the problem, you're at their beck and call to fix them there and then if need be. With games focused at general consumers, this doesn't work. They don't necessarily have the same complexity in needs, nor is time as much of a critical issue.

When adding on the self-improvement aspect, this creates a secondary revenue source and acts as good marketing for your tools. You show your tools are ready for serious work and create a captive audience for merchandising and other related goods, whilst increasing mindshare. This would be more advantageous to smaller companies trying to break in against established players who have to work more to prove themselves and get known.

Another example, commission, is about being paid to create something that doesn't already exist. It's perfectly allowable to distribute the end result freely as you've already been paid for the work, though there might be cases where the receiving party feels they want to keep it locked up. A lot of opportunities may exist for this in education and creation tools, or in working for specific events. In these instances, you're less informed by your own ideas and more taking other peoples and working to fit them to the circumstance. If you're a visionary who has plenty of their own ideas already, it may be better to stay away from here, or use it as an in-between source of sustenance.

What are the needs of your game? What do people want from your game, and how can you find ways that gives them more of that? What incentives in line with the aims of this game can convince people to pay?

Why Not Just Sell The Game Upfront?

This brings us back to the fundamental question of all business - what are you providing that customers can't do on their own?

Selling access to a game on its own is only going to become harder to do. Digital distribution creates a situation where customers can distribute your game entirely by themselves. Basing your business on that is trying to sell people something they can already do themselves for free. In spite of free music on radio, various free content on TV and otherwise, people still paid for that content when it came to cinema or DVD. Why? They were buying capabilities they couldn't provide themselves. In movie theatres you have giant screens and far better audio and visual quality, along side the social experience of going to see a film at a theatre. With Vinyl, Cassette, CD and DVD, you sold them the ability to play and access that content whenever they wanted, as compared to when that content was on TV or Radio. Now they can provide those themselves, and do so in a model that involves little cost to them and no cost to you. Focus on that last part - that's an advantage - that's an efficiency. Use that as an input to something else.

Paper becoming a commodity facilitated huge markets for printers, pencils, pens and other such things. The ability for paper demand to be more than adequately met produced huge demand for tools to do things with that paper, to fulfil jobs and tasks that people need done. The ease of modern distribution, combined with Free Software development models facilitates markets based around time saving, and providing other things they can't do themselves. The same applies to games.

The Humble Indie Bundle contained a series of games that had already been out for significant periods of time, yet many people donated money for games they could gain access to by other means. Why? Part of that was the understanding that some of that money would go to charity. Part of that was funding more creative indie games and development. That last point is driven home with the Linux user donations being nearly double that of Windows users. Linux users understood that by paying more, they were funding the incentive to put out more games on Linux, a market more starved than Windows and even Mac. Humble Indie Bundle didn't sell people access, though that may have been part of it - it sold people the idea that this would spur more games from these creative indies, and in the case of Mac and Linux, sold people the creation of more games for their system, things that not every user could do themselves. Combine that with a charitable cause and it's easy to see why they reached $1,000,000 in a week.

It's doubtful that any individual model will be a complete solution. It will require all sorts of experimentation and mixing and matching, but there certainly are ways to fund and make money with FOSS games, and do so in ways that don't undermine the GPL and free culture movements.

Further Resources

http://www.kickstarter.com/ - What is Kickstarter?

Kickstarter is a new way to fund creative ideas and ambitious endeavors.

We believe that...

• A good idea, communicated well, can spread fast and wide.
• A large group of people can be a tremendous source of money and encouragement.

Kickstarter is powered by a unique all-or-nothing funding method where projects must be fully-funded or no money changes hands.

All-or-nothing funding?

Every Kickstarter project must be fully funded before its time expires or no money changes hands.

Why?

1. It's less risk for everyone. If you need $5,000, it's tough having $2,000 and a bunch of people expecting you to complete a $5,000 project.

2. It allows people to test concepts (or conditionally sell stuff) without risk. If you don't receive the support you want, you're not compelled to follow through. This is huge!

3. It motivates. If people want to see a project come to life, they're going to spread the word.

http://flattr.com/ - flattr allows people to set up an account with x amount of money per month, which when they flattr things (press a flattr widget associated with something), money will be automatically given each month to the creator/project. When more than one thing is flatrr'd by someone, the money is shared out equally amongst the recipients.

http://www.jamendo.com/en/ - liberal CC focused music service.

http://www.opengameart.org/ - An open directory of art and assets licensed under liberal/FOSS terms specifically for games (including commissioned for the site and donated works).

http://media.ryzom.com/ - Resources freed as part of the FSF's opening up of MMORPG ryzom. Reusable GPL'D/liberal CC'd works (most suitable for fantasy and sci-fi, but undoubtedly useful for others with tweaking and some cool ideas).

http://dev.ryzom.com/projects/ryzom/wiki - general development information on Ryzom, including code, assets, licensing etc.

http://www.crystalspace3d.org/ - Powerful 3D free software engine.

http://www.panda3d.org/ - Another powerful 3D free software engine.

http://www.ogre3d.org/- - And another powerful 3D free software engine.

http://sauerbraten.org/ - Yet another powerful 3D free software engine (more FPS orientated it seems).

http://creativecommons.org/ - Information on CC licenses and ability to search for media based on CC license.

http://mocap.cs.cmu.edu/ - A large resource of motion captured animations available in multiple formats.

http://forum.freegamedev.net/index.php - General discussion on FOSS game development and certain projects.

http://levine.sscnet.ucla.edu/general/intellectual/againstfinal.htm - It is common to argue that intellectual property in the form of copyright and patent is necessary for the innovation and creation of ideas and inventions such as machines, drugs, computer software, books, music, literature and movies. In fact intellectual property is a government grant of a costly and dangerous private monopoly over ideas. We show through theory and example that intellectual monopoly is not necessary for innovation and as a practical matter is damaging to growth, prosperity and liberty.
- Helpful to understand the true nature and history of copyright and patents, along side understanding and envisioning how to make money without relying on them.

-----

Suffice to say, this isn't every idea, nor are the individual ideas themselves perfect. Do you have any further ideas or improvements? Feel free to comment or write a reply post. Maybe we can dispel the assumption once and for all, and help improve FOSS gaming as a whole in the process.

For further ideas and inspiration, see the Techdirt blog (http://www.techdirt.com/index.php), specifically their Cwf + Rtb (Connect with fans + Reason to buy) post (http://www.techdirt.com/articles/20090719/2246525598.shtml) and the Grand Unified Theory on the Economics of Free (http://www.techdirt.com/articles/20070503/012939.shtml). This post is also up on my personal blog (http://somethingmild.blogspot.com/2010/03/ideas-to-fund-foss-games.html)

Modplanman
April 30th, 2010, 12:40 AM
Updated the post, and bumped for feedback. What do you guys think? More general ideas, specific ones or refinemnts on existing ones? etc.

mastablasta
April 30th, 2010, 06:38 AM
You are saying about promoting free games yet a lot of models require the payment form the user. If the user has to pay they are not free, if they are not free they need to be good enough so people iwll buy them.

And even if they are free they have to be good. Good product (service) can sell itself and it can also advertise itself.

I would say that product placement and commercials could be the way to go. I am actually surprised ocmpanies are so reluctant to do it especially with the reach they could have in some games.

Most other things relly on user to actually pay. If there is a parallel free version it's usually not so good as payed one. And if it is why would anyone pay for the payed one?

Most open source games fail because they don't really have a propper objective and too many features are added instead of first polishing the important ones. Their dev base is too big and development too simultanious.

For example Vega strike - they are doing/implementing Massive miltiplayer - has the story been done yet for single player? Will it ever be? Are all bug already fixed?

Next Ufo Alien invasion - great concept but again things are being developed instead of first doing the important things so people can actually play it through single player without any gamebraking bugs.

Another problem is of course that lack of funding has the effect that the whole thing is designed as hobby. So after a while it might even be totally abandoned or not finished at all.


One interesting way of game funding (though in the end it was not open soruce game) was Mount & Blade (developed by a couple from Turkey). Where you payed more and more as development progressed. For example in beginning it costed 5 dollars then 7, 10, ... until the final price when it was finished). Final price was a bit high (and iin this respect at least to me unfair) considering the fact that community helped a lot in development with ideas and contributions.

donkyhotay
April 30th, 2010, 11:21 AM
You are saying about promoting free games yet a lot of models require the payment form the user. If the user has to pay they are not free, if they are not free they need to be good enough so people iwll buy them.

There is a difference between free (gratis/beer) and free (libre/speech). I think all software should be free (libre) however I don't think it should necessarily be free (gratis). I'm more willing to actually pay money for a FOSS program then download a free (gratis) proprietary program. The knowledge that I can do *anything* I want with my software (even if I don't have the technical ability to actually do it) is very important. I've been burned too many times before using a proprietary program that suckered me into using their stuff and then suddenly yanked it away, changed the terms and conditions on me, etc. The OP seems to be talking about free (libre) not free (gratis) and everything he suggests fits that interpretation.

Modplanman
April 30th, 2010, 02:25 PM
donkyhotay, you are correct.

In the same way that Red Hat is a Free (or open source if you want to be a little clearer) software company but is no less commercial than any other, I wanted to bring ideas about models that would be compatbible with a game being distributed under GPL.

The basic principle is that you create a model that works with the GPL, not against. Create models that are advantaged by giving the game away for free and even being made part of a distribution. Going back to Red Hat, giving away their software under GPL advantages their model, not disadvantages. Fedora is used as a technology preview where people and companies can see what will eventually become RHEL that they use in their business and adapt and change it. That helps Red Hat produce a better RHEL system that their customers want to use - that then creates a captive audience for their support offerings (people and companies that need features added but don't have the expertise, need to integrate RHEL into their setup and again don't have the expertise, etc.). This is why even with a source clone like CentOS they still make money - they're not trying to sell the software itself, they're using the software to help feed customers to their "real" business.

http://www.youtube.com/watch?v=NlNlcLD2zRM

The same idea applies here. Any model that is advantaged by giving the game away both in price and license by using the lower barrier of entry and larger audience this can create to feed into something that can make money at the other end.

kiplingw
April 30th, 2010, 09:24 PM
Hey Modplanman. I am finding this thread very useful, considering that I am currently developing a free commercial game. You might have heard of it. It's called Avaneya (https://www.avaneya.com). This thread is very useful as a think tank for people trying to undertake such endeavors. Keep up the good work.

Modplanman
April 30th, 2010, 11:05 PM
Hey Modplanman. I am finding this thread very useful, considering that I am currently developing a free commercial game. You might have heard of it. It's called Avaneya (https://www.avaneya.com). This thread is very useful as a think tank for people trying to undertake such endeavors. Keep up the good work.

Thanks for the kinds words, glad I could help in any way.

I really like the idea of Avaneya, and think it has great potential. Some things that may be worth thinking about in regards to the business side:

How deeply embedded into the game will your service be? This is important to think about from several perspectives. Most obvious will be advertising, and how far in game it'll push or promote the service you'll have. Whilst it's important to let people know the service exists and what it provides, it's also important not to stray too far into prompting or asking the user to join the service. If someone has made up their mind, constant prompts and advertisements may simply frustrate them to the point where they even stop playing the game all together, which worse than having a non-subsciring player who you still have the opportunity to turn into a subscriber.

Also, just how much of the game may be dependant on the service? How deeply embedded things that relate to your services are in the game, though this depends heavily on the particular things you settle on providing. It might be worth it for example, in a situation where someone is paying monthly for new content, to make the tools that download and install this content seperate from the main game itself, or make the tools non-specific, allowing for other sources of content.

It may even be an idea for the future to produce game development related tools. Either ones produced out of necessity to make the game, or tools you wished you'd had during development. This may help a support business aimed at other developers alongside the pure gamer support model, and help improve FOSS gaming in general.

How much reason am I giving my customers to subscribe? Continue thinking of ways to add value to peoples experience of the game. Previous ideas like letting subscribers see sneak previews of upcoming content first and maybe even private forum areas for subscribers only and where developers are more likely to hang out maybe worth a try. Do so in ways that don't deliberately or artificially limit a non-subscribers experience. In fact, good free experiences may give people an incentive to subscribe simply out of good will.

I think my last point will be: Don't stop at Avaneya. Irrespective of whether the game turns out good, bad or even simply niche, I think it's a great voyage of discovery you're undertaking in making a Free software commercial game, and it'd be great to see you go on to apply this to other genres and styles of game. It'd be great to see a (Free) software as a service game company, and I hope you report back either here or in the Avaneya thread your successes and troubles not just on the game dev side but on the business side too as something we can all learn from.

kiplingw
May 2nd, 2010, 08:26 PM
How deeply embedded into the game will your service be? This is important to think about from several perspectives. Most obvious will be advertising, and how far in game it'll push or promote the service you'll have. Whilst it's important to let people know the service exists and what it provides, it's also important not to stray too far into prompting or asking the user to join the service. If someone has made up their mind, constant prompts and advertisements may simply frustrate them to the point where they even stop playing the game all together, which worse than having a non-subsciring player who you still have the opportunity to turn into a subscriber.


To play single player, it's free. To play on the official server, it costs a reasonable monthly subscription fee. Since the server software itself most likely will be under the GPLv3, there is nothing to stop anyone from deploying it elsewhere and circumvent subscription. What the official server offers is a larger community, given that the heavy requirements of running the server for many people simultaneously costs money.

Moreover, supporting Avaneya means supporting more development and new playable media for it of a high, commercial grade, quality.


How much reason am I giving my customers to subscribe? Continue thinking of ways to add value to peoples experience of the game. Previous ideas like letting subscribers see sneak previews of upcoming content first and maybe even private forum areas for subscribers only and where developers are more likely to hang out maybe worth a try. Do so in ways that don't deliberately or artificially limit a non-subscribers experience. In fact, good free experiences may give people an incentive to subscribe simply out of good will.


Giving subscribers earlier access to media might be an option, but I have to ensure that that does not conflict with our licensing obligations as outlined in the GPL v3 and one of the CC licenses.


I think my last point will be: Don't stop at Avaneya. Irrespective of whether the game turns out good, bad or even simply niche, I think it's a great voyage of discovery you're undertaking in making a Free software commercial game, and it'd be great to see you go on to apply this to other genres and styles of game. It'd be great to see a (Free) software as a service game company, and I hope you report back either here or in the Avaneya thread your successes and troubles not just on the game dev side but on the business side too as something we can all learn from.

Thanks a lot. There is a lot of buzz floating around the internet on the game and I am really happy to see people getting on the announcements mailing list from all over the planet from Russia to England.

Modplanman
May 2nd, 2010, 11:46 PM
Giving subscribers earlier access to media might be an option, but I have to ensure that that does not conflict with our licensing obligations as outlined in the GPL v3 and one of the CC licenses.


Currently, I'm thinking this would be media like screenshots and videos of in development stuff that would be posted to a subscriber only place or subscribers would be notified earlier (they would be allowed to be passed around and posted elsewhere, but subscribers would get the first opportunity to see it). Perhaps subscribers would get access to readily installable weekly builds of the game, again that would be freely distributable, something along those lines anyway. I think it'd be about having first opportunity, rather than exclusive opportunity.

Though I'm still wandering myself about the sustainability of this in regards to certain developers and members of the community who may be dedicated enough to provide these things on their own for everyone else, but it may still be nice as an assured thing on the subscriber side.

Something else I mentioned briefly in the OP that I'll expand upon here: As part of the service, more servers may be added over time. The order and location these servers would be added may be based on subscriber location, so subscribers who may be unable to get decent lag free servers at their location with the current crop of community and even "official" servers would be assured that their area/country would be put on a priority list to deploy new servers.

This would also spur adoption in areas and countries that have less adoption, less of a community and thus less decent servers. It's more of a limited incentive, but still.

Maybe periodical release of DVD's and/or thumb drives could be sent out to subscribers - they would carry all game content up to now as a backup convenience and could be branded, perhaps even with game manual and/or tricks and tips guide.

mastablasta
May 3rd, 2010, 04:52 AM
So basically selling the service not the software?! While the software would be free for everyone to modify it the way they want and as it feets their needs.

Modplanman
May 3rd, 2010, 05:14 AM
So basically selling the service not the software?! While the software would be free for everyone to modify it the way they want and as it feets their needs.

For the most part, though there are other things. Branded merchandise like discussed above, spin off (physical) media like comics if the game has a consistent story, special edition versions which come with various bonuses, convenience items, etc. Other options may even be crowd funding (http://en.wikipedia.org/wiki/Crowd_funding). Hopefully this thread can bring a wide range of ideas and explore them.

A musician by the name of Jill Sobule for example was able to create a successful way to do crowd funding:

http://www.techdirt.com/articles/20090728/1132015685.shtml

She even had the idea of letting people in to the process by selling tickets to see her record the album (with different tiers based on your personal interest):

http://www.techdirt.com/articles/20100401/0214258829.shtml

kiplingw
May 4th, 2010, 10:57 PM
Currently, I'm thinking this would be media like screenshots and videos of in development stuff that would be posted to a subscriber only place or subscribers would be notified earlier (they would be allowed to be passed around and posted elsewhere, but subscribers would get the first opportunity to see it). Perhaps subscribers would get access to readily installable weekly builds of the game, again that would be freely distributable, something along those lines anyway. I think it'd be about having first opportunity, rather than exclusive opportunity.


That is an idea that I have been flirting with, but I don't think that that will be the major source of project sustainability alone.

Though I'm still wandering myself about the sustainability of this in regards to certain developers and members of the community who may be dedicated enough to provide these things on their own for everyone else, but it may still be nice as an assured thing on the subscriber side.

Definitely. It's nice to know that people are taking interest in the project as well.

The order and location these servers would be added may be based on subscriber location, so subscribers who may be unable to get decent lag free servers at their location with the current crop of community and even "official" servers would be assured that their area/country would be put on a priority list to deploy new servers.

I'd like to keep all of the servers synchronized, as in all part of the same Martian planetary game world. But localization of the gateway servers might be useful. I think Starcraft did that.

Maybe periodical release of DVD's and/or thumb drives could be sent out to subscribers - they would carry all game content up to now as a backup convenience and could be branded, perhaps even with game manual and/or tricks and tips guide.

I think some Avaneya bling is a possibility. We're already discussing releasing the soundtrack in redbook format later. But periodical releases of DVDs / thumbdrives is an option for people who have a slow connection. Given the size of the cinematic and other game media, it makes sense to have that option.

Modplanman
May 6th, 2010, 01:49 AM
That is an idea that I have been flirting with, but I don't think that that will be the major source of project sustainability alone.


True, but I think the best offering will most likely be a mix 'n' match of various things. Rather than perhaps trying to think of one big idea or offering, bundle lots of smaller ones as part of a whole package (in this case the subscription, but could be applied to other areas)

I think some Avaneya bling is a possibility. We're already discussing releasing the soundtrack in redbook format later. But periodical releases of DVDs / thumbdrives is an option for people who have a slow connection. Given the size of the cinematic and other game media, it makes sense to have that option.

Ha, bling made me think of gold Aveneya themed chains and the like. But yeah, stuff like the soundtrack is a great idea. There's a big market out there for things like videogame t-shirts and posters/paintings and all sorts too.

Though this may introduce an issue of how much you give with the subscription and how often if you decide to make some of these goodies part of that. It'd be a good idea I think to have them be able to be bought on their own without a subscription, but depending on how much the cost is to both the player and obviously to you some of these things would be provided automatically.

Perhaps it'd be a good idea to have a tiered system. People who just want decent/good servers, fund development and the first access to update/content information would pay x price a month. People who are more into it could choose the option for regular send out of up to date CD/thumb drive version (say every 4 - 6 months) and the soundtrack or something comparable would pay + $5 a month, scaling up to the highest tier with CD/Thumb drive sent out, various artwork and so on.

Taking that even further: There may indeed still be crossover. People on the lowest tier may indeed still occasionally or as a one off want to buy the CD version, or the soundtrack, or the gangsta chain, so perhaps an incentive for all subscribers regardless of tier would get a discount on the items as they're sold through the store. A gangsta chain that cost $15 for example would come down to $10/12 for subscribers and similar with other items.

Suffice to say there seems to be a fair few options in making money just in this discussion for subscription alone :p Perhaps the assumption that FOSS games can't make money won't survive much longer.

kiplingw
May 7th, 2010, 07:20 PM
Hey modplanman. Sorry for taking so long to reply. I've been busy trying to get these design documents done.

True, but I think the best offering will most likely be a mix 'n' match of various things. Rather than perhaps trying to think of one big idea or offering, bundle lots of smaller ones as part of a whole package (in this case the subscription, but could be applied to other areas)


You're right. Other than membership subscriptions to play online, other things can be beneficial too.



Ha, bling made me think of gold Aveneya themed chains and the like. But yeah, stuff like the soundtrack is a great idea. There's a big market out there for things like videogame t-shirts and posters/paintings and all sorts too.


The soundtrack you can read a bit about here (https://www.avaneya.com/faq.html#music). The best music we are likely going to release on at least redbook separately.

Artwork would definitely be cool too. T-shirts, maybe too. Though the only t-shirt I ever got from a website was one of these (http://www.youhavebadtasteinmusic.com/shirts.html). And even that was a gift from the owner of the site. I think I still have it somewhere.


Though this may introduce an issue of how much you give with the subscription and how often if you decide to make some of these goodies part of that. It'd be a good idea I think to have them be able to be bought on their own without a subscription, but depending on how much the cost is to both the player and obviously to you some of these things would be provided automatically.


Definitely. Is there is a web store, people will be able to buy other things without having to get a membership. However, it would be nice if buying some things, like the redbook soundtrack, came with a month free subscription as a bonus.


Perhaps it'd be a good idea to have a tiered system. People who just want decent/good servers, fund development and the first access to update/content information would pay x price a month. People who are more into it could choose the option for regular send out of up to date CD/thumb drive version (say every 4 - 6 months) and the soundtrack or something comparable would pay + $5 a month, scaling up to the highest tier with CD/Thumb drive sent out, various artwork and so on.

Taking that even further: There may indeed still be crossover. People on the lowest tier may indeed still occasionally or as a one off want to buy the CD version, or the soundtrack, or the gangsta chain, so perhaps an incentive for all subscribers regardless of tier would get a discount on the items as they're sold through the store. A gangsta chain that cost $15 for example would come down to $10/12 for subscribers and similar with other items.


The ladder system gets complicated and I don't know if my brain can handle that. I'll give it some thought though.


Suffice to say there seems to be a fair few options in making money just in this discussion for subscription alone :p Perhaps the assumption that FOSS games can't make money won't survive much longer.

That's a goal.;)

Modplanman
May 9th, 2010, 08:06 PM
The soundtrack you can read a bit about here (https://www.avaneya.com/faq.html#music). The best music we are likely going to release on at least redbook separately.

Wow, that's some talent you have there. Wouldn't be surprised if you could become a millionaire from selling the music alone :p


Artwork would definitely be cool too. T-shirts, maybe too. Though the only t-shirt I ever got from a website was one of these (http://www.youhavebadtasteinmusic.com/shirts.html). And even that was a gift from the owner of the site. I think I still have it somewhere.

Haha, probably true that T-shirts may be a little more limited than artwork related things would be. Check out the Valve store and see some of the stuff they stock and see if it gives you any ideas, both for t-shirts and other things (in case you're wandering, Valve are the makers of various games like Half-Life series, Team Fortress 2, Portal amongst others).

http://store.valvesoftware.com/


Definitely. Is there is a web store, people will be able to buy other things without having to get a membership. However, it would be nice if buying some things, like the redbook soundtrack, came with a month free subscription as a bonus.


That's a good idea, hadn't thought of that. Perhaps it'd be worth it to experiment for a while to begin with and see what works best either way, like whether subscribers getting discounts produces more store purchases vs how many store buyers become long term subscribers. Though I was just thinking that maybe the 2 would work well together, like 2 sides of the same coin. Non-subscribers get an extra reason to buy related items and get a chance of getting hooked on the subscription service, whilst subscribers feel they're being treated well and become a little more receptive to buying some of these extras, though maybe that'd be verging on giving too much away.


The ladder system gets complicated and I don't know if my brain can handle that. I'll give it some thought though.


Perhaps I made the example too complex. It'd probably be better to stick with a few, well defined options. As is always the case more may be added over time depending on player demand and such, but initially it could be simply be a 3 or even just 2 tier system. First would get the usual service + news/info access for $15 a month as an example, and the second option would be paying $20 a month or so that would get them the fairly regular send out of preloaded CD/USB drive and whatever else makes sense as part of that.

An example to illustrate this may be Nine Inch Nails, even if they don't use a subscription model. Instead of simply selling their recent albums like normal, they give them away for free but provide other options that give people a reason to buy. They provide about 5 different options for their Ghosts album, one of which was limited in production so has since sold out.

http://ghosts.nin.com/main/order_options

The main difference here would be the recurring nature of a subscription. This is obviously covered by the fact you're providing an ongoing service, but if you were to do higher tiers, every few months or once a year if artwork was part of the subscription, then a new piece of artwork or artwork book would have be sent out.

It might be useful to think of the store as an experimental area. As items are added, based on sales/demand and feedback you get from selling them in the store an item may eventually make its way as either part of one of the already existing tiers, or made part of a 3rd or even 4th (though may be best to cap it and stop spiralling into too many options).

For example, people who feel the price of say, a poster is too little on its own to justify buying it (but indeed still think it's a cool item) could be made part of tier 2. In essence, as the store grows so too would various data and feedback on items, giving you a better idea of what might make sense to make part of the subscription, as part of what tier or even as part of a new one and so on.

kiplingw
May 9th, 2010, 08:34 PM
Wow, that's some talent you have there. Wouldn't be surprised if you could become a millionaire from selling the music alone :p


Hey Modplanman. Thanks for writing again. Actually, I've reasoned that the proceeds from the sales of the soundtrack will go to the musicians, after the cost of getting the discs stamped and such. I'd like to see them rewarded, even though some are just volunteering their time and music.


Haha, probably true that T-shirts may be a little more limited than artwork related things would be. Check out the Valve store and see some of the stuff they stock and see if it gives you any ideas, both for t-shirts and other things (in case you're wandering, Valve are the makers of various games like Half-Life series, Team Fortress 2, Portal amongst others).


I remember Valve well. I loved the original Half-Life and the sequel was quite good too. Depressing, although I'm not one to throw stones, given the project.


That's a good idea, hadn't thought of that. Perhaps it'd be worth it to experiment for a while to begin with and see what works best either way, like whether subscribers getting discounts produces more store purchases vs how many store buyers become long term subscribers. Though I was just thinking that maybe the 2 would work well together, like 2 sides of the same coin. Non-subscribers get an extra reason to buy related items and get a chance of getting hooked on the subscription service, whilst subscribers feel they're being treated well and become a little more receptive to buying some of these extras, though maybe that'd be verging on giving too much away.


Yup.


Perhaps I made the example too complex. It'd probably be better to stick with a few, well defined options. As is always the case more may be added over time depending on player demand and such, but initially it could be simply be a 3 or even just 2 tier system. First would get the usual service + news/info access for $15 a month as an example, and the second option would be paying $20 a month or so that would get them the fairly regular send out of preloaded CD/USB drive and whatever else makes sense as part of that.


I'd rather not send out USB keys every month because that is a lot of garbage produced. That is probably the greatest asset the package manager has in my mind that no one ever talks about. This (http://ngm.nationalgeographic.com/2008/01/high-tech-trash/carroll-text) really got me thinking about that.


An example to illustrate this may be Nine Inch Nails, even if they don't use a subscription model. Instead of simply selling their recent albums like normal, they give them away for free but provide other options that give people a reason to buy. They provide about 5 different options for their Ghosts album, one of which was limited in production so has since sold out.

http://ghosts.nin.com/main/order_options


It's funny you should mention Trent's work. He's been a major inspiration and I love that album. We're actually considering using part of it in the game.


The main difference here would be the recurring nature of a subscription. This is obviously covered by the fact you're providing an ongoing service, but if you were to do higher tiers, every few months or once a year if artwork was part of the subscription, then a new piece of artwork or artwork book would have be sent out.


I was considering releasing a hard copy of a book containing sketches, concept art work, schematics, and so on of behind the scenes as in the making of Avaneya. But that is a long way away and assumes that people even enjoyed the game in the first place. Time will tell, my friend.

Modplanman
May 12th, 2010, 08:17 AM
I'd rather not send out USB keys every month because that is a lot of garbage produced. That is probably the greatest asset the package manager has in my mind that no one ever talks about. This (http://ngm.nationalgeographic.com/2008/01/high-tech-trash/carroll-text) really got me thinking about that.


I see what you mean. I certainly agree it'd be worth at the very least limiting how many you send out in any given period. It might be better instead of monthly or so updated USB/CD's to go with a more fuller yearly reward for the subscribers, which would contain a little more and would be a nice goal for subscribers to have.


I was considering releasing a hard copy of a book containing sketches, concept art work, schematics, and so on of behind the scenes as in the making of Avaneya. But that is a long way away and assumes that people even enjoyed the game in the first place. Time will tell, my friend.

Of course, but it's always good to have a pipeline of ideas behind you regardless, so you're never left thinking "'k...now what?".

I was thinking about ways to make it clearer to prospective subscribers that they're funding the development itself directly, and not just paying for an end result. Would it be possible have a system where development progress of major updates is tracked, and put along side a total of cost to produce?

Think the Wikipedia "We need $200,000 by Wednesday!" with the bar underneath to show total raised, plus something like the system that the developers of Star Wars: Imperial Winter has (though maybe not so specific and complex):

http://www.imperialwinter.com/?sec=progress

I think it'd really help drive home the point and does so in a way that would be effective and quick way to do so, though I wander if it might be a bit redundant with ongoing subscriptions. It wouldn't be done to the extreme "Gives us money now!" that it might normally be phrased, but serve as a good reminder of how the game partially depends upon that.

As a side note, the recent news of Humble Indie Bundle games going open source indicates good things for commercial FOSS projects as a whole. Not only was the response overwhelmingly positive from everyone, including people who had already paid, but people are continuing to contribute. It's also nice to have the code so various other projects can also benefit.

---------

I'm thinking of ways to improve the OP. If there's any thing specific that people get confused on, bad phrasing or simply more ideas to add, feel free to suggest anything. Will also add some data and info for Humble Indie bundle, and see what else I can dig up.

kiplingw
May 12th, 2010, 09:30 PM
I see what you mean. I certainly agree it'd be worth at the very least limiting how many you send out in any given period. It might be better instead of monthly or so updated USB/CD's to go with a more fuller yearly reward for the subscribers, which would contain a little more and would be a nice goal for subscribers to have.


Yup.


Of course, but it's always good to have a pipeline of ideas behind you regardless, so you're never left thinking "'k...now what?".


Exactly.


I was thinking about ways to make it clearer to prospective subscribers that they're funding the development itself directly, and not just paying for an end result. Would it be possible have a system where development progress of major updates is tracked, and put along side a total of cost to produce?


That's a good idea. I'll think about that.


Think the Wikipedia "We need $200,000 by Wednesday!" with the bar underneath to show total raised, plus something like the system that the developers of Star Wars: Imperial Winter has (though maybe not so specific and complex):


Yeah, I've seen such things before on other sites and I think that's a good idea.


I'm thinking of ways to improve the OP. If there's any thing specific that people get confused on, bad phrasing or simply more ideas to add, feel free to suggest anything. Will also add some data and info for Humble Indie bundle, and see what else I can dig up.

I'm thinking you've done a pretty good job so far. If anything comes to mind, I'll let you know.

Modplanman
May 15th, 2010, 02:38 PM
I've updated the OP with a crowd funding section, and some more clarifacation on the Humble Indie Bundle in the PAMAYW section.

I've also added a "What's best for my game" section, which both helps to clarify when you should use a particular model, and a nice way to further explain the motivation and reasoning behind making the article/thread.

kiplingw
May 15th, 2010, 07:38 PM
Very nice. Reading it now.:)

Modplanman
June 4th, 2010, 08:24 AM
Rejigged the "What's best for my game" and such. One of the things I've been thinking about is the issue of framing your sales or how the sale of your game gets framed by customers.

By this, I mean it's important to attach not just products but sometimes ideas or causes to what you're selling. With Indie Game Bundle, it wasn't just a valuable sale with games as the product, there was a cause attached for Linux and Mac buyers (outside of charity). By buying the game, they were buying into a cause - more games to be made for Mac and Linux which lead to higher donations amongst Linux and Mac users, leading to a disproportionately large amount of revenue from them. Much of the discussion around Humble Indie Bundle wasn't just how good the deal was, but by buying this would create better chances for more and better Linux games to come.

In this sense, it's just as important through marketing and other means to make it clear they're not just buying an end product, but supporting something. From the development as already discussed here, but also larger goals like more and better games for Linux. This has sometimes lead people to being happy about being treated like a second class customer (most Linux ports that come years later and are more expensive than the Windows counter part by that point), as they're not just buying an end product.

Make it clear that they're buying into supporting your development, not just a shiny end product. Do everything to make them feel a part of the project, and not just a number on a financial sheet. Do what free software does best: Make people feel involved, informed and like they're having a positive impact.

As always, more feedback and ideas welcome.

djinnkeeper
June 4th, 2010, 04:42 PM
I've been kicking around a business model for an open source game, for a while; it goes something like this:

A webcomic (graphic novel, what ev..) with advertisements and possible small-run printing, based on preorders or otherwise obvious demand. One purpose of the comic aside from stand-alone entertainment, is to illustrate game mechanics using a natural flow of events. (explaining how the game works, while staying "in character"..) Potential developers should be able to read between the lines.. or see the forest through the trees.. or whatever.

The persistent (online/multiplayer) world has a free (trial?) mode, but requires payment for full access. Trial mode simply allows you to control an animal, but not a person. (no ability to gather inventory, limited overall playing options, only one available player slot, etc..) Payment is monthly or annual, with the typical discount (1+ months "free") for annual payments.

I would only do a micro-payment store if I could keep prices .. uhh, well.. micro. Anyone who has experienced the typical micropayment feature, today.. knows that it's basically the payment model with the biggest potential for a rip-off.

Another idea I have is a persistent online world that is free to download and play. The only thing you can pay for is land, so everything is based on the price of your virtual real estate.

Episodic (offline/single-player) games would be free. They would be provided for three reasons; practice for developers; development of overall story/setting; relevant training before accessing the persistent version of the game world. Y'know like Final Fantasy Online would not have worked if they didn't have such a long track record of popular single-player games to back it all up.

Whichever variation on this idea I went with, I'd probably stick a donation link upon anything that was offered for free.. just in case. Code would be open source, but with possible limitations on reusing graphics, proper nouns from the existing games, etc.. (probably a dual license, similar to Planeshift)

Alternatively, I think some sort of a distribution/prototyping platform would be helpful for FOSS games. If we all had a de facto platform to use, where a scripting language drove the game logic, it'd be easier to market a ton of games at once.. the strong ones would naturally survive, because the numbers would speak for themselves. Imagine client software for multiple platforms, allowed to communicate with a single lobby server. Whether you're on Linux, Windows, OSX or even your PS3, you are offered the same list of games.

This is similar to Graal Online's software model.. a fluctuating list of games built using a provided scripting language. The difference would be allowing people to run their own servers.. and keeping the code in the hands of the volunteers and not some greedy business.

How about we get the Gnome foundation to build a gaming platform like that? :P Modules can be provided to cobble together whatever kind of game you want.. and it can just use Lua, Python, etc, so forth.. then if you like a game enough to donate, Gnome handles the donations.

:guitar: rockin thread

kiplingw
June 4th, 2010, 06:20 PM
That got me thinking. I was thinking another thing that could be done for people who don't have a subscription with Avaneya is to allow them to roam the online multiplayer world for free, but as an observer or non-participant only.

djinnkeeper
June 5th, 2010, 11:09 AM
It'll be awesome. Graal comes to mind again. I can recall them having a guest feature, but you were a ghost/spectre/what ev.. Not only were you restricted from doing anything (other than floating about) ..but the players couldn't even see you.

When Station.com went back to a pay-to-play model for their Infantry and Cosmic Rift titles, they offered guest accounts, where you could log in and play, but could not retain experience points (so you couldn't advance to better classes, etc) and could not name yourself.. you were simply ~Guest01 (and so on) Also, you'd be kicked automatically if a paying customer needed your slot. I remember reading a lot of whining.

..but mostly, I think the guest access thing is a great plan when properly tailored to the game. One of the things I had in mind was that you could invite a friend(s) to play as your pet or familiar.. maybe allowing them some bonus guest features. (because of their referral/invitation style introduction to the game)

Cresho
June 5th, 2010, 01:39 PM
well, an ubuntu cd distributed with every motherboard box in the world would be nice just to spread the os to start. and a copy of game debs distributed in every motherboard as well.

I wonder how much this would cost but I bet manufacturers would not mind the additional peny it takes to spend just to put one or 2 of these cd's.

Modplanman
July 18th, 2010, 09:39 AM
Long time no post, so revival time!

I've been kicking around a business model for an open source game, for a while; it goes something like this:

A webcomic (graphic novel, what ev..) with advertisements and possible small-run printing, based on preorders or otherwise obvious demand. One purpose of the comic aside from stand-alone entertainment, is to illustrate game mechanics using a natural flow of events. (explaining how the game works, while staying "in character"..) Potential developers should be able to read between the lines.. or see the forest through the trees.. or whatever.

The persistent (online/multiplayer) world has a free (trial?) mode, but requires payment for full access. Trial mode simply allows you to control an animal, but not a person. (no ability to gather inventory, limited overall playing options, only one available player slot, etc..) Payment is monthly or annual, with the typical discount (1+ months "free") for annual payments.

I would only do a micro-payment store if I could keep prices .. uhh, well.. micro. Anyone who has experienced the typical micropayment feature, today.. knows that it's basically the payment model with the biggest potential for a rip-off.

Another idea I have is a persistent online world that is free to download and play. The only thing you can pay for is land, so everything is based on the price of your virtual real estate.

Episodic (offline/single-player) games would be free. They would be provided for three reasons; practice for developers; development of overall story/setting; relevant training before accessing the persistent version of the game world. Y'know like Final Fantasy Online would not have worked if they didn't have such a long track record of popular single-player games to back it all up.

Whichever variation on this idea I went with, I'd probably stick a donation link upon anything that was offered for free.. just in case. Code would be open source, but with possible limitations on reusing graphics, proper nouns from the existing games, etc.. (probably a dual license, similar to Planeshift)

Alternatively, I think some sort of a distribution/prototyping platform would be helpful for FOSS games. If we all had a de facto platform to use, where a scripting language drove the game logic, it'd be easier to market a ton of games at once.. the strong ones would naturally survive, because the numbers would speak for themselves. Imagine client software for multiple platforms, allowed to communicate with a single lobby server. Whether you're on Linux, Windows, OSX or even your PS3, you are offered the same list of games.

This is similar to Graal Online's software model.. a fluctuating list of games built using a provided scripting language. The difference would be allowing people to run their own servers.. and keeping the code in the hands of the volunteers and not some greedy business.

How about we get the Gnome foundation to build a gaming platform like that? :P Modules can be provided to cobble together whatever kind of game you want.. and it can just use Lua, Python, etc, so forth.. then if you like a game enough to donate, Gnome handles the donations.

:guitar: rockin thread

I like the idea of using a comic to illustrate certain aspects of the game to teach people how to play. That'd be something very useful and far more interesting than a plain manual or perhaps even tutorial, and could include all sorts of tips for people to improve themselves at the game. In a military focused FPS for example you could follow troops going through a sticky situation, and they bring up and use various things that were possible in game to get out of it.

Episodic games that tie into a larger one also sounds interesting. In terms of developer experience, I think it'd be useful to also explore different genres, which could then be built on when moving into other completely new games/series. You could explore background stories through different perspectives and means that way too.

I'm not so sure on the free trial thing...it seems too arbitrary. Should always be focused on providing *reasons* to buy, and not simply setting up walls everywhere and locking people out in those kind of ways.

In regards to a Steam-a-like, I think the biggest problem with things previous attempts at Steam-like software for Linux is that they forgot the most important part: Actually having some kind of decent store front and other features like backup and in-game messaging. It'd be great to see something like Tux Games (http://www.tuxgames.com/) to turn into a more complete service, and not like a rather basic and very old looking store front. Even just a visual make over would make it so much more usable.

That got me thinking. I was thinking another thing that could be done for people who don't have a subscription with Avaneya is to allow them to roam the online multiplayer world for free, but as an observer or non-participant only.

That seems like a pretty cool idea. Another way of doing this would be a live stream on the web site, maybe with an attached live chat/irc. New players and people not part of the game would get a good idea of how it works. It'd be cool to see what impact it'd have on strategies of players as they observe and take in other ways to play the game and formulate their own as they're watching and discussing them. Perhaps one stream for noob players without subscription, and another for subscribers where they can discuss tactics and watch more advanced games in peace?

well, an ubuntu cd distributed with every motherboard box in the world would be nice just to spread the os to start. and a copy of game debs distributed in every motherboard as well.

I wonder how much this would cost but I bet manufacturers would not mind the additional peny it takes to spend just to put one or 2 of these cd's.

Luckily for you, Canonical has plans for installing Ubuntu along side Windows on devices like netbooks via Ubuntu Light (http://www.markshuttleworth.com/archives/383).

kiplingw
July 18th, 2010, 08:45 PM
Long time no post, so revival time!
That seems like a pretty cool idea. Another way of doing this would be a live stream on the web site, maybe with an attached live chat/irc. New players and people not part of the game would get a good idea of how it works. It'd be cool to see what impact it'd have on strategies of players as they observe and take in other ways to play the game and formulate their own as they're watching and discussing them. Perhaps one stream for noob players without subscription, and another for subscribers where they can discuss tactics and watch more advanced games in peace?


Yup. Maybe a live Theora stream on the web of an active city in Avaneya. Great idea.

Modplanman
August 11th, 2010, 01:29 PM
I've updated the OP with a further resources section - any central places to get free software compatible assets (textures, models and the like) please suggest for their inclusion. I also added 2 particular new means of getting funding.

The first is Kickstarter, a way to make a public proposal and set a funding goal. In doing so, normal people like you (but maybe not me) can pledge money to the project. If it reaches its funding goal, money will be paid and obligations will have to be met. If the funding goal isn't reach, no money changes hands and everything is back at square one. The free software, distributed social network project Diaspora (http://www.joindiaspora.com/index.html) already has used this service successfully.

The other is flattr, which allows people to flattr things in a similar way to "like" or digg widgets. In doing so, assuming you have set up an account, money that people put into flattr monthly will be shared out equally amongst the projects they've "flattr'd". Several FOSS projects are already using it, to some success it seems (http://flattr.com/category/software/day/open-source).

There's also links to the Ryzom (MMORPG) assets freed by the FSF and an open resource of motion captured animations in an open format.

I highly recommend reading the "Against Intellectual Monopoly" book too. It's awesome and a great way to understand copyright and patents, their history and business models throughout time that are without need of them.

J.K.Makowka
August 11th, 2010, 02:42 PM
Can't believe you are not linking to opengameart.org ;) (see links in my sig)

Thanks for mentioning our dev forum though ;)

Modplanman
August 11th, 2010, 03:23 PM
Can't believe you are not linking to opengameart.org ;) (see links in my sig)

Thanks for mentioning our dev forum though ;)


Added to the OP, I remember checking it out a while ago but had forgotten about it. Definitely a great resource that deserves attention :).

theraje
August 11th, 2010, 11:39 PM
Hey Modplanman, thanks for bumping this - I hadn't seen it until now. Lots of great ideas! :)

My current project is what I like to call "Begware" - the game and source code etc. are free (both as in speech and as in beer), but there's a suggestion in the game (though not a "nagging" suggestion) that you can donate money to the author. In other words, it's out there, if someone feels the need, they can donate - kinda like a street performer. :P

Might not be a very "business-like" approach, but whatever. Just thought it might be worth a mention. :)

Modplanman
August 12th, 2010, 02:12 PM
Hey Modplanman, thanks for bumping this - I hadn't seen it until now. Lots of great ideas! :)

My current project is what I like to call "Begware" - the game and source code etc. are free (both as in speech and as in beer), but there's a suggestion in the game (though not a "nagging" suggestion) that you can donate money to the author. In other words, it's out there, if someone feels the need, they can donate - kinda like a street performer. :P

Might not be a very "business-like" approach, but whatever. Just thought it might be worth a mention. :)

Thanks for the kind words. I like the term begware very much, I shall have to start using it.

I think it'd be good to look into the likes of flattr for your begware approach as an option, as it provides another way for people to donate but helps in that it takes some of the initial thought process out of it. Someone doesn't have to think "How much should I donate?", as long as they have an account they can just press the flattr button.

http://flattr.com/

Try to provide as many options as possible - some times people have objections to certain providers or there are regional restrictions on certain services.

As time goes on and assuming you have enough demand, it may be worth it to experiment with offering other things related to the game. Some ideas for such things have already been discussed in the previous pages. I hope all goes well :)

Modplanman
August 16th, 2010, 05:08 AM
Another possibility I forgot about, a project called Indie Fund started by some previously successful indie devs, including the guys behind World of Goo.

Indie Fund is a funding source for independent developers, created by a group of successful indies looking to encourage the next wave of game developers. It was established as a serious alternative to the traditional publisher funding model. Our aim is to support the growth of games as a medium by helping indie developers get (and stay) financially independent.

Additional details about the need for Indie Fund and the rationale behind it were shared at the Game Developers Conference in the talk titled Indies and Publishers: Fixing a System that Never Worked. (http://www.gdcvault.com/play/1012305/Indies-and-Publishers-Fixing-a)

http://indie-fund.com/about/


You can read more about the model at the above link. I can't help but think if maybe it would be worth it for some enterprising FOSS game devs to apply, and see if they can work out a deal. The only problem is the restriction is business model:

Can your game make money? Indie Fund is funded only by the seven indie developers who manage the fund. We have enough money to invest, but not enough to not care if we get it back, so another primary consideration is whether your game can make enough money to pay back the investment. This eliminates many games that generate revenue via sponsorships, ads, and donations, as well as freeware games. We are looking for games that can generate revenue via proven models such as downloadable console games, digitally distributed PC games, etc.

http://indie-fund.com/apply/


Though that still leaves room for other possibilities as in the OP and discussed previously.

CPL2010
August 17th, 2010, 02:14 PM
Since most people in the world have internet and sports games out sell pretty much any title on the shelves respectively.

PLUS sports are heavily franchised/sponsored, make FOSS sports games with banner ads in the game. Better yet, do a ladder system like the PS3 network. Sell the idea your FOSS football game/sport network has x players, they play for hours and sell ad space in the bleachers. Half times (sell gatorade!), time outs (Burger king!)...whatever. Watch a sports event while "nothing" is happening, you usually have the privilage of watching a Ford truck sign and dancing fans on the big screen. They sell that.

It would have to be worth playing though, the game play realistic and on practically every platform. The Cube engine could be useful in that, plays well on crummy systems on all platforms. Plus it has a decent server/client platform that can be extended to fit the model plus the infrastructure lives in someone elses house. Suggestion though is make the AI incredibly dumb when playing or extremely hard, it'll force people to find other people to play with to make sure the ad content is served properly.

Build that as the crown jewel for income generation then build other projects and develop other revenue streams understanding that sports games are your bread and butter. A vidya game hit is pretty rare, so stick to what sells consoles. It's not Halo or GTA, it's sports. Sports games out sell everyother game 5 to 1, so while "really cool" is great for expanding the ideas in the game universe, go with safe and build from there.

EA is a great example of how dumb a company can be when it drifts from it's core of sports games.

Oh yeah, just thought of another revenue stream. Being the bookie.

CPL2010
August 17th, 2010, 03:10 PM
More about the bookie angle. Have people play it like the Japanese do with the pachinko. The buy credits to win credits to cash in credits, for a small fee of course.

The idea is there. Gambling, ad space, merchandise and sports.

Modplanman
October 16th, 2010, 04:02 PM
Long overdue posting, but this really caught my interest. Proprietary companies are really adapting taking the usual FOSS ideals but incorporating them in proprietary ways and making it part of their business model (but with added DRM and such).

http://gameinformer.com/b/features/archive/2010/10/13/dota-2-announced-details.aspx

Valve founder and boss Gabe Newell thinks that ongoing service and value creation over a game's lifespan is the new reality of game development. "IceFrog was one of the smartest people we've ever met about doing that, and he was doing it with both hands tied behind his back, so to speak," Newell says. The company plans on approaching Dota 2 with the same dedication that won it the fanatical devotion of the Team Fortress 2 community, pushing out dozens of updates that do everything from adding new hats to fixing balance issues to introducing entire new match types for free.

"I think the interesting thing is us adding a second layer where the community is a service to each other. That's the real shift that we're trying to build here. Valve is going to keep building software around Dota and around the community and around Steamworks for Dota, but we're also going to build this system where the community can bring service to each other and be recognized for it," Johnson proclaims. With a solid backbone of community-enabling systems and Valve's legendary support and technology behind it, Dota 2 has a chance to turn one of the most popular mods of all time into a full game on PC and Mac that compares favorably to any eight-figure-budget console blockbuster.

We're seeing a great opportunity for FOSS games here, as it appears even proprietary developers are recognising it's all about community and moving to providing an overall service, not merely an end product. There's all sorts of other interesting notes in the article, like linking community help (guides, coaching players, etc.) to in game rewards and going very far indeed in enabling communities, not merely creating customers. This is the kind of stuff that is FOSS bread and butter - we should be the ones doing this first, not companies that still rely on DRM to do this stuff.

Another note is the recent development of the Mann-conomy update to TF2, where community created content will be given a chance to be sold in an integrated store, a development from their incorporation of other community content like maps and weapons.

http://www.teamfortress.com/mannconomy/FAQ/

kiplingw
October 16th, 2010, 05:36 PM
Since you bring up Valve, on a side note and totally off topic, I just don't understand why so many people are excited that Steam is coming to GNU. It was always a horrible idea under w32 and I remember enjoying the first Half Life greatly until they came out with it and everything just got so bloated. Other technical reasons for not liking it are the fact that under GNU it is totally redundant with the package manager. It was because of the lack thereof on w32 that Steam was thought to be a good idea in the first place.

Outside of technical reasons, the DRM, and we all know Steam and DRM go hand in hand, it's definitely showing itself as an uninvited guest in the free software world.

Modplanman
October 25th, 2010, 05:54 PM
Since you bring up Valve, on a side note and totally off topic, I just don't understand why so many people are excited that Steam is coming to GNU. It was always a horrible idea under w32 and I remember enjoying the first Half Life greatly until they came out with it and everything just got so bloated. Other technical reasons for not liking it are the fact that under GNU it is totally redundant with the package manager. It was because of the lack thereof on w32 that Steam was thought to be a good idea in the first place.

Outside of technical reasons, the DRM, and we all know Steam and DRM go hand in hand, it's definitely showing itself as an uninvited guest in the free software world.

I think it's a number of reasons:

1) Valve happen to make great games that are dependant on Steam - Steam coming to Linux would likely mean Valve games coming too as with OSX, if only to help push Steam adoption.

2) People like myself not thinking forward enough and having bought games, and having to deal with lower performance and inconsistent states of working and not working from games we've bought and feel the need to get the most out of.

3) The promise that with a well known and widely used portal like Steam that other publishers may also be more inclined to bring more games across.

Though I agree Steam in general isn't entirely needed, especially as our own systems like Software Centre improve. The problem is indeed the attitude/insistence, momentum (attractive old and new proprietary games, more of which are using Steam and its DRM) and embedded attitude of the necessity of proprietary software merely because it has existed, not because it couldn't be done in FOSS and successfully business wise, especially seeing more proprietary devs using FOSS-like ideas and techniques as part of their own games.

Which leads neatly into the new nugget of news that in 11.04 of Ubuntu will be the ability to "sponsor" an app. Hopefully they'll integrate flattr like ways, or indeed just integrate flattr itself (I really don't want to see Ubuntu becoming more and more solely dependant on what are effectively Canonicals services just 'cause).

http://www.omgubuntu.co.uk/2010/10/sponsor-an-app-model-coming-to-ubuntu-software-centre-in-11-04/

kiplingw
October 26th, 2010, 03:04 AM
But Valve doesn't require Steam for anything other than DRM under GNU. That's the only reason why they want it at all. Otherwise, it's totally redundant with the package manager.

I like the sponsor an application idea and look forward to seeing how well it works out.

alaukikyo
January 24th, 2011, 09:09 AM
But Valve doesn't require Steam for anything other than DRM under GNU. That's the only reason why they want it at all. Otherwise, it's totally redundant with the package manager.

I like the sponsor an application idea and look forward to seeing how well it works out.

no one runs gnu.

kiplingw
January 24th, 2011, 03:19 PM
no one runs gnu.

Actually alaukikyo, probably the vast majority of people on this forum do.

codymyth
January 24th, 2011, 05:49 PM
Well if your nit picking people actually run GNU/Linux. I don't know the specifics though.

kiplingw
January 24th, 2011, 06:57 PM
It's not pedanticism, it's quite reasonable. To call it GNU is terse, but reasonable. To call it GNU/Linux is being polite. To call it Linux is dishonest, given that it is such a small part of the entire operating system.

alaukikyo
January 25th, 2011, 06:45 AM
Actually alaukikyo, probably the vast majority of people on this forum do.

no they don't.
http://en.wikipedia.org/wiki/GNU
gnu's kernel has never been completed.
so people use linux with gnu utilities so gnu/linux.

glopal
January 25th, 2011, 08:13 AM
I found this thread very informative. I have been considering a few of these options for my game.

I'm making a blatant remake of Ski Stunt Simulator, an old physics simulator created at the Unversity Of British Columbia.

I say blatant because I'm calling it Mars Stunt Simulator. I'm not sure of the legality of this. The original game is currently freeware, and I don't believe any copyrights or licenses were ever created for the game.

I just hope people will see it as a revival... as a homage to a classic.

Here's my second progress video.
http://www.youtube.com/watch?v=tE1Fo1sJx2I

And here's my website
www.stimcode.com (http://www.stimcode.com)

I have a long list of features I intend to implement, such as a level editor, a character editor, and the ability to share content.

Any advice or comments will be appreciated.

kiplingw
January 25th, 2011, 01:09 PM
no they don't.
http://en.wikipedia.org/wiki/GNU
gnu's kernel has never been completed.
so people use linux with gnu utilities so gnu/linux.

GNU is the operating system, complete with all of the GNU user mode applications. Linux is just the kernel. You're confusing GNU with Hurd, which is another replacement for Linux.

http://www.gnu.org/philosophy/linux-gnu-freedom.html

oldrocker99
January 25th, 2011, 09:31 PM
no one runs gnu.

Actually, the full name of the OS we're running is GNU/Linux. Every command is GNU.

alaukikyo
January 26th, 2011, 05:31 AM
GNU is the operating system, complete with all of the GNU user mode applications. Linux is just the kernel. You're confusing GNU with Hurd, which is another replacement for Linux.

http://www.gnu.org/philosophy/linux-gnu-freedom.html

you are confused and having wrong information gnu is the name of a OS(the link i gave before) which consists the gnu packages and the incomplete kernel.

"The latest alpha (http://en.wikipedia.org/wiki/Software_release_life_cycle#Alpha) release of the GNU system is GNU 0.2, released in 2004, featuring GNU Hurd (http://en.wikipedia.org/wiki/GNU_Hurd) as the system's kernel (http://en.wikipedia.org/wiki/Kernel_%28computing%29). Other (non-GNU) kernels can also presently be used with GNU; the FSF maintains that Linux (http://en.wikipedia.org/wiki/Linux), when used with GNU tools and utilities, should be considered a variant of GNU (http://en.wikipedia.org/wiki/GNU_variants), and promotes the term GNU/Linux for such systems "

you can even contact rms if you are still not clear .

alaukikyo
January 26th, 2011, 05:34 AM
Actually, the full name of the OS we're running is GNU/Linux. Every command is GNU.

so now i have to explain to each and every one that gnu is a operating system consists of gnu pakages("Programs released under the auspices of the GNU Project (http://en.wikipedia.org/wiki/GNU_Project) are called GNU packages or GNU programs. The system's basic components include the GNU Compiler Collection (http://en.wikipedia.org/wiki/GNU_Compiler_Collection) (GCC), the GNU Binary Utilities (http://en.wikipedia.org/wiki/GNU_Binary_Utilities) (binutils), the bash (http://en.wikipedia.org/wiki/Bash_%28Unix_shell%29) shell, the GNU C library (http://en.wikipedia.org/wiki/GNU_C_library) (glibc), and GNU Core Utilities (http://en.wikipedia.org/wiki/GNU_Core_Utilities) (coreutils).") and the incomplete gnu hurd kernel.

we use gnu packages and linux kernel so yes we run gnu/linux but not just gnu.

DangerOnTheRanger
January 27th, 2011, 02:27 PM
Let's not go there guys. Everyone's already been over this a million times.

Back on topic, I actually use Panda3D for my game development kit.

Conoktra
August 31st, 2011, 01:47 PM
Do realize some facts that are inherited by the nature of FOSS games:1. You will never make as much $$ as proprietary games unless your game is proprietary too. For this fact you will lack in support, developers, and other required resources.
2. While the concept of FOSS is great ([free]dom), it is by nature incompatible with making money (the "free" aspect). You are often left depending on the "good nature" of people to make any income, and that is nowhere near reliable.
3. All FOSS-business models are vulnerable to competition. Very vulnerable. Consider a MMO game that is FOSS but makes money through the online gaming service. There is nothing stopping someone else--who didn't invest a dime in development--from offering the same service and making money off of your hard work. Heck, they could even offer it for free. All this because you have licensed it saying it was Ok to do. A prime example of this fact is that of Nexuiz/Xonotic: http://xeno.planetxonotic.com/forum/viewtopic.php?id=150%29
4. The special exception to this is for large corporations in scenarios such as Andriod, VP8, etc, but are completely worthless for non-multi-billion-dollar-corporate projects (aka: us).

F1r3st0rm
August 31st, 2011, 04:01 PM
What if you allowed for people to gain the software for free and modify it for free, but to use special features and extras would cost a little bit of money? Kind of like how Combat Arms lets you play for free, but you can pay for extra stuff

Omegus
August 31st, 2011, 10:37 PM
When I play a game I feel that I should not have to pay for extra stuff. The items or extra stuff should already be in the game. I like it when a game has downloadable content where it expands the game by adding a ton of new content for a extra price.


When you buy a major label you are doing just that buying a label. I feel that price should be modest but with also saying that, if I purchase a game I have some expectations on what I am purchasing . I do not want a game to have a terrible story/system/voice actors.

I see FOSS games as casual games like apps on an Ipod or tablet. Not to say they could not be major hitters but when you make a game free you do not feel "Compelled" to finish the game. When you buy a game you need to beat it because you spent your hard earned money to buy that game. It also gives you that self satisfaction.

A buddy of mine is making a Final Fantasy Tactics clone called (Tethical) but the gimmick of this game is that it will be an Online game. Now this game in my mind has massive potential for making money even if he charges $4.00 he will make his money back because people want to play a "online final fantasy tactics". Funny enough he is using the Panda3D engine.

If I had a millions to make a game company I would make my games open source but I would trademark the crap out of everything else like music, icons, characters the whole works but the code. Because if my company is good I can recreate the great feelings that I give fans when we make games. Plus like I have said on other topics I would start out making cheap games using the money made from those games to fund one massive game . I would then distribute through Linux , Apple , and PS3. Is this logical? NO but advertising is. I would sell out my major game with the main character in an in game video drinking Pepsi while pounding back a Big Mac then wiping his face with his Nike shirt .


I did a survey in Toronto and Seattle and found out of 200 people (well it was 173 in seattle and 189 in toronto) in each city(400 people) that what sells for software in general (so App, games, music players, etc..) is that it needs to look good and simple. Lets face it masses are not smart. This is why Jersey Shore is still on the air.

Modplanman
September 28th, 2011, 12:25 PM
Made a (very small) update, adding the example of Ryzom.

---

2 illustrative examples to help people get past the idea that "you can't compete with free" or "you can only compete with free badly" - Nina Paley and Jason Rohrer.

Nina Paley created Sita Sings the Blues, released under CC-BY-SA (http://creativecommons.org/licenses/by-sa/3.0/). She has made significant income from the film, and in fact has testified to earning more than she would have going all rights reserved.

http://questioncopyright.org/sita_distribution


So far, Nina has made more money by this method than any traditional (i.e., exclusive) distributor was offering before the film's release. Since releasing it for free distribution in February of 2009, she's received approximately $28,000 in donations and another $25,000 in sales of DVDs and other film-related merchandise from the online store. (Note that the donations are dedicated to paying back music licensing fees she had to pay to be able to release the film at all; there's more on that here.) The average donation is a bit over $10 US (but that's not counting the rare outliers, the occasional donations of $500 or $1000 -- if you include those, the average donation is around $30).

Best of all, her income stream is fairly steady. This is the opposite of the traditional "burst and fade" distribution model that so many works endure, dragged out of circulation prematurely to avoid competing with new releases from the same publisher. Because Nina's film is audience-distributed, it's in circulation forever, whenever and wherever people want to see it. And all those audience members are potential customers and donors, as the financial results bear out.


http://www.techdirt.com/articles/20090824/1723375986.shtml

Jason Rohrer is a renowned game designer/developer, who at the same time as having games like Gravitation (http://hcsoftware.sourceforge.net/gravitation/) in the repos of distributions has Inside a Star Filled Sky (http://insideastarfilledsky.net/) for sale on Steam (http://store.steampowered.com/app/104100/). He puts his games into the public domain (IaSFS shows an OSI logo, so it might be under a license), gives source code with sales of his games and has gained significant sales and press attention.

http://hcsoftware.sourceforge.net/jason-rohrer/

Both are examples of artists who have both made a living and not relied on any or at least very little copyright protection (certainly no more than the GPL provides).