the $19 paywall complicates all things. complicates distrbution. their github repo cannot be public. etc. If you going for indies, why not just go all in and make it free to start. The money they make is on the 5% not $19
If I had to guess, it's designed as a threshold barrier so they don't have to deal with trying to track down thousands of "projects" where the developer is someone who had big plans to build a game but got bored a week in. At least now, presumably the $19 at least covers the operating costs of tracking all the people you might need to be collecting license revenue from.
Welcome to Unreal Engine 4
21–30 of 168 posts
Re: Welcome to Unreal Engine 4
#22It says "paying 5% of gross revenue resulting from sales to users" not "5% of profit". I'd be rather surprised if they asked for 5% of profits due to Hollywood Accounting: http://en.wikipedia.org/wiki/Hollywood_accounting
Re: Welcome to Unreal Engine 4
#23Re: Welcome to Unreal Engine 4
#24the $19 paywall complicates all things. complicates distrbution. their github repo cannot be public. etc. If you going for indies, why not just go all in and make it free to start. The money they make is on the 5% not $19
They likely realize what they're doing. I'd wager it's a friction fee. Markets often have fees just to add friction to eliminate some problems that derive from completely free access. They clearly don't care about the $19, it's meaningless except for one plausible purpose.
They would be making money even when the game is in development.
Say your game takes 1 year to make well you have just spent over $200 and still haven't made any money.
That's an unnecessary burden on indie developers.
Re: Welcome to Unreal Engine 4
#25The 5% is a bit misleading too because it's 5% of "sticker price" (what they call "gross revenue" which means purchase price not including sales tax). So for a $10 iTunes game they get $0.50 (5% of what Apple gets) and not $0.35 (5% of what you get). This is particularly bad for retail games where you're getting 30% or less of retail price (and that's hardly pure profit). Unity, in comparison, costs more per month (o…
Re: Welcome to Unreal Engine 4
#26Re: Welcome to Unreal Engine 4
#27It says "paying 5% of gross revenue resulting from sales to users" not "5% of profit". I'd be rather surprised if they asked for 5% of profits due to Hollywood Accounting: http://en.wikipedia.org/wiki/Hollywood_accounting
Re: Welcome to Unreal Engine 4
#28Earlier quoted context omitted.
If I had to guess, it's designed as a threshold barrier so they don't have to deal with trying to track down thousands of "projects" where the developer is someone who had big plans to build a game but got bored a week in. At least now, presumably the $19 at least covers the operating costs of tracking all the people you might need to be collecting license revenue from.
well thats the whole point of opening it to the community. that 'failed project' developer will himself gain a lot of experience that he can freely share. I dont think they care about hunting down extremely tiny devs and even $19 doesnt cover that cost.
It's a prestige profession, which means most self-professed practitioners of it don't actually practice at all.
Put plainly, that "failed project" developer is in all likelihood not a developer at all. That "failed project" developer likely has never written a line of code in his/her life. That "failed project" developer is much more likely to be some schmuck with starry-eyed naivete about game dev and thinks the UDK is some magical unicorn that will carry them to fame and fortune.
That won't stop said "developer" from flooding the forums with inane questions that anyone who has written code before would have figured out already. They are noise in the system, and as far as game dev goes they outnumber the people who actually know what they're doing.
There are tire kickers (people who are technically proficient but don't really want to license your software), and then there are tire kickers (people with little/no technical ability who have played many games and imagine themselves capable of making them, and downloaded your SDK on the assumption that they can point and click their way to success). The latter group generates a stupid amount of customer support load.
Re: Welcome to Unreal Engine 4
#29Earlier quoted context omitted.
$20 is just the tire kicker filter... all those people who would never actually ship a game (most devs) are not going to waste the time of the unreal engine team with their beginner requests.
Then again, just promoting the community would inevitably help many companies involved by generating programmers and other enthusiasts.
Re: Welcome to Unreal Engine 4
#30Earlier quoted context omitted.
You need to pay the subscription, then they add you to their private repository.
Do they accept pull requests?
"Through GitHub you can access UE4 C++ source code from Epic and also see code contributions from other developers across the community. We have lots in store for this channel, and we're looking for feedback on what you'd like to see here as well."