Earlier quoted context omitted.
I've been saying there will be a huge middle man market for assets for years. A whole studio specializing in different models for boxes - every era, every state of decay, every material. A studio dedicated to the most realistic rain effects possible - at the lowest price and graphics overhead. You don't have to worry about the "Wilhelm Scream" of boxes or rain effects though because there will be a lot of choice, a l…
This sounds nice from the point-of-view of somebody looking to put something together in a hurry, but this sounds awful from the point-of-view of the guy getting hired to model boxes all day. Maybe that's not a huge difference from what a lot of people are doing at AAA studios anyway, but my god.
Welcome to Unreal Engine 4
91–100 of 168 posts
Re: Welcome to Unreal Engine 4
#92"5% of gross revenue resulting from sales to users." As others have pointed out, that is a huge amount, that is probably 25 - 30% of your "profit". The accounting is pretty easy though. Units * SRP * 0.05 == royalty. That said, it is a lot simpler than investing $25 - $30K up front while building the game, only to have it go poof because the market or your designer flaked out. Figure 3 year development at $20/month t…
I wonder if you can choose a different model if your game becomes more successful.
Re: Welcome to Unreal Engine 4
#93This could be huge for indies who want to use something other than Unity. $19 per month is a very low barrier to entry. And 5% isn't much compared to every other AAA engine. And access to source code for this price? Damn. I'm still going to stick to my open source tools (for now), but this just put Unreal Engine on my radar...
That's pretty standard. I spoke to a guy working with the Cryengine, and he said that it was so full of unfinished features and bugs that you were absolutely forced to work on the engine's codebase.
Re: Welcome to Unreal Engine 4
#94Looks cool, but I don't understand the 20$ a month fee, I don't think it will make them any money and it will hurt adoption.
Although I would really like Unity or Carmack to make an engine that is potent enough to threaten UE. The unreal homogenization is probably not that good in the long term. Healthy competition is a must.
Re: Welcome to Unreal Engine 4
#95What happens when you fork a private repo into a public repo on github? Is this even possible? Or how will Epic enforce the EULA?
Re: Welcome to Unreal Engine 4
#96Earlier quoted context omitted.
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.
It's not $19 it's $19/month that's a large friction fee. 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.
$240/year for full access to a state-of-the-art graphics engine is cheap. Your cable TV probably costs more than that.
Re: Welcome to Unreal Engine 4
#97Earlier 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.
Actually, they only care about 5% of the big successes, just like any good investors. Or at least that's what they should be caring about.
Re: Welcome to Unreal Engine 4
#98What happens when one stops selling the game? Can one then say it is free? Would one still be required to pay them 19 USD per month, one cant actually take the software back, it is already out there using the engine and all.
$19/mo is for code updates. What they really want is 5% of your revenue, which ends when you stop making money from it.
Re: Welcome to Unreal Engine 4
#99Earlier quoted context omitted.
No, the reason they made their engine and IDE free is to cater to indie developers, hobbyists, and students. Unity is to these people now what Flash used to be ten years ago—an initially simple but ultimately powerful game-making tool. And the small percentage of those that graduate beyond just doing it as a hobby or experiment end up sticking with the tools they know. It's a very bottom-up approach to the market. Re…
I know, I actually started developing with the Unity engine for a side project about 6 months ago (I'm primarily a web developer with no previous game-dev experience). The fact though is that you can publish commercially (even to mobile app stores) without a Pro license. The reason why making the base version free is commercially viable for them (aside from their hope that some users upgrade to Pro) is because of the…