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Myst creator Cyan Worlds announces Kickstarter for Obduction

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Re: Myst creator Cyan Worlds announces Kickstarter for Obduction

#33

Earlier quoted context omitted.

> If we're not getting any equity for the money, at least the product should be freely released upon completion. Whoa, what? You've just described every single Kickstarter. Sounds like you have a problem with Kickstarter, not this campaign. Isn't WeFunder your target?

>You've just described every single Kickstarter. Not at all. There have been numerous campaigns that released their product to the community upon reaching their goal, like Cards Against Humanity, The Pirate Bay - AFK documentary, the Open Goldberg Variations, and many more projects. http://www.kickstarter.com/pages/creativecommons

Notice that none of those are video games. It's great that lots of creative work is being licensed under CC BY-NC-SA, or even CC BY in a few cases. But most of those have something else they can sell later, like a physical book or cards, or are otherwise able to completely fund the entire process from the pledges. So they were able to open-source the product, have a free version, and still make enough to survive. That's not quite the same thing as completely releasing an entire game for free, although they may appear similar at first glance.

Re: Myst creator Cyan Worlds announces Kickstarter for Obduction

#35
post #24

I'm not expecting a AAA title, but are they going to be able to deliver for only $1.1 million? How much is a license for the Unreal Engine?

Little tiny 2 man shops can afford unreal.

http://www.unrealengine.com/udk/licensing/commercial_license...

>If you create a games or commercial applications using UDK for sale or distribution to an end-user or client, or if you are providing services in connection with a UDK based game or application, the per-seat option does not apply. Instead the license terms for this arrangement are US$99 up-front, and a 0% royalty on you or your company’s first US$50,000 in UDK related revenue from all your UDK based games or commercial applications, and a 25% royalty on UDK related revenue from all your UDK based games or commercial applications above US$50,000. UDK related revenue includes, but is not limited to, monies earned from: sales, services, training, advertisements, sponsorships, endorsements, memberships, subscription fees, in-game transactions, rentals and pay-to-play. You or your company will only need one commercial license to cover all the UDK based games or commercial applications you develop.

>Here are some examples:

>A team creates a game with UDK that they intend to sell. After six months of development, they release the game through digital distribution and they earn US$60,000 in the first calendar quarter after release. Their use of UDK during development requires no fee. At some point prior to the UDK Applications’srelease they would to secure a royalty-bearing commercial UDK license with its US$99 license fee. After earning US$60,000, they would be required to pay Epic US$2,500 (US$0 on the first US$50,000 in revenue, and US$2,500 on the next US$10,000 in revenue). On subsequent revenue, they are required to pay the 25% royalty.

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