Thoughts on balancing giving to the community and profit?
Monday, June 25, 2012 - 12:32
I've recently started an indie game company after working for years doing terrible and tedious programming work, and I owe a lot to the open source community, from allowing me to learn from their code, use their art, etc.
We are making commercial games, but I want to balance it out by still providing back to the community by providing all of our assets as open source, including our code, art, music, etc. but my partners think that this is being too trusting to people.
Any thoughts on this? If you're an indie game company, what is the best way to balance making a living with supporting the open source community that taught you?
Greets!
This is actually kind of a difficult topic. While there are plenty of people who are very quick to (rightly) point out that there's nothing stopping you from selling a FOSS game, it's worth noting that it's going to be a lot harder to make a profit if you're giving away the same thing that you're selling. The real answer, unfortunately, is to not give away quite everything.
There are a couple of ways you could do this:
With all the thinking I've done on this subject, I'm pretty sure those are the only viable options I've come up with. The holy grail would be to get people to pay for a game that's compeltely free and open, but I have no idea how to go about doing that. :)
Bart
I actually hadn't thought of your fourth point, if I released games in such a way that the user could access code for the game, but not the custom engine that interacts with the computer itself, people could use all of the assets, still learn from the code, but still have to buy the full game. All while allowing there to be a modding community around the project.
Thank you very much for your help!
There are other ways as well:
You can also add multiplayer mode to your game.
The fairware model might also be worth a try.
That looks interesting. Only not sure about the popup (nag-ware anyone).
Personally I like the fourth option, well even you could make the script opensource but the level data itself would be sold. As a sales mechanism you may even have more than one "premium" level.
Re: option four, I'd like to mention an example from outside the gaming world. 37 Signals set out to create an online service (and later more), but the underlying framework proved so generally useful they open sourced it. Nowadays it's known as Ruby On Rails, and doesn't need any more introduction.
How to apply that to a game? I don't know. But the engine isn't everything -- parts of it could be useful in isolation. There are supporting tools that may be essential to the creation process. The art could be released in such a way that parts of it can be easily reused, but reassembling it into a complete build of the game is non-trivial.
All these schemes are quite complicated, though, and that's a bad sign. Maybe the question is wrong in the first place?
I really like the fairware idea, I might test that out for a bit and see how it goes.