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Root of all evil
Root of all evil
| Name: | Brian Carter | |
|---|---|---|
| Date Posted: | Mar 18, 2008 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Brian Carter |
Blog post
This is more of a personal introspection, and isn't aimed at any specific person / group in the community; however, maybe it's something all of us as indie developers should give some thought to...
I've only been a member of this wonderful community for a couple of weeks, but in that time it seems that more and more people are jumping on the "selling content" bandwagon. So, this weekend while I was playing around with my basic A* pathing module, see my previous blog, I thought to myself that it could be of interest to other users who need a torque script version. It was at that point that I started to see the potential for recouping some of my costs of buying some art assets that I purchased for my game that I'm working on etc.. In truth I became blinded by the $$ signs in front of my eyes, nice big fat ones .. the root had taken hold.
Having made decent progress on my module, trying to keep it as generic and as user friendly as possible, I posted my intention yesterday that I might make it available to others when its complete for a small cost. However, something unexpected happened. Somebody replied to my blog entry pointing me to a link of somebody else who had already implemented the algorithm for the Pro version. On checking out the resource I noticed instantly that it was given freely in the hope that it would help out other developers.
This for me was one of those "grounding moments". It made me start questioning my motives for wanting to sell my module, and if it was the right thing to do or not. After some contemplation I came to the conclusion that I would rather be here to help the community than profit from it at every possible opportunity - which in honesty was my original intention. As an indie developers we don't all have deep pockets. Most of us are maintaining a day job, supporting family, kids, or even still in school. All of these content packs, starter kits, code modules etc.. are great, but not everybody can afford them - we arn't all commercials.
This actually raises an interesting question, when is it OK to sell content (in any form, be it starter kits, code, models, textures etc..) ? I don't know where I stand on this right now, kinda balancing on the fence. I've purchased the Adventure Kit (among others), so I'm not adverse to paying for content, and it was worth the money I paid for it, because I gained invaluable knowledge and understanding from them. Should a line be drawn somewhere? I think what makes this community so great is the amount of support and help that is given freely for no personal gain - other than to help struggling indie developers bring their dreams and creations to fruition.
Don't get me wrong, I'm not saying content, modules, artwork etc.. shouldn't be sold; However, for me personally I think I would rather be a member of the community that is here to help struggling developers rather than profit from them. I will just sell my final product - the game - and any modules that I develop along the way that I feel would be useful to other developers will be released freely into the community.
So there it is. I'm not judging anybody, or even expecting anybody else to do the same. We all have our own reasons and needs for doing what we do, and I'm fine with that. All I would ask is that you ask yourself why you are a member of the community, and are you really at peace with that role. Personally, I wasn't happy with the way I was going so I decided to take a different road, and I feel better about myself for it.
I've only been a member of this wonderful community for a couple of weeks, but in that time it seems that more and more people are jumping on the "selling content" bandwagon. So, this weekend while I was playing around with my basic A* pathing module, see my previous blog, I thought to myself that it could be of interest to other users who need a torque script version. It was at that point that I started to see the potential for recouping some of my costs of buying some art assets that I purchased for my game that I'm working on etc.. In truth I became blinded by the $$ signs in front of my eyes, nice big fat ones .. the root had taken hold.
Having made decent progress on my module, trying to keep it as generic and as user friendly as possible, I posted my intention yesterday that I might make it available to others when its complete for a small cost. However, something unexpected happened. Somebody replied to my blog entry pointing me to a link of somebody else who had already implemented the algorithm for the Pro version. On checking out the resource I noticed instantly that it was given freely in the hope that it would help out other developers.
This for me was one of those "grounding moments". It made me start questioning my motives for wanting to sell my module, and if it was the right thing to do or not. After some contemplation I came to the conclusion that I would rather be here to help the community than profit from it at every possible opportunity - which in honesty was my original intention. As an indie developers we don't all have deep pockets. Most of us are maintaining a day job, supporting family, kids, or even still in school. All of these content packs, starter kits, code modules etc.. are great, but not everybody can afford them - we arn't all commercials.
This actually raises an interesting question, when is it OK to sell content (in any form, be it starter kits, code, models, textures etc..) ? I don't know where I stand on this right now, kinda balancing on the fence. I've purchased the Adventure Kit (among others), so I'm not adverse to paying for content, and it was worth the money I paid for it, because I gained invaluable knowledge and understanding from them. Should a line be drawn somewhere? I think what makes this community so great is the amount of support and help that is given freely for no personal gain - other than to help struggling indie developers bring their dreams and creations to fruition.
Don't get me wrong, I'm not saying content, modules, artwork etc.. shouldn't be sold; However, for me personally I think I would rather be a member of the community that is here to help struggling developers rather than profit from them. I will just sell my final product - the game - and any modules that I develop along the way that I feel would be useful to other developers will be released freely into the community.
So there it is. I'm not judging anybody, or even expecting anybody else to do the same. We all have our own reasons and needs for doing what we do, and I'm fine with that. All I would ask is that you ask yourself why you are a member of the community, and are you really at peace with that role. Personally, I wasn't happy with the way I was going so I decided to take a different road, and I feel better about myself for it.
Recent Blog Posts
| List: | 03/18/08 - Root of all evil 03/17/08 - Messing with A* Pathing (TGB) 03/07/08 - A small step on the indie path |
|---|
Submit your own resources!| David Montgomery-Blake (Mar 18, 2008 at 15:19 GMT) |
| Jeff Faust (Mar 18, 2008 at 15:47 GMT) |
| Ben Acord (Mar 18, 2008 at 15:54 GMT) |
I am personally interested in the selling track for a current product -- but at a rate I feel comfortable that a college student could meet without breaking their bank.
| Brian Carter (Mar 18, 2008 at 16:08 GMT) |
I guess for me this is more orientated towards taking into consideration the plight of struggling developers; ones that don't have the resources or even the deep technical skills needed to fabricate complex systems / models, and as a result end up giving up on their dream to make a game. It's seems to be a fine line balancing the desire to recoup your own costs, and helping the entire community - and not just those that can afford to pay for the content.
I think my question of where should the line be drawn is really too vague, and it didn't convey what I was really asking (my fault). What I meant to ask was at what point would you consider your resource worthy of being sold, verses distributing it freely for the entire community. Also, does the community really benefit from selling a resource? Wouldn't the community as a whole thrive more with freely distributed resources?
One thought that crossed my mind was distributing content for free, but with the provision that if the final product is completed and makes it to commercial distribution that a lisence is required. Dunno, I have a lot of conflicted opinions on this right now - but thats my problem :) I would hate to see content providers leaving the community because they can no longer justify or afford to spend their time developing content for no return if they need that source of income.
| Chris Calef (Mar 18, 2008 at 17:21 GMT) |
Quote:
Also, does the community really benefit from selling a resource? Wouldn't the community as a whole thrive more with freely distributed resources?
Thanks for the discussion, Brian, this is a good thing to talk about every now and then. Just had to jump in on this last quote, to voice my opinion that, HECK YEAH the community benefits from selling resources. A lot of people can afford twenty or forty bucks, and having the content there to be bought is a massive advantage over not having it there at all. In fact, I'd venture to say that practically anyone who is really going to get through all the hurdles involved in getting a game to market is going to find some way to scrape together twenty or forty bucks for key content packs that will save them hundreds of hours of work.
Granted, the price keeps people from throwing everything out there into their game without even thinking about it, but that's not going to result in a well-designed game anyway. On the developer side of the equation, though, that token twenty bucks or whatever should not be overlooked as incentive. When I finally got the ragdoll pack to market, I was in a financial state best described as Poor As Dirt, and while it was minor, the income from it definitely raised my spirits. Most importantly, the goal of creating a final product worth paying for demanded the extra level of finishing the damn thing as opposed to releasing it as an unpolished resource, that could have been quite a bit more difficult to use.
That said, people who release usable resources for free ROCK, and we should all hug and kiss them whenever we see them at conferences!
| Jeff Faust (Mar 18, 2008 at 17:29 GMT) |
Quote:
What I meant to ask was at what point would you consider your resource worthy of being sold, verses distributing it freely for the entire community.
A resource is worthy of being sold if people find that what it does is worth paying the price. If you have good business intuition (mine is not very good) you may be able to make a good guess at what works, but sometimes you have to just try selling something to find out. It is not uncommon in this community for someone to offer some content at a price and then later follow-up by drastically reducing the price or giving it away free upon learning the hard way that no one will buy it. It's tempting to say that any resource is worth giving away, but this is not always true. A resource that requires an ongoing effort to keep it useful, say regular adaptation to engine changes, may do better for the community in the long run sold rather than given away.
Quote:
Also, does the community really benefit from selling a resource? Wouldn't the community as a whole thrive more with freely distributed resources?
(Echoing Chris...) The community benefits from a resource that is sold if not selling the resource prevents it from existing in the first place. The more complicated the resource, the less likely it will be created for free.
| Brian Carter (Mar 18, 2008 at 17:44 GMT) |
Quote:
A resource is worthy of being sold if people find that what it does is worth paying the price. ... A resource that requires an ongoing effort to keep it useful, say regular adaptation to engine changes, may do better for the community in the long run sold rather than given away.
@ Jeff, I think maybe that for me really defines "the line". If it's a piece of work that's going to require on going support and modification then I would most likely consider selling it to compensate for the time that I will have to invest periodically in maintaining it as an available resource. However, if its something that is rough around the edges, could use improvement, or is specific to a sitaution as opposed to being generically useful then I would probably verge towards opening it up for free to see what the community could do with it.
It really looks like it boils down to basic economics 101, in regards to supply and demand. If there is no demand for the resource, or if the time/cost benefit doesnt gain you anything then it wont sell (i.e you value your time at $40/hour, and the resource costing $55 would take you 30 mins to code yourself, then then there is negative gain; however, paying $55 for something that is beyond your ability to produce, or would take 6-7 hours to do provides a positive gain by purchasing it).
It could be that I don't feel that my code is worthy of being purchased - I'm surrounded by so many talented people it feels egotistical to waltz in and say my code is good enough for you to throw your hard earned money at me for it :) I don't think I'm cut-throat enough to be an entrepreneur :) !!
| Rex (Mar 18, 2008 at 17:49 GMT) |
"Quid pro quo": this for that...a few lines of TS to 'howto' something...no need to ask for funding[if so, good luck getting 'buyers']. Take a week or more to 'produce' something of 'value'...that needs a larger form of 'this' for 'that', period. Nothing wrong with that.
| Ted Southard (Mar 18, 2008 at 17:54 GMT) |
But again, there are some projects that have taken months of time to complete, and like Chris, some of those projects had been sold at times when I was working as a greeter in a restaurant (during the IT Dustbowl of 2002-2004), and the money really did help me out. It's times like that that really do keep people going as much as the altruistic motive of wanting to just help people.
| Jeff Faust (Mar 18, 2008 at 18:09 GMT) |
Quote:
I don't think I'm cut-throat enough to be an entrepreneur :) !!
Being a good entrepreneur does not necessarily require being cut-throat. I have enormous respect for the great entrepreneurs that figure out a system by which they can give away a product to end-users, while still earning ongoing fuel for the project through secondary income sources like sponsorship, advertising, and strategic partnerships without tainting the project. I've never come close to figuring this out.
| Scott Burns (Mar 18, 2008 at 18:12 GMT) |
Quote:
(Echoing Chris...) The community benefits from a resource that is sold if not selling the resource prevents it from existing in the first place. The more complicated the resource, the less likely it will be created for free.
Seconded, well thirded I guess. I remember when I first came here four (or is it five now?) years ago, while there were many resources being made there were quite a few that were not. The reason was for it was due to their complexity that their author's just weren't comfortable with giving out for free, especially if it was a key feature to the game they were working on. This was back when the only content packs were those from Bravetree, Tim Aste's may have been out then as well not quite sure when his came out. The RTS kit was just talk back then.
Now look what we have access to. A multitude of starter kits, MMO architectures that were born out of resources themselves, vehicle packs, weapon packs, character packs. I think the key thing here is that, as Indies, we're willing to support each other, whether it be through freebies or by rewarding someone's efforts by purchasing their pack to get a leg up on our own projects.
| Brian Carter (Mar 18, 2008 at 18:16 GMT) |
Edited on Mar 18, 2008 18:18 GMT
| Derek Bronson (Mar 18, 2008 at 19:36 GMT) |
Quote:
Also, does the community really benefit from selling a resource? Wouldn't the community as a whole thrive more with freely distributed resources?
My personal opinion is that the community as a whole thrives more with sold resources. By providing some income to people for the packs that they create you are keeping them more invested in this community and motivating them to keep things up-to-date, supported and hopefully creating new resources. Like it was said earlier it also provides a revenue stream for people that could be holding them up so they don't have to find a full time job to support themselves. By providing a revenue stream to content packs cooler stuff comes out faster, thus feeding game development for the community as a whole.
It takes a lot of time to commercialize a piece of code and make it accessible to a wide market. Providing a revenue stream in return for that work helps everyone in the end.
Providing a commercial path for developers for something other than games inspires people to come out of their shell a little and flesh out their projects into something that is much more useful to the community. It is hard to justify working on a content pack, as opposed to a game project, if there was no return on the end. Without the GG store we probably would never see stuff with the quality of the AFX pack or Ragdoll pack in the free resource section, and we certainly wouldn't have Jeff and Chris spending hours upon hours answering peoples questions and helping people move their games along.
I feel like I'm ranting a little so I'll just stop now, but thats how I justify the work that I am doing and how I inspire developers to polish their content packs into a more complete and usable product.
| Ramen-sama (Mar 18, 2008 at 21:32 GMT) |
Edited on Mar 18, 2008 21:33 GMT
| Brian Carter (Mar 18, 2008 at 23:13 GMT) |
| Ramen-sama (Mar 19, 2008 at 01:16 GMT) |
| Jeramy79 (Mar 19, 2008 at 09:55 GMT) |
| Jeff Faust (Mar 19, 2008 at 12:40 GMT) |
Microsoft gives away the simplest version of Visual Studio and they didn't always do that. Microsoft can afford to do things like that and I'm certain there are solid strategic business reasons for releasing it free. I would guess it's partially a loss-leader to establish a foothold with developers who will later drive sales of the more expensive versions, or perhaps it's simply a response to the fact that xcode is included with the Mac OS.
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