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Plan for Jeff Tunnell
Plan for Jeff Tunnell
| Name: | Jeff Tunnell | |
|---|---|---|
| Date Posted: | Mar 15, 2004 | |
| Rating: | 4.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Jeff Tunnell |
Blog post
Two years ago when we launched the Torque Game Engine source code to Indies for $100 per programmer, it was pretty revolutionary. In retrospect, that move has changed the face of how a lot of gaming technology has been released, licensed, and priced. Now we are in the process of moving the bar even lower for Indies. As long as your company does not make more than $250,000 in annual revenues, and you finance your own game, you can publish it ANYWHERE for ANY AMOUNT of money. No purchase of the $10,000 Commercial License, no ties to GarageGames, nothing. Just sell it and make money. This is again, revolutionary! But, it is not the complete story...
Part of our original plan was to sell the Torque cheap and make money on the back end with $10,000 commercial licenses. Torque was (is) a very good deal at $10,000, but It turns out that selling $10,000 commercial licenses is a long lead time, very buttoned down corporate business model that is not well suited to the mentality of the GarageGames founders. We wanted to push high end gaming technology (engines) into more of a shrink wrap box type of product, so we decided to change the way they are sold and licensed.
Starting today, the new Torque Commercial Product License is $495 per seat, no royalties. No matter what the size of your company is, no matter how much you are going to make from your product, the price is $495 per seat. So, using the Torque Comercial is just like using Photoshop or Visual C++ .NET or Maya.
How can GG do this? Well, we think there are entire markets out there that need 3D visualization or simulation that can't afford to try it at $10,000 per title. So, we are going for the strategy of breaking the market wide open, rather than getting a lot of money from a specific company.
So, there you have it. If you are an Indie working on your own game and funding your own development, you can use Torque for $100 per programmer, and publish your games anywhere, no royalties, no strings. If you grow larger than $250,000 per year in annual revenues, or want to do contract work for large companies or government entities, or are a large company or government entity, then you need to upgrade to the $495 per seat Commercial License, make your product and make as much money as you want with no royalties or ties to GarageGames.
Let me know what you think.
-Jeff Tunnell GG
Starting today, the new Torque Commercial Product License is $495 per seat, no royalties. No matter what the size of your company is, no matter how much you are going to make from your product, the price is $495 per seat. So, using the Torque Comercial is just like using Photoshop or Visual C++ .NET or Maya.
How can GG do this? Well, we think there are entire markets out there that need 3D visualization or simulation that can't afford to try it at $10,000 per title. So, we are going for the strategy of breaking the market wide open, rather than getting a lot of money from a specific company.
So, there you have it. If you are an Indie working on your own game and funding your own development, you can use Torque for $100 per programmer, and publish your games anywhere, no royalties, no strings. If you grow larger than $250,000 per year in annual revenues, or want to do contract work for large companies or government entities, or are a large company or government entity, then you need to upgrade to the $495 per seat Commercial License, make your product and make as much money as you want with no royalties or ties to GarageGames.
Let me know what you think.
-Jeff Tunnell GG
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Submit your own resources!| Davis Ray Sickmon, Jr (Mar 15, 2004 at 22:17 GMT) |
| Justin Mette (Mar 15, 2004 at 22:37 GMT) |
Edited on Mar 15, 2004 22:41 GMT
| Ben Swanson (Mar 15, 2004 at 22:53 GMT) |
| Mark Frohnmayer (Mar 15, 2004 at 23:06 GMT) |
| Justin Mette (Mar 15, 2004 at 23:14 GMT) |
| Peter Andersson (Mar 16, 2004 at 00:12 GMT) |
Maybe I'm just being a tad paranoid, but the $495 is THAT cheap! The new license is a step in the direction of increased freedom which is never a bad thing (for me). Another thing, the $495 is per seat while the $100 is per programmer. So if you as a company where to purchase a number of licenses the $495 per developer would mean that the license stays with the company instead of moving with the programmer?
If no skip
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I guess this would increase the attractivity of a project if you were to have licenses for the engine when bringing in developers. Is there already a system for this kind of license transfer set up? Will there be? Just thinking of how the current CVS system is set up.
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Cheers,
Peter
| Sebastien Bourgon (Mar 16, 2004 at 00:17 GMT) |
| Jeremy Alessi (Mar 16, 2004 at 05:56 GMT) |
| Jeff Tunnell (Mar 16, 2004 at 13:59 GMT) |
| Brett Fattori (Mar 16, 2004 at 15:03 GMT) |
I, for one, am very happy with this. Does this mean that (if we wanted) we could buy the commercial license and be done with it? Does the commerical license still carry the support and such?
Thanks, Jeff and Crew, for everything you're doing!
- Brett
| Greg Findlay (Mar 16, 2004 at 15:07 GMT) |
| Peter Andersson (Mar 16, 2004 at 15:24 GMT) |
| Greg Ellwood (Mar 16, 2004 at 15:49 GMT) |
Thanks GG! :D
-Greg.
| Cisor (Mar 16, 2004 at 16:39 GMT) |
| Eric Forhan (Mar 16, 2004 at 17:23 GMT) |
| mm (Mar 16, 2004 at 17:29 GMT) |
Matt
[EDIT]
Did anybody else notice that in the products it still has a graphic that needs changed?

Edited on Mar 16, 2004 17:32 GMT
| Mark Frohnmayer (Mar 16, 2004 at 17:34 GMT) |
| Jeff Tunnell (Mar 16, 2004 at 19:46 GMT) |
Quote:
(a) Licensee may publicly sell, distribute, release, publish, transmit and/or exploit any Products created hereunder.
Nothing more, nothing less. Just buy it, make your product and sell it.
-Jeff Tunnell GG
| Jorgen Ewelonn (Mar 16, 2004 at 20:46 GMT) |
It is understandable since these changes affect both the technology and the spirit behind your product in a major fashion.
Altough, now is the time to remain calm, to rise above those who don't see the bigger picture and not to take negative opinions personally.
You and the rest of the team at GG are indies yourself and will therefor always look out for the community you've created, I am not worried and I believe that the majority of the TGE users aren't either.
Take a ride on your bike, let the wind rush trough your hair, I wish you the best of luck at the GDC, you guys will probably tear down the house. :-)
Regards,
Jorgen Ewelonn, Sweden
| Steven Jackson (Mar 16, 2004 at 23:04 GMT) |
| Ken Finney (Mar 17, 2004 at 00:44 GMT) |
| Gilles Jr Lafrance (Mar 17, 2004 at 13:24 GMT) |
A Willy Beamish fan :)
| Pat Wilson (Mar 17, 2004 at 22:49 GMT) |
Quote:
You (GG) guys are crazy ! :)
Oh man, you don't know the half of it... They're mad, I tell you! Mad!
I called them mad, and they called me mad, and, damn them, they outvoted me.
| Paul Dana (Mar 18, 2004 at 14:08 GMT) |
So my extrapolation show that at this pace by 2005 you be paying *me* $100 if I buy torque and by 2006 you'll be writing my games too! Awesome!
| Eric Forhan (Mar 18, 2004 at 14:15 GMT) |
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