Torque 3D Sidebar - Pricing and Licensing
by Brett Seyler · 01/09/2009 (6:57 am) · 369 comments

This is probably the most candid blog post I'll write all year. It's also likely to be quite long. I'm aiming here to communicate a lot of things and I'm hoping they come out in nice fluid arc, but we'll see. It's supposed to be about GG and you, but we might take some twists and turns getting there. I should also warn anyone who's willing to read through this that there are no clear answers in this blog, just thoughts and questions. While I'm sitting here starting to write this, I'm thinking about how much I like reading Warren Buffett's shareholder letters. I'm certainly not alone in admiring his frank, honest, pull-no-punches style. Buffett's customers are his shareholders, but I notice that very few companies write to their customers this way. What would it be like if they did?
I'm certainly not arrogant enough to draw any kind of comparison between me and the Sage of Omaha, but I really going to try to follow his example in candor and clear communication about business goals.
Most of you probably don't know that I did finance and investment work before joining GG. Though I've always been into games and technology my whole life, it's still a a very weird kind of transition to make from that button up world to the laid back, but hyper-competitve world of a startup software company. Obviously, GG is much more fun, but it's almost demanding in a lot of the same ways finance was for me. You might be surprised how much business is just business, and finding ways to succeed and get more done is universal across those kind of boundaries.
There are a bunch of subjects I'll likely wander around in this post, but the one that bears this post's title is the focus...
RUH-ROH! I can hear the alarm bells going off..."GG is raising prices! I knew it!!!!!!!!!!"
I'll just tear the Band-aid away quickly then. Torque 3D will have a higher price tag than GG'ers are used to from Torque. How much higher? I'm not sure yet to be honest...I've given it a lot of thought, but in the past few months, when I've looked to you guys for feedback, it's always been helpful and understanding, so I figured I'd push my luck and do it again =)
Here are the core principles for GG and Torque that I'm trying to stay true to in working this out:
(1) Make sure that Torque licensing is a sustainable business that allows for signicant reinvestment in the technology--enough to keep Torque at the forefront of modern game engines.
(2) Eat our own dog food. This means we use what we sell, reinforcing the need to reinvest in the technology.
(3) Leverage modern distribution options. This means web publishing, downloadable channels, and any other efforts that upset that status quo in publishing and put more money and control in the developer's hands.
(4) Remain an affordable option for the little guy.
Obviously there's a balance to be struck attempting to serve both (1) and (4). However, there may be less conflict than you'd think. For example, let me talk about (1) a little bit.
Why I'm not worried about Epic or AAA
We made a decision with Torque a long time ago not to compete head to head the top competition in the AAA space. That competitions has emerged in the past decade to be Epic's Unreal engine, first and foremost. While Torque can do a LOT of what Unreal can do, we're executing on a much different business model and strategy...part of it is idealistic, part's pragmatic.
The Unreal engine is driven by the needs of Epic's studio to deliver every year, without fail, on a game with the highest visual impact possible. They succeed, more or less, in doing this with Unreal Tournament and Gears of War. These huge budget AAA games subsidize the enormous cost of developing technology that keeps the games looking better than anything else. By extension, the Unreal engine is percieved as being the best technology at any given time. (Seem like circular logic? Keep reading.)Sure...there are disturbances in the force. Upstarts like Crytek or Gamebryo steal the limelight now and then, but let's be realistic, Unreal dominates AAA engine licensing. When I say AAA, I mean licensing for use in big budget AAA titles. If you're building a $10-$30M game, you're looking at Unreal first. It inspires confidence in your publisher (guaranteeing more money) and it says to the media and press that "this game is going to achieve a certain visual quality bar that you expect from games made with Unreal." This last part in particular is crucial to the hype-train that gets gamers to pay $60 for a game on release day.
Sound like any other industry you can think of? Come...let's all share in the let down and pretend we didn't just get screwed.
I'd be lying if I said I didn't admire Epic's success in both engine licensing and game development. They've figured out how the game is played and beat everyone under the current ruleset. My hat's off to them. But a lot of this blockbuster-game-driven perception about engines is crap IMO. The dirty little secret in AAA games is that great art, far more than tech, creates visual quality. Even so, "UE = visual superiority => best engine" is the common thinking in the games industry and no one--NO ONE--has been able to break Epic's stranglehold on this section of the middleware market for the better part of decade.
How would you change things if it were your desire to do so?
There are two paths that I see...
You can try to beat Epic at their own game. To do this you'd need a premiere game studio with huge budgets to consistently impress on developers and the press that Unreal is no longer the best performing engine tech around. This means truly high end tech and *really* high end artists that can push the technology's boundaries.
Crytek appears to be trying to execute on this strategy, and they've had some success. id, while a major innovator in game dev technology, appears only casually interested in upsetting the state of Epic's AAA middleware domination. Gamebryo has some good tech and a good marketing / sales team, but no dedicated studio to consistently test the tech and then demonstrate where they stack up next to Unreal or other AAA competitors, so I think they're doomed to fail in AAA. Valve plays a role similar to id. They appear to only casually pursuing licensing of their Source engine.
So that's it... Crytek is the only reasonable candidate to unseat Epic as the AAA engine licensing champion. Why don't I think that will happen? In order to do it, Crytek needs to do it year after year for a sustained period of time, and that demands a lot of money. Epic's makes financially successful games that subsidize the costs of developing their tech. Crytek, to date, has not.
Even for hardcore gamers and the press, it's not just about the good looks, it's also about being on the right platforms, being able to tell a good story in-game. Developers have to find the right gameplay hooks to make a game rewarding. As visually impressive as Crysis is (far more than any UE3 game IMO), the game lacked what was needed to achieve maintream (and financial) success. Minimum hardware requirements that were totally off the charts on the game's release didn't help much either.

Does it make sense for GarageGames to try to go to head-to-head with Epic in the same fashion? Well, maybe we'd consider it if the AAA engine licensing space were a growth market or currently underserved, but it's neither. AAA engine licensing has been a fairly stagnant market for years now and Epic'c never conceded more than about 50% of the available revenue, so I don't know about you, but doing bloody battle for a slice of a pie that isn't growing seems kind silly to me.
So, if not head-to-head with Epic, where does Torque fit? What's the angle? Well, our goal is not really to "beat" Epic, it's to change the game (in the "meta" sense of the word). We think it's dumb that games cost $60 and that the best selling games published by the biggest publishers all essentially answer to Walmart.
Games should be cheaper.
Gamers should have more variety.
Developers should feel comfortable taking more risks.
None of these are possible without upsetting the status quo. This is why we created Torque and put a $100 no royalties price tag on it in 2001. This is why we created InstantAction.com so that we could build our own audience and connect gamers to developers with no interference from publishers or retailers. Both efforts serve the same goal of making it easier (and more affordable) for developers to take risks.
Torque exists to provide developers (starting with our own game studio) with the means to take these kinds of risks, to create games that can achieve AAA-level visual quality, but with a focus on what makes games fun. We want our studio and you to innovate in ways that matter most to gamers. Portal didn't need next-gen visuals or a multi-million dollare engine to win over gamers. It could have easily been built with Torque. Just the same, Marble Blast Ultra didn't need super-high end rendering. To make the point even clearer, look at Phil Hassey's Galcon. Phil built this game in Python all by himself and it's currently one of the most played games on InstantAction.

We think this evolution, bridging the divide between developers and gamers, enabling greater risk taking at lower cost, is where the industry must go. The faster it gets there, the more Torque makes sense to a wider audience of game developers. As a company, we've always aimed to support platforms and technologies that make this happen faster. I put Steam, WiiWare, XBLA, PSN, id's Quakelive and InstantAction.com all on that list. In fact, without Steam, I doubt Valve could comfortably afford to take the kind or risks they do. We'd all, as gamers and game developers, be much worse off without if they hadn't bucked the system and created the most effective digital distribution platform on the planet. (Go Valve!)
Let's think again about the balance between enabling the little guy, and being in a position to reinvest in Torque and sustain this effort to encourage risk taking in games. Who do we mean by the little guy? Does a hobbyist who never publishes anything serve these goals? Probably not...let's talk about that...
We're building Torque to enable a particular set of developers: those who can persevere though the challenge of game development. This means outfits like Fro Games, Stickman Studios, Sickhead Games, and Tilted Mill to cite some recent examples. In the recent Game Developer profile on TGEA for the Front Line awards, I think they hit the nail on the head.


Are you one of these developers? A lot of you might not know yet. Some of you may not know whether you even want to push that hard or take that much time. You might be happy with game development as a curiousity and have no interest in ever publishing your work. This does not mean Torque is not for you.
Just as Photoshop, Flash, Max and Maya are built for professional use with professional licensees in mind, so is Torque. And just as plenty of amateurs and hobbyists use Adobe and Autodesk tools with no intention of making their work public, so will amateur and hobbyist Torque users. Still, often times, these tools make professionals of people who didn't know if they had what it in them, and we hope Torque does the same.
If we want Torque to effectively serve professionals and that set of developers who have the fortitude and talent to give it a real shot, we need to re-evaluate Torque's license fee. We can't do this effectively for $150 / seat, at least not with Torque 3D. Torque has thousands and thousands of licensees, but developing engine technology is very complicated and very expensive--certainly more complicated and expensive than developing games.
Attaching a $150 / seat price Torque has created a quality perception that does not do justice to Torque's capabilities. GarageGames could *easily* spin out a new business under a different banner and sell TGEA / Torque 3D right next to all the other major AAA engines for hundreds of thousands of dollars per title. Why don't we? Because it doesn't help us with (3) or (4). We'd be quickly assimilated into the tiny space left over by Epic and fighting tooth and nail with everyone else for 3-4 licensing tile deals per year. It wouldn't help us with games. It would disrupt the broken industry model. It wouldn't do much of anything good for games or gamers.
So what price makes sense? What's commensurate with the value Torque provides? Again, I don't know the answer to this yet. It's not $150 / seat and it's not $295 / seat. Perhaps it's $1000. Perhaps it's more. I look at products like Flash ($699) or 3ds Max ($3495) / Maya ($4995) and compare them with Torque. Torque is more complex from an engineering perspective and Torque is in a smaller, more niche market. Both of these factors would argue for a higher price. What about (4)? What's affordable for the little guy? What's going to be the right price that makes it acceptable for developers who ship product to feel comfortable taking risks with a good chance of success? Hard questions to answer.

I've also noticed that Unity, which appears to be competing more with Flash than game engines, is priced many multiples higher than Torque and yet, it's attracted a license base of primarily hobbyists and amateur developers. Even though Unity now offers a lower priced "Indie" version of its tool that deprecates major features and significant license freedom, for a long time you couldn't buy Unity for less than $1000 / seat. How does that compare with Torque (a much more capable and mature engine technology that actually provides source code)?
There's another consideration that's really important to me, and that's all you reading this. Many of you have been loyal GG customers and Torque users for a long time...in some cases much longer than I've been here myself. You've become accustomed to Torque's low price. Even if it costs GG money in the short term, I don't want to see this community lose is vibrance or engagement because Torque's no longer an affordable technology to stay current with.
While I haven't figured out how it will work yet, I have decided that when Torque 3D is ready for relase, we'll offer it with an option that makes it much more affordable for TGEA owners to make the move. New licensees who don't already own TGEA at that point will pay full price, whatever that ends up being. I should also note that TGEA 1.8 will probably remain an affordable option at the low end throughout 2009, but if we can, we'll provide a better, affordable substitute with Torque 3D...perhaps with some sort of meaningful feature or license delta. This might mean that Indie vs. Commercial changes, or goes away as well.
My ideal outcome is that in mid-2009, everyone who wants to continue working with Torque in the future will be using Torque 3D and sharing resources and knowledge with the rest of the community. This product is the largest investment we've ever made in engine tech and our expectations are high, but better I think to disclose our thoughts and intentions on things like this sooner rather than later. I'm very confident that for those of you who are really engaged in making games, upgrading to Torque 3D will be an easy choice well justified by the value it adds to your talent and dedication.
More sidebars and development blogs to come. This is post #5.
Torque 3D development blogs:
- Post #1 - Kickoff
- Post #2 - Apparatus and Warrior Camp
- Post #3 - Luma's racing kit
- Post #4 - Josh Engebretson and Web Publishing
- Post #5 - Pricing and Licensing
- Post #6 - Pricing and Licensing CONTINUED
- Post #7 - Wetness & Precipitation
- Post #8 - Screeen Space Ambient Occlusion (SSAO)
- Post #9 - Matt Langley and the Torque Launcher
- Post #10 - Chris Robertson and Collada
- Post #11 - Depth of Field
- Post #12 - Advanced Lighting
- Post #13 - Soft Particles
- Post #14 - World Editor
- Post #15 - Pricing and Licensing ANNOUNCED!
- Post #16 - GDC Live Edition
- Post #17 - River & Road Editors
- Post #18 - Beta is UP!
- Post #19 - Light Rays, Undercity, Material Editor
- Post #20 - Mass Market Hardware
- Post #21 - Beta: Part Deux
- Post #22 - Marching Towards Beta 3
- Post #23 - pureLIGHT
- Post #24 - Lighting, Terrain, and Cloth
- Post #25 - Beta 3!
- Post #26 - Coming Soon!
About the author
Since 2007, I've done my best to steer Torque's development and brand toward the best opportunities in games middleware.
#343
01/12/2009 (5:43 pm)
@Gerald: 3D breakout is probably not a good example, but I used that because it's an example of a game that is way harder to do in TGE than necessary. Those are typically the type of games indie developers that actually pay bills make. They might be a bit more complicated than a breakout clone, but the games are typically much different than a FPS. The more deviate from what Tribes was, the harder it is to make the game. This is even more so the case if you don't want networking your game, or you want to implement networking in a different way.
#344
http://www.unrealtechnology.com/development-kit.php?ref=order
01/12/2009 (6:00 pm)
Unreal 2 seat is only $7999 http://www.unrealtechnology.com/development-kit.php?ref=order
#345
But you're right in that many games are not as easy to make in TGE/A as FPS games are. That doesn't necessarily mean that they're easier to make with other setups though. The learning curve to get started is higher, but it's really not that difficult to break TGEA down to a simpler setup that doesn't use any of the FPS features. It's just that the FPS features that ARE in there can't be leveraged for what you want. i.e. the Player class won't be of much use to you in a 3D Breakout game, but ShapeBase/SceneObject/etc can still be leveraged, along with the particle systems, ray casting, animation, time management, GUI system, resource management, materials framework, sound framework, and many other features that can be leveraged to make your game. Look at Marble Blast Ultra, a casual game that's pretty far from being a FPS game.
But no, TGEA is not a silver bullet that's going to be useful for everything.
01/12/2009 (6:02 pm)
@Ray, agreed to a point, especially re: networking. Though it's not really a problem for games that don't need networking, but games that want to do networking in a completely different way are probably screwed. I can't think of any good reason to do networking in a way different than can be leveraged with Torque networking, but I'm sure there are some.But you're right in that many games are not as easy to make in TGE/A as FPS games are. That doesn't necessarily mean that they're easier to make with other setups though. The learning curve to get started is higher, but it's really not that difficult to break TGEA down to a simpler setup that doesn't use any of the FPS features. It's just that the FPS features that ARE in there can't be leveraged for what you want. i.e. the Player class won't be of much use to you in a 3D Breakout game, but ShapeBase/SceneObject/etc can still be leveraged, along with the particle systems, ray casting, animation, time management, GUI system, resource management, materials framework, sound framework, and many other features that can be leveraged to make your game. Look at Marble Blast Ultra, a casual game that's pretty far from being a FPS game.
But no, TGEA is not a silver bullet that's going to be useful for everything.
#347
01/12/2009 (6:11 pm)
@Husam, that's just for the Unreal 2 runtime, no source code, and isn't for game development/publishing rights. The UE2 engine for games is $350,000 for one platform and $50,000 for each additional platform, PLUS 3% royalties on all revenues: http://udn.epicgames.com/Main/Licensing.html
#348
"By checking this box I acknowledge that Unreal Engine 2: Runtime - Registered Version is provided as-is and may never be updated to address bugs or other issues known and to be discovered. I accept this risk by proceeding with purchase."
01/12/2009 (6:17 pm)
I also like this check box on the UT Runtime purchase form:"By checking this box I acknowledge that Unreal Engine 2: Runtime - Registered Version is provided as-is and may never be updated to address bugs or other issues known and to be discovered. I accept this risk by proceeding with purchase."
#349
Going the high end would basically be doubling my present engine investment (ignoring my content packs). It would be painful but doable.
Read on for a little more history and opinion-ation-isms...Yes, my post is long, but I have been around far longer than it really appears...
I would love to see T3D improve content, workflow, art pipeline, and tools and pay the corresponding increase. I would prefer that to be affordable, that is in the $500 price range. Realistically anyone who is a true hobbyist knows they will probably spend (eventually) in the $499-$599 range for the thing they do. Look at musical instruments, look at collectibles, look at CCG's. During my meanderings in hobbies I have easily sunk 300+ in any one *thing* that's why TGEA at the $300 range was good. A sliding, upgrade based scale might serve more people better, after all most people start their hobbies small, they rarely drop $500, or more on a whim. I certainly wouldn't and don't have the resources to toss that much money into a hobby on a moment's notice.
I understand the reasons and needs for T3D to increase in pricing, and all the various risk/reward problems being mentioned. It took me a long time to finally settle on torque, and a significant price hike would require a re-examination of the various engines, but likely I would end up staying with this community. It's just too broad and strong, and I'm finally getting a feel for all these names I always see on the forums. Being around for a long time means you've seen people come and go, and others grow. I've seen many people go from member to associate and then convert to employee. And I've already invested so much time and effort into it i'm not likely to change anytime soon. The fact is that Torque is steadily improving, and improvements continue to come at an even greater pace than previously.
Let me be upfront: I consider myself one of those dreamer hobbyists that if I were looking at engines today, and saw a price tag of $1000 (or realistically anything over $500) would have decided against it, squeezed out of the playing field due to affordability. I live just above paycheck to paycheck, have a family, and probably too many hobbies... something I'm continuing to shrink as I try to focus, I guess it comes from being far too eclectic.
I am also likely one of those who Brett mentions: "...Does a hobbyist who never publishes anything serve these goals? Probably not...let's talk about that ... THIS DOES NOT MEAN TORQUE IS NOT FOR YOU..."
How many people does this really exemplify? How many of those who would never publish a game have contributed materially to these forums with ideas, bugs, fixes, or "cool things"? From what I saw initially it was quite a few... and still seems to be the case, will that continue to be so when people have a higher barrier to entry?
With cheap video cameras, and cheap or free editing software we have cheesy, cheap, free movies all over the internet, anyone heard of youtube? This is what I had hoped to purchase when I came to the garage games community, but I digress, and clearly Brett isn't trying to kick us out of the community either.
Revolution happens when the masses can readily and materially contribute...we've seen this in many industries, and gaming is no different. Garage Games has always been about lowering that bar, reducing or removing the barrier to entry. So is this change serving the masses? Is it serving the community? Closing the garage certainly wouldn't ... And this is where Brett and GG are presently stuck trying to sort out how to best serve as many people as possible without excluding anyone.
A little history:
I was here before there was a garage, before there was a glimmer, or even a speck, or even a rumor to Dynamix that they would be shut down. I have been an exceedingly long standing lurker here, due mostly to my ability to get engrossed in any number of things at once, and being an avid roleplayer. (So does anyone really want to talk about how expensive a hobby can be? Would you like to see my library?)
Marriage, kids, and age do interesting things to you. Including increasing your pragmatism.
I was attempting to try to license Torque directly from Sierra/Dynamix around the time of the announcement of Tribes 2 going into beta. Why? I was a beta tester, saw it it could do, was amazed at it's network code (more than 64 players on modems!) I had already played Starsiege and loved that this same engine was going to be upgraded and reused and improved. Toss in some cool RPG aspects and presto you make a cool game even better... or at least that was the basis for the idea...
I wanted to make games, and at the time I did various mods, knew there was a lot to game making, but really had no clue. But I was young, ambitious, and had the heart of a lion. Well, it took a bit of finagling but I finally got someone to give me a rough number WITHOUT support for an engine license.
If you want to talk about sticker shock, this was one of those. Luckily I managed it like a champ and didn't sound too foolish to the guy I ended up talking to on the phone when he finally sputtered out... "something in the range of 100-200 thousand..." Basically I could license the tribes 2 engine for the amazingly low cost of 200k, full source, with no support because they were busy working on the Tribes 2 release. I let him know I would keep in touch and would consider the offer. I'm sure the guy knew better but he sounded like he smiled and said he would look forward to hearing from me.
I managed to keep my eye on the engine because I was still impressed and hoped that something might be negotiable, maybe once they recouped their investment in tribes 2 they might be more amenable...but I didn't really hold my breath.
I went about trying to go to another company with something similar. I approached Activision and manged to get to someone who offered me the Heavy gears 2 engine, at the amazing price of $250k with some limited support. I poked around to see what kind of financing was available, but the economy wasn't inclement.
At this point my only option was to wait and see what might occur, what other avenues might become available.
Well, as luck would have it, not only was Tribes 2 well received, sierra was having some cash problems. Havas/Cendant had made some poor decisions and was starting to tighten its belt. So I followed a little more, but was then totally mortified to hear they were closing down Dynamix. It's been a while since all that and can't remember exactly what was going on in my head, but something along the lines of, "maybe I can get that engine cheap now since they won't exist any longer..."
I made some more calls and actually ended up getting told that it wouldn't be possible. I can no longer remember exactly how it went down, but I was told that the code had been retained by some of the original employees. Part of the conversation, however, was totally unexpected. I was told to keep my ears open and watch for news. Several months later, Garage Games was born, and my dream engine became available. It took a bit of time to find out so I'm not one of the first, but I joined literally "as soon as I found out."
That is when things didn't quite go right. My dream engine was available for a great price, but I no longer had the income to sustain anything, and spent most of my spare time doing odd PC jobs to make ends meet. The economy has been cruel to me, not so much that I have lost everything, but just enough that it taunted me, never quite poor, but never much above paycheck to paycheck. When you have a family something usually comes up that is a bit more valuable than "some game engine." So I sat back, read anything in the forums that wasn't locked and just tried to keep tabs on the community, one day I would get to join in.
Interestingly GG got a lot of bad press internally (boards) and externally precisely because some of the people who could afford the engine shouldn't have been playing with a full featured triple A engine. Those would be some of those aforementioned hobbyists. Yet, people continued to make games with it, and it continued to improve. I lost track of GG here and there, but always seemed to gravitate back here. Even with the bad news, I was hesitant, but never pushed away. It was always disheartening to see people flame each other because of this, or that, or some other engine getting argued back and forth instead all that energy being spent on figuring out how to make Torque better.
In the intervening years I managed to begin to set aside a little bit here and there and finally decided I was going to get serious and buy an engine. When you don't quite have enough, the big little things seem hard, so you have to examine your coffee budgets...
I began paying closer attention to the forums of various engines, examined their feature sets, read all the flame wars (wow... those got pretty vicious, and usually pointless) and started trying to decide on a good feature set. I had them pared down to C4 or Torque. I still had this leaning toward torque, but what happened was that Minions of Mirth came out (or more precisely that they had sold over 50,000 units - oddly I know I had heard of it, but it wasn't until it hit as a big seller that it really caught my attention). An MMO built on torque. While I'm not interested in an MMO per-se (large numbers of players at once yes, but.. not quite that many...) It proved that Torque had a robust engine, and still had some real power to it. I was pretty close to sold...well I was sold, but I was still trying to figure somethings out, after all, at this point Torque was getting long in the tooth.
I poked around, tried to explore a few more features to ensure that whichever engine I chose could handle as close to my vision as was possible. TSE was in beta, and soon to become available. It was at this point that I made my final jump. Atlas was going to give me the mammoth sized terrain/terrain paging that I wanted, and an MMO had been made with it, and best of all torque had a great price point.
My decisions were quickly supported when an MMO-kit became available, and then sometime later, Minions of Mirth released their source to the public. Of course, now that I had keys I also began to find an even greater wealth of community driven resources which could be integrated. Most everything I wanted someone had created a version of and given it freely to the community. Even many of the wonderful content packs were great creations. I quickly grabbed The Flight Game Example and not much later AFX.
However nearer the present, the real question comes back to me, what have I done with it? Compiled, edited, tinkered, hacked around, even messed with the MoM kit. Have I built a game? No. Do I still want to? Yes. I still have a dream I hope to one day complete.
So, am I being served by the tech? Is it serving me? These are really still up in the air. I don't have the time I would like to dedicate to learning the engine the way I should. I have continued to run into "tool problems", and get frustrated, so end up doing little more than "modding." Of course there were some hurdles along the way, from a non-existant SVN, to a few missing files, and of course the older documentation which didn't quite work when followed.
So for me tools are a big hope for future updates. On the other hand, each time I fire up a new version of torque I am amazed by the improvements made in each iteration. The documentation seem to have been greatly cleaned and improved thanks to our resident doc guy Michael Perry. I personally thank you for the huge improvements in the docs, they have made my life easier and allowed me to spend more time in the engine, than just figuring it out. These things give me great hope for a bright future in the Garage.
Why did I choose Torque (no particular order):
1) The community, part of it's exceedingly low price meant there were tons of people (including people who really should not be here...) so there were always people around to comment, help, and contribute... that third was what really sold me. The people here are helpful and many of them have never shipped a game, but have been extremely creative in their "hobby" and returned it as a contribution for free. That third, those people especially those who went on to become associates. If the price goes too high, many people who would normally have contributed back with resources and ideas will be far more reticent to do so because their investment would be better returned by making a content pack with their idea(s.)
2) The price was great. you can't shake a stick at it. At the time I was making my final tech decision C4 looked better, and was 50-100 dollars less than TSE(TGEA.) The community was simply too small, and there was much promised, but it wasn't yet there. In retrospect I do wish I had purchased a license, but I would not have traded Torque for C4. On the other hand, right now C4 is more expensive than Torque and it should really be commensurate, Torque is a better, more tested product, even if it doesn't have a newer code base or quite the same polish with a better stronger community. My comments are in no way meant to disparage C4, it's a great engine, and its already a competitor, and likely to continue to compete in the future.
3) It was one of the few engines that had shipped a AAA title, and had many other shipped/completed games. It has a successful MMO built using Torque technology. Many many more games are continually being created and released, not just fun and free, but also those which are commercially successful.
4) The network code... Another huge sale for me, show me another engine that can easily handle over 100 players, most of whom were still using modems. This is still the main reason I have stuck with Torque. Its efficient and powerful, back in the day, the only thing I wanted from this engine was it's networking code. You can get it for pennies, and it's worth its weight in gold, when printed out that is...
5) Content packs. I'm not sure how much more can be said on the subject, but the content packs are beautiful, and many of them are priced very reasonably. Take a peek at all you can learn from others who have done all the hard work of integrating various resources into Torque.
In closing, I understand the logic, prefer something in the $500 or lower range, understand if it goes north, but for anything above $500, significant tools and streamlining must occur...and will likely be without my fiscal involvement.
I prefer not to be a statistic, firmly clinging to the belief that one day I will do something more with what I have in my hands than just dream...but I do need to occasionally be realistic, at least in regards to this specific topic. My opus might never get completed, but I'm going to stick around to at least attempt it. I still have my TGEA license and will be able to use it even if T3D goes beyond my present means.
... And I will likely continue to hang about in the webby corners lurking... I hope to continue lurking for many years to come...
01/12/2009 (7:08 pm)
Short and sweet: I *could* afford to upgrade my present license for TGEA by say as much as $300... I'd rather do something closer to $50 to $100...Going the high end would basically be doubling my present engine investment (ignoring my content packs). It would be painful but doable.
Read on for a little more history and opinion-ation-isms...Yes, my post is long, but I have been around far longer than it really appears...
I would love to see T3D improve content, workflow, art pipeline, and tools and pay the corresponding increase. I would prefer that to be affordable, that is in the $500 price range. Realistically anyone who is a true hobbyist knows they will probably spend (eventually) in the $499-$599 range for the thing they do. Look at musical instruments, look at collectibles, look at CCG's. During my meanderings in hobbies I have easily sunk 300+ in any one *thing* that's why TGEA at the $300 range was good. A sliding, upgrade based scale might serve more people better, after all most people start their hobbies small, they rarely drop $500, or more on a whim. I certainly wouldn't and don't have the resources to toss that much money into a hobby on a moment's notice.
I understand the reasons and needs for T3D to increase in pricing, and all the various risk/reward problems being mentioned. It took me a long time to finally settle on torque, and a significant price hike would require a re-examination of the various engines, but likely I would end up staying with this community. It's just too broad and strong, and I'm finally getting a feel for all these names I always see on the forums. Being around for a long time means you've seen people come and go, and others grow. I've seen many people go from member to associate and then convert to employee. And I've already invested so much time and effort into it i'm not likely to change anytime soon. The fact is that Torque is steadily improving, and improvements continue to come at an even greater pace than previously.
Let me be upfront: I consider myself one of those dreamer hobbyists that if I were looking at engines today, and saw a price tag of $1000 (or realistically anything over $500) would have decided against it, squeezed out of the playing field due to affordability. I live just above paycheck to paycheck, have a family, and probably too many hobbies... something I'm continuing to shrink as I try to focus, I guess it comes from being far too eclectic.
I am also likely one of those who Brett mentions: "...Does a hobbyist who never publishes anything serve these goals? Probably not...let's talk about that ... THIS DOES NOT MEAN TORQUE IS NOT FOR YOU..."
How many people does this really exemplify? How many of those who would never publish a game have contributed materially to these forums with ideas, bugs, fixes, or "cool things"? From what I saw initially it was quite a few... and still seems to be the case, will that continue to be so when people have a higher barrier to entry?
With cheap video cameras, and cheap or free editing software we have cheesy, cheap, free movies all over the internet, anyone heard of youtube? This is what I had hoped to purchase when I came to the garage games community, but I digress, and clearly Brett isn't trying to kick us out of the community either.
Revolution happens when the masses can readily and materially contribute...we've seen this in many industries, and gaming is no different. Garage Games has always been about lowering that bar, reducing or removing the barrier to entry. So is this change serving the masses? Is it serving the community? Closing the garage certainly wouldn't ... And this is where Brett and GG are presently stuck trying to sort out how to best serve as many people as possible without excluding anyone.
A little history:
I was here before there was a garage, before there was a glimmer, or even a speck, or even a rumor to Dynamix that they would be shut down. I have been an exceedingly long standing lurker here, due mostly to my ability to get engrossed in any number of things at once, and being an avid roleplayer. (So does anyone really want to talk about how expensive a hobby can be? Would you like to see my library?)
Marriage, kids, and age do interesting things to you. Including increasing your pragmatism.
I was attempting to try to license Torque directly from Sierra/Dynamix around the time of the announcement of Tribes 2 going into beta. Why? I was a beta tester, saw it it could do, was amazed at it's network code (more than 64 players on modems!) I had already played Starsiege and loved that this same engine was going to be upgraded and reused and improved. Toss in some cool RPG aspects and presto you make a cool game even better... or at least that was the basis for the idea...
I wanted to make games, and at the time I did various mods, knew there was a lot to game making, but really had no clue. But I was young, ambitious, and had the heart of a lion. Well, it took a bit of finagling but I finally got someone to give me a rough number WITHOUT support for an engine license.
If you want to talk about sticker shock, this was one of those. Luckily I managed it like a champ and didn't sound too foolish to the guy I ended up talking to on the phone when he finally sputtered out... "something in the range of 100-200 thousand..." Basically I could license the tribes 2 engine for the amazingly low cost of 200k, full source, with no support because they were busy working on the Tribes 2 release. I let him know I would keep in touch and would consider the offer. I'm sure the guy knew better but he sounded like he smiled and said he would look forward to hearing from me.
I managed to keep my eye on the engine because I was still impressed and hoped that something might be negotiable, maybe once they recouped their investment in tribes 2 they might be more amenable...but I didn't really hold my breath.
I went about trying to go to another company with something similar. I approached Activision and manged to get to someone who offered me the Heavy gears 2 engine, at the amazing price of $250k with some limited support. I poked around to see what kind of financing was available, but the economy wasn't inclement.
At this point my only option was to wait and see what might occur, what other avenues might become available.
Well, as luck would have it, not only was Tribes 2 well received, sierra was having some cash problems. Havas/Cendant had made some poor decisions and was starting to tighten its belt. So I followed a little more, but was then totally mortified to hear they were closing down Dynamix. It's been a while since all that and can't remember exactly what was going on in my head, but something along the lines of, "maybe I can get that engine cheap now since they won't exist any longer..."
I made some more calls and actually ended up getting told that it wouldn't be possible. I can no longer remember exactly how it went down, but I was told that the code had been retained by some of the original employees. Part of the conversation, however, was totally unexpected. I was told to keep my ears open and watch for news. Several months later, Garage Games was born, and my dream engine became available. It took a bit of time to find out so I'm not one of the first, but I joined literally "as soon as I found out."
That is when things didn't quite go right. My dream engine was available for a great price, but I no longer had the income to sustain anything, and spent most of my spare time doing odd PC jobs to make ends meet. The economy has been cruel to me, not so much that I have lost everything, but just enough that it taunted me, never quite poor, but never much above paycheck to paycheck. When you have a family something usually comes up that is a bit more valuable than "some game engine." So I sat back, read anything in the forums that wasn't locked and just tried to keep tabs on the community, one day I would get to join in.
Interestingly GG got a lot of bad press internally (boards) and externally precisely because some of the people who could afford the engine shouldn't have been playing with a full featured triple A engine. Those would be some of those aforementioned hobbyists. Yet, people continued to make games with it, and it continued to improve. I lost track of GG here and there, but always seemed to gravitate back here. Even with the bad news, I was hesitant, but never pushed away. It was always disheartening to see people flame each other because of this, or that, or some other engine getting argued back and forth instead all that energy being spent on figuring out how to make Torque better.
In the intervening years I managed to begin to set aside a little bit here and there and finally decided I was going to get serious and buy an engine. When you don't quite have enough, the big little things seem hard, so you have to examine your coffee budgets...
I began paying closer attention to the forums of various engines, examined their feature sets, read all the flame wars (wow... those got pretty vicious, and usually pointless) and started trying to decide on a good feature set. I had them pared down to C4 or Torque. I still had this leaning toward torque, but what happened was that Minions of Mirth came out (or more precisely that they had sold over 50,000 units - oddly I know I had heard of it, but it wasn't until it hit as a big seller that it really caught my attention). An MMO built on torque. While I'm not interested in an MMO per-se (large numbers of players at once yes, but.. not quite that many...) It proved that Torque had a robust engine, and still had some real power to it. I was pretty close to sold...well I was sold, but I was still trying to figure somethings out, after all, at this point Torque was getting long in the tooth.
I poked around, tried to explore a few more features to ensure that whichever engine I chose could handle as close to my vision as was possible. TSE was in beta, and soon to become available. It was at this point that I made my final jump. Atlas was going to give me the mammoth sized terrain/terrain paging that I wanted, and an MMO had been made with it, and best of all torque had a great price point.
My decisions were quickly supported when an MMO-kit became available, and then sometime later, Minions of Mirth released their source to the public. Of course, now that I had keys I also began to find an even greater wealth of community driven resources which could be integrated. Most everything I wanted someone had created a version of and given it freely to the community. Even many of the wonderful content packs were great creations. I quickly grabbed The Flight Game Example and not much later AFX.
However nearer the present, the real question comes back to me, what have I done with it? Compiled, edited, tinkered, hacked around, even messed with the MoM kit. Have I built a game? No. Do I still want to? Yes. I still have a dream I hope to one day complete.
So, am I being served by the tech? Is it serving me? These are really still up in the air. I don't have the time I would like to dedicate to learning the engine the way I should. I have continued to run into "tool problems", and get frustrated, so end up doing little more than "modding." Of course there were some hurdles along the way, from a non-existant SVN, to a few missing files, and of course the older documentation which didn't quite work when followed.
So for me tools are a big hope for future updates. On the other hand, each time I fire up a new version of torque I am amazed by the improvements made in each iteration. The documentation seem to have been greatly cleaned and improved thanks to our resident doc guy Michael Perry. I personally thank you for the huge improvements in the docs, they have made my life easier and allowed me to spend more time in the engine, than just figuring it out. These things give me great hope for a bright future in the Garage.
Why did I choose Torque (no particular order):
1) The community, part of it's exceedingly low price meant there were tons of people (including people who really should not be here...) so there were always people around to comment, help, and contribute... that third was what really sold me. The people here are helpful and many of them have never shipped a game, but have been extremely creative in their "hobby" and returned it as a contribution for free. That third, those people especially those who went on to become associates. If the price goes too high, many people who would normally have contributed back with resources and ideas will be far more reticent to do so because their investment would be better returned by making a content pack with their idea(s.)
2) The price was great. you can't shake a stick at it. At the time I was making my final tech decision C4 looked better, and was 50-100 dollars less than TSE(TGEA.) The community was simply too small, and there was much promised, but it wasn't yet there. In retrospect I do wish I had purchased a license, but I would not have traded Torque for C4. On the other hand, right now C4 is more expensive than Torque and it should really be commensurate, Torque is a better, more tested product, even if it doesn't have a newer code base or quite the same polish with a better stronger community. My comments are in no way meant to disparage C4, it's a great engine, and its already a competitor, and likely to continue to compete in the future.
3) It was one of the few engines that had shipped a AAA title, and had many other shipped/completed games. It has a successful MMO built using Torque technology. Many many more games are continually being created and released, not just fun and free, but also those which are commercially successful.
4) The network code... Another huge sale for me, show me another engine that can easily handle over 100 players, most of whom were still using modems. This is still the main reason I have stuck with Torque. Its efficient and powerful, back in the day, the only thing I wanted from this engine was it's networking code. You can get it for pennies, and it's worth its weight in gold, when printed out that is...
5) Content packs. I'm not sure how much more can be said on the subject, but the content packs are beautiful, and many of them are priced very reasonably. Take a peek at all you can learn from others who have done all the hard work of integrating various resources into Torque.
In closing, I understand the logic, prefer something in the $500 or lower range, understand if it goes north, but for anything above $500, significant tools and streamlining must occur...and will likely be without my fiscal involvement.
I prefer not to be a statistic, firmly clinging to the belief that one day I will do something more with what I have in my hands than just dream...but I do need to occasionally be realistic, at least in regards to this specific topic. My opus might never get completed, but I'm going to stick around to at least attempt it. I still have my TGEA license and will be able to use it even if T3D goes beyond my present means.
... And I will likely continue to hang about in the webby corners lurking... I hope to continue lurking for many years to come...
#350
If I'm gonna work with an engine then I want to develop with the engine in the form it will ship in not have to go back and buy the other half of the engine. so that I can get the game to a finished state. That is BS. This is exactly one of the reasons I didn't get Unity. You said it yourself no shaders and blobby shadows suck.
that and 1.8 was announced.
I think that that 500 for the indie license may as high as $599 But it has to be the whole deal and the pipeline must be proven. No relying on community members to hobble tools and exporters together.
01/12/2009 (9:11 pm)
Feature Delta is a deal killer for me.If I'm gonna work with an engine then I want to develop with the engine in the form it will ship in not have to go back and buy the other half of the engine. so that I can get the game to a finished state. That is BS. This is exactly one of the reasons I didn't get Unity. You said it yourself no shaders and blobby shadows suck.
that and 1.8 was announced.
I think that that 500 for the indie license may as high as $599 But it has to be the whole deal and the pipeline must be proven. No relying on community members to hobble tools and exporters together.
#351
01/13/2009 (8:47 pm)
If only there was a layaway plan, or a downpayment option before the release date.
#352
I love Torque.
No... I love Garagegames **AND** TGEA.
Buut, really, I am not a fulltime game programmer.
I am a hobbyst.
I know for sure that capable programmers can create incredible games with TGEA - the Gears of Torque demo is a very convincing proof of that.
But, unfortunately, I am not one of those talented programmers.
I would be incredibly happy if GG would release an ODE capable version of TGEA.
Right now, I think that that is the oly thing TGEA is really behind the most capable competitors.
One can create a nice, fun game, just by placing objects in a level, as long as physics is there.
That would allow us, hobbists, great experiences.
And, to many of us, that is what really matters: accomplish sstuff; make stuff that work... without having to dedicate countless hours - that we don't have - to it.
I would lve to be able to use TGEA for the cration of MOD's, instead of actual games.
I don't even need the source code, as long as it has physics in place, etc...
Also, I guess everyone here would love to be able to release games for the internet, that woul run on a TGEA web-plugin.
I am not talking aboutt IA - I am taling about beng able to deploy a small 3D game on MY OWN wwebsite.
That is why Unity3D looks so promissing...
The only reason II do not have it, is that it doesn't work on Windows.
Don't get me wrong... I love TGEA.
But I would love it more if it had those features.
Besides, I am affraid of having to move to U3D - I don't really care too much about the rendering and the network code.
Cheers,
Rui
01/14/2009 (8:43 am)
Here's what I think:I love Torque.
No... I love Garagegames **AND** TGEA.
Buut, really, I am not a fulltime game programmer.
I am a hobbyst.
I know for sure that capable programmers can create incredible games with TGEA - the Gears of Torque demo is a very convincing proof of that.
But, unfortunately, I am not one of those talented programmers.
I would be incredibly happy if GG would release an ODE capable version of TGEA.
Right now, I think that that is the oly thing TGEA is really behind the most capable competitors.
One can create a nice, fun game, just by placing objects in a level, as long as physics is there.
That would allow us, hobbists, great experiences.
And, to many of us, that is what really matters: accomplish sstuff; make stuff that work... without having to dedicate countless hours - that we don't have - to it.
I would lve to be able to use TGEA for the cration of MOD's, instead of actual games.
I don't even need the source code, as long as it has physics in place, etc...
Also, I guess everyone here would love to be able to release games for the internet, that woul run on a TGEA web-plugin.
I am not talking aboutt IA - I am taling about beng able to deploy a small 3D game on MY OWN wwebsite.
That is why Unity3D looks so promissing...
The only reason II do not have it, is that it doesn't work on Windows.
Don't get me wrong... I love TGEA.
But I would love it more if it had those features.
Besides, I am affraid of having to move to U3D - I don't really care too much about the rendering and the network code.
Cheers,
Rui
#353
But my main concern is what if you overdo it??? If you go to far and kill off to many hobbyist or even low end long development cycle guys (I'd count myself the latter) Then you might not make the return for the raise and end up hurting your user base. There's a long road to walk after something like that happens, in order to recover. I've seen it happen with other software. A rare few survive that kind of mass migration.
I think the price should go up. But I think you should do it in phases. Jack it up to something this year. Improve the software. See what the fall out is, see what the expectations for support and potential new users? becomes. If you feel like the throttle can be opened up more after a year. Update to the software? Raise the price more!
Think of it in terms of Racing a car. You can step on the gas and spin your wheels, or you can ease on the gas and shift your gears and gain some traction.
I can afford any of the scenarios mentioned so far, but I worry about the user base and the community and what would happen to that if they get priced out to quickly. My vote is for a progressive price hike over several years to find your happy zone.
For a start I'd double to triple the current price ranges, keeping the current builds in place. See how that pans out. If everyone is still on board and you don't get the naysayers out in the other camps going "pay 600 bucks? for what? what a piece of .. yada yada" then you can keep going. In the mean time you can use that additional income to improve and "knock off socks", every ones happy? guess what we can do better. Raise the price again based on feedback from the current rate hike.
I'm a don't rock the boat... "too much too quickly" kind of guy. Don't get me wrong. I'm all about rocking the boat, just not to the point that you sink the ship.
01/14/2009 (11:51 am)
ok.. so everybody agrees you guys deserve it. Here here!But my main concern is what if you overdo it??? If you go to far and kill off to many hobbyist or even low end long development cycle guys (I'd count myself the latter) Then you might not make the return for the raise and end up hurting your user base. There's a long road to walk after something like that happens, in order to recover. I've seen it happen with other software. A rare few survive that kind of mass migration.
I think the price should go up. But I think you should do it in phases. Jack it up to something this year. Improve the software. See what the fall out is, see what the expectations for support and potential new users? becomes. If you feel like the throttle can be opened up more after a year. Update to the software? Raise the price more!
Think of it in terms of Racing a car. You can step on the gas and spin your wheels, or you can ease on the gas and shift your gears and gain some traction.
I can afford any of the scenarios mentioned so far, but I worry about the user base and the community and what would happen to that if they get priced out to quickly. My vote is for a progressive price hike over several years to find your happy zone.
For a start I'd double to triple the current price ranges, keeping the current builds in place. See how that pans out. If everyone is still on board and you don't get the naysayers out in the other camps going "pay 600 bucks? for what? what a piece of .. yada yada" then you can keep going. In the mean time you can use that additional income to improve and "knock off socks", every ones happy? guess what we can do better. Raise the price again based on feedback from the current rate hike.
I'm a don't rock the boat... "too much too quickly" kind of guy. Don't get me wrong. I'm all about rocking the boat, just not to the point that you sink the ship.
#354
I think what would suite T3D much better than a problematic high entry fee is generating development upkeep over the time.
One time fees will never cover that, and GG should have learned that lesson in the past.
Upgrade fees in the middle of major versions also will not work likely as people have not too much faith in GG deliverying the originally advertised product anywhere in time.
At least I do not have it anymore after beeing EA T2D & EA TGEA
I've more faith in Microsoft creating with Windows 7 what Windows Vista should have been according its original planning.
What is definitely required are major version development targets.
What has to be met before 2.x can be rolled out, so its clear what the user pays for, what not.
So my suggested licensing structure to meet indie, funded indie and real business requirements
Indie
-- For the small hobbiest and 2 man team hometinkerer
-- $600 per seat, company <= $100k revenue & external funding, $150 per title royality, 1 title included
-- Free updates within the same major (1.x, ...)
-- Strongly reduced price to the next major, lower reduction to the next-next majo
Commercial
-- For funded teams, small independent studios
-- $3000 per seat, company > $100k revenue & external funding, $750 per title royality, 1 title included
-- Free updates within the same major (1.x, ...)
-- Strongly reduced price to the next major, lower reduction to the next-next major
Business
-- For the big boys, that GG intends to target
-- per title site license, $30'000-$100'000, no royality but only 1 game per license.
-- Unlimited upgrades
-- Professional support
01/14/2009 (10:07 pm)
GG has already experimented with the licensing in the past months, as all iTorque licensees surely can agree.I think what would suite T3D much better than a problematic high entry fee is generating development upkeep over the time.
One time fees will never cover that, and GG should have learned that lesson in the past.
Upgrade fees in the middle of major versions also will not work likely as people have not too much faith in GG deliverying the originally advertised product anywhere in time.
At least I do not have it anymore after beeing EA T2D & EA TGEA
I've more faith in Microsoft creating with Windows 7 what Windows Vista should have been according its original planning.
What is definitely required are major version development targets.
What has to be met before 2.x can be rolled out, so its clear what the user pays for, what not.
So my suggested licensing structure to meet indie, funded indie and real business requirements
Indie
-- For the small hobbiest and 2 man team hometinkerer
-- $600 per seat, company <= $100k revenue & external funding, $150 per title royality, 1 title included
-- Free updates within the same major (1.x, ...)
-- Strongly reduced price to the next major, lower reduction to the next-next majo
Commercial
-- For funded teams, small independent studios
-- $3000 per seat, company > $100k revenue & external funding, $750 per title royality, 1 title included
-- Free updates within the same major (1.x, ...)
-- Strongly reduced price to the next major, lower reduction to the next-next major
Business
-- For the big boys, that GG intends to target
-- per title site license, $30'000-$100'000, no royality but only 1 game per license.
-- Unlimited upgrades
-- Professional support
#355
But who, exactly, is T3D's target market? Can you define the "serious" indie?
A few posts back, in comparing T3D and Unity, you made the point that Unity indie seemed to be heading more in the casual direction. You also commented on giving indie developers the tools to make innovative games with depth.
So based on how you define these terms, I'm trying to figure out if I factor at all in your future user base. I actually don't think the industry needs another flashy FPS, but my notions may be at odds with the credibility you're trying to attain and the level of mass market success you wish T3D titles to have.
I own TGE, TGB and early adopted TSE. I've learned a lot with it over the years, but although I want to, I haven't made anything yet. I get closer and closer the more I learn and the more time I have, but in the strictest sense I'm probably a hobbyist.
I've worked in the game industry, I don't expect everything on a silver platter, I know most indie projects end up vaporware, and I find the community here invaluable (it's what made me buy).
While I'd love to use a top notch 3D engine with lots of bells and whistles, I don't want my game to get killed by the asset crunch that even professional houses struggle to cope with. So I'm trying to focus on a more spartan, stylistic presentation that's more old school than main stream-- something that might be reviewed through an indie portal like gametunnel.com rather than in a full page spread in PC Gamer. So given my (humble?) aspirations, regardless of ability maybe I should be a TGB customer rather than a T3D customer?
I realize perception matters and that you sort of need all the hobos to get off the train so it can run faster, but I'm worried about who gets lumped into this category. In terms of business needs, are you aiming T3D at only those who will execute a near AAA title within a short time frame?
01/14/2009 (10:12 pm)
I don't envy the path GG has to tread here, and I applaud you and the staff for wading in and trying to address people's concerns directly.But who, exactly, is T3D's target market? Can you define the "serious" indie?
A few posts back, in comparing T3D and Unity, you made the point that Unity indie seemed to be heading more in the casual direction. You also commented on giving indie developers the tools to make innovative games with depth.
So based on how you define these terms, I'm trying to figure out if I factor at all in your future user base. I actually don't think the industry needs another flashy FPS, but my notions may be at odds with the credibility you're trying to attain and the level of mass market success you wish T3D titles to have.
I own TGE, TGB and early adopted TSE. I've learned a lot with it over the years, but although I want to, I haven't made anything yet. I get closer and closer the more I learn and the more time I have, but in the strictest sense I'm probably a hobbyist.
I've worked in the game industry, I don't expect everything on a silver platter, I know most indie projects end up vaporware, and I find the community here invaluable (it's what made me buy).
While I'd love to use a top notch 3D engine with lots of bells and whistles, I don't want my game to get killed by the asset crunch that even professional houses struggle to cope with. So I'm trying to focus on a more spartan, stylistic presentation that's more old school than main stream-- something that might be reviewed through an indie portal like gametunnel.com rather than in a full page spread in PC Gamer. So given my (humble?) aspirations, regardless of ability maybe I should be a TGB customer rather than a T3D customer?
I realize perception matters and that you sort of need all the hobos to get off the train so it can run faster, but I'm worried about who gets lumped into this category. In terms of business needs, are you aiming T3D at only those who will execute a near AAA title within a short time frame?
#356
I mean, no matter how bad things might sound, GG people must hear from us, so that they have a very accurate, REAL feeling of what we really want, what we really need.
So, in VERY SHORT:
* I like Torque
* I am looking forward to seeing Unity3D for windows
* I don't care paying US$ 1,000 to US$ 1,500 for an engine that is compleete enough, eas enough
* I wish Torque had physics (ODE Based)
* I don't like the fact that I had to spend a lot of mone buying manuals for Torque, because I fell like all thoose docsshould come with the engine
* If Torque includes physics and web deployment, then itt will be a no-brainner; if not, then Unity3D is the no-bainner.
* The only reason I am still waiting for Torque to evolve is because Unity 3D doesn't work on windows
* I don't care too much about rendering quality, when I compare Unity 3D and Torque, because even though I think Torque's graphical quallity is better, Unity 3D's is more than good enough
* I hope Torque implements those features ASAP, otherwise I am going to switch to Unity 3D
* I would rather stick with Torque and all the stuff that have learnt so far, as long as Torque implements the physics and good quality manuals
Please, guys, pay attention to what am saying... this is probably how most of us feel about Torque.
The bottom line is: when Unity 3D is released for Windows, things will be a lot more difficult for Torque, because, IMHO, Unity 3D has all that we need; we do not care too much aboout price.
I am just trying to help, and I got this feeling that the guys at GG do not have a clear idea that Unity 3D is competing against Flash AND Torque, not just Torque.
I would go with Unity 3D just for the physics and the ability to deploy gamees onn the web, on my own websites, on any day.
Please, focus on physics and documentation and, if you can, build a webpplugin for it.
I believe hat this is more than simply what I want... it is what will keep Torque alive.
Unity 3D for windows might blow Torque away, because we don't care too much about price, and we want physics - and web plugins, let alone good documentation that is available off the box.
Sorry for being so repetitive... but that is the truth... plain and simple.
I probably am going to trash Torque in favor of Unity 3D, please help me not to do that.
01/15/2009 (6:49 am)
I am sorry for bothering, but here is how I feel and I am sure the guys at GG must khear it.I mean, no matter how bad things might sound, GG people must hear from us, so that they have a very accurate, REAL feeling of what we really want, what we really need.
So, in VERY SHORT:
* I like Torque
* I am looking forward to seeing Unity3D for windows
* I don't care paying US$ 1,000 to US$ 1,500 for an engine that is compleete enough, eas enough
* I wish Torque had physics (ODE Based)
* I don't like the fact that I had to spend a lot of mone buying manuals for Torque, because I fell like all thoose docsshould come with the engine
* If Torque includes physics and web deployment, then itt will be a no-brainner; if not, then Unity3D is the no-bainner.
* The only reason I am still waiting for Torque to evolve is because Unity 3D doesn't work on windows
* I don't care too much about rendering quality, when I compare Unity 3D and Torque, because even though I think Torque's graphical quallity is better, Unity 3D's is more than good enough
* I hope Torque implements those features ASAP, otherwise I am going to switch to Unity 3D
* I would rather stick with Torque and all the stuff that have learnt so far, as long as Torque implements the physics and good quality manuals
Please, guys, pay attention to what am saying... this is probably how most of us feel about Torque.
The bottom line is: when Unity 3D is released for Windows, things will be a lot more difficult for Torque, because, IMHO, Unity 3D has all that we need; we do not care too much aboout price.
I am just trying to help, and I got this feeling that the guys at GG do not have a clear idea that Unity 3D is competing against Flash AND Torque, not just Torque.
I would go with Unity 3D just for the physics and the ability to deploy gamees onn the web, on my own websites, on any day.
Please, focus on physics and documentation and, if you can, build a webpplugin for it.
I believe hat this is more than simply what I want... it is what will keep Torque alive.
Unity 3D for windows might blow Torque away, because we don't care too much about price, and we want physics - and web plugins, let alone good documentation that is available off the box.
Sorry for being so repetitive... but that is the truth... plain and simple.
I probably am going to trash Torque in favor of Unity 3D, please help me not to do that.
#357
1. Unity does a feature delta, I'm not sure this is appropriate (or really even possible) for Torque 3D if you have the source. One of the reasons we decided NOT to use Unity over TGEA was because Unity had those indie restrictions. If there were no feature restrictions in Unity. then we probably would have chosen them even without source.
2. We would not pay more than $500 for an indie license of Torque 3D (even $450 is going to be tough). Full stop. We don't need web publishing and some of the other stuff it's going to have. Maybe you should offer a non web-publishing price and have a version for that.
3. Torque 3D is about to have alot more competition. Unity3D is about to hit windows, and C4 is nearing a complete feature set which will make it a serious competitor. If you wan't Torque3D to be usable by indies, then it needs to be compared to these markets. If it is the equivalent of C4 but has more/better features, fine, make it a little more expensive than C4. (Keep in mind that while C4 is a little more expensive than TGEA at the moment, you get FREE updates for LIFE with C4).
4. You need to choose your target market and tell us what that is. If you aren't targeting indies anymore then fine. From my understanding this 'used' to be the engine where indies could make a start on games without much of a budget - but it seems you aren't interested in those indies anymore. Bad decision in my opinion and it means you will not be able to t compete with Unity and others, but it's your plan not mine ;).
5. I still haven't seen any features that would make Torque 3D worth $1000 when compared to TGEA, not even double what TGEA costs. Fine you have fixed some of your issues, added some shaders from a community member (which can be done in TGEA anyway) and added some polish to the engine - but this is the sort of thing you would expect from TGEA 1.9 anyway. Maybe you have some other magical features up your sleeve.
6. Perhaps you need to look into different price structures. Keep the base engine pretty cheap, say $350 or $400 for an Indie license with source - and instead of include RTS/Racing kits and extra shaders in the engine, offer these as separate products or 'upgrades' to the engine. So you could have RTS kit for $50 - $100, Racing kit, Web Publishing Kit and so on. This means people that want all of these features will end up paying more, but small indies won't end up paying these extra prices for features they simply don't need.
Anyhow my 2c. Obviously we need to know more about the real features before we can properly decide, but so far it really does just seem like TGEA 1.9
01/20/2009 (3:37 pm)
My opinion:1. Unity does a feature delta, I'm not sure this is appropriate (or really even possible) for Torque 3D if you have the source. One of the reasons we decided NOT to use Unity over TGEA was because Unity had those indie restrictions. If there were no feature restrictions in Unity. then we probably would have chosen them even without source.
2. We would not pay more than $500 for an indie license of Torque 3D (even $450 is going to be tough). Full stop. We don't need web publishing and some of the other stuff it's going to have. Maybe you should offer a non web-publishing price and have a version for that.
3. Torque 3D is about to have alot more competition. Unity3D is about to hit windows, and C4 is nearing a complete feature set which will make it a serious competitor. If you wan't Torque3D to be usable by indies, then it needs to be compared to these markets. If it is the equivalent of C4 but has more/better features, fine, make it a little more expensive than C4. (Keep in mind that while C4 is a little more expensive than TGEA at the moment, you get FREE updates for LIFE with C4).
4. You need to choose your target market and tell us what that is. If you aren't targeting indies anymore then fine. From my understanding this 'used' to be the engine where indies could make a start on games without much of a budget - but it seems you aren't interested in those indies anymore. Bad decision in my opinion and it means you will not be able to t compete with Unity and others, but it's your plan not mine ;).
5. I still haven't seen any features that would make Torque 3D worth $1000 when compared to TGEA, not even double what TGEA costs. Fine you have fixed some of your issues, added some shaders from a community member (which can be done in TGEA anyway) and added some polish to the engine - but this is the sort of thing you would expect from TGEA 1.9 anyway. Maybe you have some other magical features up your sleeve.
6. Perhaps you need to look into different price structures. Keep the base engine pretty cheap, say $350 or $400 for an Indie license with source - and instead of include RTS/Racing kits and extra shaders in the engine, offer these as separate products or 'upgrades' to the engine. So you could have RTS kit for $50 - $100, Racing kit, Web Publishing Kit and so on. This means people that want all of these features will end up paying more, but small indies won't end up paying these extra prices for features they simply don't need.
Anyhow my 2c. Obviously we need to know more about the real features before we can properly decide, but so far it really does just seem like TGEA 1.9
#358
1000 US$ is a c***load of money for a indie developer, and if you start adding splashscreens and engine popups and logo's and watermarks and stuff to make us pay more to release a respectable game without waiting 4 seconds to get in it/annoying watermark (wich annoys the gamer the most, why do that?), then you are (in my eyes) moving outside of the indie market and more into minor/small company market.
Some of us are making (or trying to) games out of our own pockets, spending money on license for maya, photoshop, assets (helps!), and stuff from torque while paying a hefty fee for even using the engine, i mean.. hello, indie's got to eat too..
Just my thoughts, i dont diss you, ofcourse its your choice in the end, but if i didnt say this now, i'd prolly regreat it later :).
01/23/2009 (11:00 am)
I have to say..1000 US$ is a c***load of money for a indie developer, and if you start adding splashscreens and engine popups and logo's and watermarks and stuff to make us pay more to release a respectable game without waiting 4 seconds to get in it/annoying watermark (wich annoys the gamer the most, why do that?), then you are (in my eyes) moving outside of the indie market and more into minor/small company market.
Some of us are making (or trying to) games out of our own pockets, spending money on license for maya, photoshop, assets (helps!), and stuff from torque while paying a hefty fee for even using the engine, i mean.. hello, indie's got to eat too..
Just my thoughts, i dont diss you, ofcourse its your choice in the end, but if i didnt say this now, i'd prolly regreat it later :).
#360
Not mad, just disapointed.
Good luck and hoorah! for Torque 3D in any case.
01/29/2009 (7:32 pm)
The price tag doesn't scare me as long as more care and priority are taken in the development of a real users guide. I purchased Torque 1 year ago and I have to say that the only real beef I have is the lack of GG authored guides, manuals and tutorials. Come on guys, leaving it up to the community to teach themselves how to use your product is no way to do business. This is an awsome product treat it as such.Not mad, just disapointed.
Good luck and hoorah! for Torque 3D in any case.
Torque Owner Gerald Fishel
Development Ninja
Unreal 2 is $350k and Unreal 3 is around $1000k, so that's not really what they'd be competing with for $2k.