I suppose keeping track of that sort of thing would indeed be rather 
difficult. I do agree with him though. It's his product after all so it's 
only fair that he get 25% of the royalties. I agree that there are those who 
would
Time is an illusion, lunchtime doubly so.
----- Original Message ----- 
From: "Claudio" <[EMAIL PROTECTED]>
To: "'Gamers Discussion list'" <[email protected]>
Sent: Thursday, December 27, 2007 10:11 AM
Subject: Re: [Audyssey] Game Engine Discussion.


Hello thomas!
How can you control how much mony the developer earn?
If the developer earns 1000 dollars he can say to you:
"Ah thomas, i have earn 500 dollars."
You can't control that.
Regards, Claudio.

-----Ursprüngliche Nachricht-----
Von: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Im
Auftrag von Thomas Ward
Gesendet: Donnerstag, 27. Dezember 2007 16:52
An: Gamers Discussion list
Betreff: Re: [Audyssey] Game Engine Discussion.

Hi Bryan,
Yeah, I'd rather not get caught up in the old this dev is better than the
other dev discussion. All I will say is that my desire in creating Genesis
is to make game creation technology available for people who have neither
the time, money,  or skills to create their own games. On the other hand
making the technology absolutely free is a pipe dream, but that doesn't mean
I have to charge thousands of dollars up front either.
One practical solution for this is to base the engines income on the
percentage of sales earned by an associate game developer using the engine.
If I have a standing agreement for 25% in royalty fees and that dev makes
$1000 I get $250 in royalties. That isn't too bad if you are selling the
games you create with the engine.
The only flaw with that plan is the type of game developers who just want to
play around with it and make free games. They wouldn't be paying me
royalties, and I'd be losing money. So at a minimum there would still have
to be some sort of up front fee for purchasing the software, but I don't
know as yet what would be a fair price for an up front price.






Bryan wrote:
> It might be steap, but I think Thomas is more reasonable than David.
> Don't get me wrong, I'm not trying to say one dev is better than
> another. But I imagine there's a workable solution.
> Time is an illusion, lunchtime doubly so.
>


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