Hi Claudio and Bryan,
Well actually I think that would be possible. For example, you could
Implement an internet activation and a server could keep track of how
many games where licensed and when. Of course, the developer of the
engine would have access to this server.
Robin
> -----Original Message-----
> From: [EMAIL PROTECTED] 
> [mailto:[EMAIL PROTECTED] On Behalf Of Bryan
> Sent: Thursday, December 27, 2007 6:26 PM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Game Engine Discussion.
> 
> 
> 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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