Well, I think Philip could simply fix that by charging some sort of
upgrade fee where by a single license version can be upgraded to a
unlimited license version at a later date. Lots of software developers
have this type of license in place.
For example, you can buy a Netbook with Windows 7 Starter on it.
However, since Windows 7 has an any time upgrade type licence you can
pay an upgrade fee to upgrade from Windows 7 Starter to Windows 7
Basic, Premium, Professional, or Ultimant without paying the full
retail price. I think the same kind of thing could apply to BGT here.
You start out with some kind of Starter licence and upgrade to a
better license later on.
On 7/1/10, dark <d...@xgam.org> wrote:
> I can see the logic in this decision, however the one thing I'm not sure of
> is the way it would work in terms of the creative process.
> Look at all the times games have chan ged their nature in developement, or
> some elements from one game have been reused in another. Take Sarah for
> instance, which according to Phil basically started as a glorified packman
> mod with harry potter ghosts.
> Pluss there is then the investment issue, if you buy pro later, that 150 usd
> you've already paid for a single game license is pretty much wasted, and in
> fact you've paid 950 dollars for 800 dollars worth of licensing.
> This effectively means first time developers of games are simply adding to
> the price.
> As I said on audiogames.net, I stil am in favour of an installments type of
> process, where by people paid a certain amount of license fee for a certain
> amount of time up to the full amount.
> Of course, if this 150 usd per game is ten taken off the full price, ---- so
> you pay 150 usd to develope your first bgt game and then have only another
> 650 usd to pay later, ---- that is another story and wouldd I think be a far
> more reasonable option.
> Beware the grue!
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