Amnesia Feb 2010 0 pre-order start
Amnesia May 2010 2,000
Amnesia Oct 2010 36,000
Amnesia Jan 2011 200,000
NS2 Oct 2009 $220,000
NS2 Jan 2011 $802,000 (23,000)
E-mail (Jan 8, 2011): "We are now up to $802k in 22,937 copies (as of this e-mail). We have gotten funding from angel investors and through pre-sales through our community but our pre-sales have outweighed the investment at this point (and continue helping us going forward). The 10k units only counts units sold in the closed beta (and we haven't hit that yet but we're close).
That's fine if you want to publish this data for your talk or to the public. I know how frustrating it was to need data like this when we were starting the company and not being able to find it anywhere. Good luck."
FreakNigh {l Wrote}:But since it is Java it is sudo open source.
FreakNigh {l Wrote}:It's been awhile since I've had to deal with people more interested if sudo or quasi was the right word used then the important topic at hand. Or people more interested in trashing the thread then moving forward.
qubodup {l Wrote}:FreakNigh {l Wrote}:But since it is Java it is sudo open source.
sudo? you mean quasi?
The license is not an open source one. The source code is visible but that doesn't make a big difference for sales, since redistributing and using the code are all illegal.
FreakNigh {l Wrote}:words
FreakNigh {l Wrote}:Okay well still when it comes to making money the issue is still the same. The source is out there. They are making money on a game in which the source is out there for others to redistribute. So I ask how exactly are they going about it? Exactly how... Not "money is exchanged"... Thanks but no shit and you've wasted more then just my time with that.
FreakNigh {l Wrote}:Under your argument we could make money simply by giving the whole game for free with source etc so long as the license said you have to pay before you use it.
FreakNigh {l Wrote}:Is that exactly how they are making money? ... Legalities are never an issue for someone who wants to play the game for free. Nor would you EVER sue or bother to get them in trouble. It's an entire honor system.
FreakNigh {l Wrote}:Okay I'm just saying they by circumstance happen to be making good money with a situation fairly similar to something that could be used in a foss project, or at least an open source project. If you abstract their situation a little bit you can see what over laps.
FreakNigh {l Wrote}:For me that would be an atomic revelation because all I need to do is do what Minecraft does but give the source that comes with it a GPL license.
amuzen {l Wrote}:If you sell open source licensed code, you technically only have one guaranteed sale. The first buyer can legally upload the package to a free download site, after which anyone can legally obtain it for free. If you use a non-open source license, every legal copy is a sale.
FreakNigh {l Wrote}:Sorry for my ignorance I don't know much about Minecraft. But since it is Java it is sudo open source. How does Minecraft make money?
FreakNigh {l Wrote}:Even though you don't have full source, or it maybe obfuscated etc. You would still be able to fairly easily remove any security checks and redistribute the game for free under ground. The free redistributing part being the main issue when someone thinks they can't make money with a game and have the source available.
MyEmail {l Wrote}:The very nature of FOSS is to be "free". The very nature of making money is to be "not free". "Free and Open Source Software (FOSS)" and "making money" are by nature incompatible.
FreakNigh {l Wrote}:Well then maybe the idea of "FOSS" is a fallacy because nothing is free, the time it took to develop those projects was at the $$$ expense of the developer if not someone else.
FreakNigh {l Wrote}:I don't think the goal here is to make something free and paid for at the same time.
Knitter {l Wrote}:The "free" is from freedom and never from price.
Knitter {l Wrote}:is something that is real and there are several companies that do so and have great profits
Knitter {l Wrote}:I continue to develop free software and I'm creating my business model around FLOSS.
Knitter {l Wrote}:I don't deny the fact that most games are developed by teams with no knowledge of marketing, business or any of the areas that are needed to successfully take a product and make it sell, and that's probably the biggest obstacle. That and the fact that most current FLOSS game projects seem outdated when compared to proprietary games that are released today
Knitter {l Wrote}:Given my experience I don't think the problem with FLOSS games is in the fact that most people expect them to be gratis, it's the fact that most teams don't have the necessary resources, both in time, money and man power, to properly invest in monetizing the projects.
Knitter {l Wrote}:I feel that most never tried to develop a product and place it in the market
Knitter {l Wrote}:My point is: the problem is not in FLOSS, as far as business is concerned, FLOSS faces the same problems as proprietary software, the problem is in the teams developing.
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