[IGDA_indies] Commercializing open source

C Ratchet zratchet at mindspring.com
Mon Jul 26 14:17:19 EDT 2004


Most engines are available at least under a mod-type license anyway.

However, I suppose it would be prudent to not allow commercial use 
without permission (of any part). This way you can make money if 
someone wants to use your engine too.

And if you don't want others to sell before you, don't release it under 
the type of license I'm talking about until you start selling yours.

I prefer (L)GPL, BSD or Creative Commons licenses.

Ratchet

On Jul 25, 2004, at 8:04 PM, Brandon J. Van Every wrote:

> C Ratchet wrote:
>>
>> So, basically you're selling gamepacks. This way, anyone can use the
> engine to make games, and if
>> they want to, benefit from it commercially by creating closed
> gamepacks.
>
> Why would I want to enable others to do this, before I've created my 
> own
> brand identity and sold my own gamepacks myself?  Seems to me that
> restricting the flow of content at the outset is advantageous to the
> bottom line.  You can add user content later, after you've firmly
> established the 'superiority' of your own content.  I don't think you
> want to ghetto your own content to open source efforts.
>
> As for what license, I'm in the MIT license camp.  If I'm going to give
> something away, I'll give it away completely.  If I think it is too
> valuable to give away, I won't.  I'll charge for it, or keep it as an
> unavailable competitive advantage.
>
>
> Cheers,                     www.indiegamedesign.com
> Brandon Van Every           Seattle, WA
>
> When no one else sells courage, supply and demand take hold.
>
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> indies at igda.org
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>
>
---
 From Ratchet (Mikey Lubker)
Lead Coordinator of the IGDA Indie SIG: http://igda.org/indie

Check out my projects: http://sf.net/users/ratchet

Are YOU a Good Person? Go here: 
http://www.wayofthemaster.com/wotm_flash.html
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