Unreal Engine 4 Launching With Full Source Code
jones_supa writes "Today Epic launched Unreal Engine 4 for game developers. Supported platforms are Windows, OS X, iOS and Android, with desktop Linux coming later. The monetization scheme is unique: anyone can get access to literally everything for a $19/month fee. Epic wants to build a business model that succeeds when UE4 developers succeed. Therefore, part of the deal is that anyone can ship a commercial product with UE4 by paying 5% of their gross revenue resulting from sales to users. This gets them the Unreal Editor in ready-to-run form, and the engine's complete C++ source code hosted on GitHub for collaborative development."
and even medium sized devs who couldn't shill out for the giant license fees before.
If Epic demonstrated the capabilities of this engine by also having a first-party game released along with it. They could make it a multiplayer first person shooter, which I know is a well-trodden field, but I really think Epic could do it - especially one that includes LAN play, which seems to be poorly represented in games these days. And then, they could bundle a few of the tools with the game so that some gamers could make their own content for it, and do something really earth-shattering - user-generated DLC, FOR FREE!
If only I could think of a name for this game....
...couldn't they use it to build UT4? Please? After 6 years, I'm getting just a little bored of UT3.
So if I make a game from this and pay people to play it, will Epic cut me a check for 5% of what I'm paying the players?
Account -> Discussions -> Disable Sigs
They promise to release it when winter comes to Game of Thrones.
SJW's don't eliminate discrimination. They just expropriate it for themselves.
Epic's terms for 4 are quite affordable, that's why we made the move to 4 from three for City of Titans after our Kickstarter last year. These terms are very positive for those seeking to deal with a top end game engine which is, simply, a joy to work with.
Karma Whoring for Fun and Profit.
I really doubt a AAA with a 300 person team is going to purchase a game engine for a multi-million budget AAA title by going to a publicly accessible web store and queuing up 1 pro license + 299 team addon licenses and plunk down a credit card for that $151,000 bill.
Just guessing here, but the same sales team that processes their console licenses will probably give that AAA different licensing prices and terms for a huge order like that.
I don't suffer from insanity, I enjoy every minute of it!
Nothing?
According to the UE4 EULA: "However, cancellation of your Subscription will not affect your rights under the License with respect to any Licensed Technology you have already downloaded under the License."
https://www.unrealengine.com/e...
$19/month honestly isn't that bad for what you're getting. I'm a member of a few indie dev communities, and I've seen what pre-release versions of the engine can do. It's very impressive, and one guy can do a whole hell of a lot more by himself in a month than he used to be able to, and make it look good in the process. However, I can't help but think they'd have a bigger market share if they used the old pricing model instead. It used to be free to play with, and free to sell games with unless you made over $50000usd. On the other hand, I doubt the decision was made arbitrarily. These guys watched the market, and saw how their engine was being used. I'm guessing a lot of indies had games that didn't make it to the $50k mark, so much so that a subscription cost is better.
The $19 a month is likely just for covering the costs of hosting and distributing the source code, binaires and documentation. You'd be paying for the continued convenience of accessing those anytime, the studio's clearly not intending to get rich over those subscriptions.
Maybe we deserve this world ?