Lumberyard and Amazon GameLift and Twitch for Games on AWS
aws.amazon.com
aws.amazon.com
> Q. Is Lumberyard “open source”?
> No. We make the source code available to enable you to fully customize your game, but your rights are limited by the Lumberyard Service Terms. For example, you may not publicly release the Lumberyard engine source code, or use it to release your own game engine.
What's really interesting is that you can't use Lumberyard to communicate with game servers if they are hosted on a competing cloud platform; only AWS or server hardware you own:
> Q. Can my game use an alternate web service instead of AWS?
> No. If your game servers use a non-AWS alternate web service, we obviously don’t make any money, and it’s more difficult for us to support future development of Lumberyard. By “alternate web service” we mean any non-AWS web service that is similar to or can act as a replacement for Amazon EC2, Amazon Lambda, Amazon DynamoDB, Amazon RDS, Amazon S3, Amazon EBS, Amazon EC2 Container Service, or Amazon GameLift. You can use hardware you own and operate for your game servers.
UE and Source both have much more reasonable license terms and smaller-scoped games will go with Unity unless they build their own engine.
My guess on what they are probably looking for is probably desperate indie or small-size studios that want something bigger than unity, they'll give a bunch of AWS credit to them in order to try lock them in. Even that is a long shot.
Edit: Had another read through this. Honestly I still don't see what the attraction is. There's bigger names out there with better engines and more favorable agreements.
Edit 2: Mixed up engines.
Forced/licensed integration may not be for some people, but this isn't that expensive, comparatively, in the end.
My point was basically that Amazon's pricing isn't outrageous, comparatively.
Of course Amazon wants lock-in. It's what they're selling. But we all make decisions about who we want to be married to and to what degree we want an open marriage. All of us in the game (et al) industry are "locked in" in many ways.
Whoa.
http://kotaku.com/sources-amazon-spent-big-bucks-on-cryteks-...
a) Commoditized game engines
b) Released an open source game engine that can build AAA games
c) Are going to bootstrap an open source community around the game engine while supporting it
d) Are not forcing the use of any of their services to develop games with this engine
As someone who has been working in VR the last year or two I've been saying for a while that it's going to be important that we see a rise of open source in game engine technology the way we've seen it with the web before we really have arrived at having VR be the next platform. This has felt more like a dream than a real possibility: I didn't in my wildest dreams think we'd see an open source modern game engine anytime in the next 5 years since I assumed it'd have to be developed from scratch. And here we are having Amazon put this out, which might very well overturn the entire industry overnight.
It's not open source.
It's not open source.
They are forcing you to either use their services or your own hardware if you want to use any sort of backend.
b) it is not open source
c) it is not open source
d) they are forcing you to use AWS for multiplayer servers and that kind of stuff, which makes sense because otherwise they would not make money
(have Amazon ever shut down any of the AWS services?)
If you really want to be the next big engine you need large support teams. Dev rel people, tech support people, you need to organize conferences, constantly put up tutorials, evangelize, etc..
Maybe Amazon will do that but most tech companies that barf out an open source engine have generally not really committed to support them past the 2 or 3 engineers that started them and who will only continue to support them for 6 months until either they get bored or until their boss tells them to get back to their real job
Of course if Amazon is serious and they actually have a budget for 100s of people on the teams supporting this then great!
(Also GameLift server SDK is Windows only, requires visual studio http://docs.aws.amazon.com/gamelift/latest/developerguide/se...)
I'm not sure what that means precisely. But any interpretation seems prohibitively expensive. (That's for GameLift)
Here's an example from the horse's mouth.
"10,000 DAU (10,000 / 1000) * $1.50 * 30 = $450"
It sounds cheap to me too, ends up costing you 9 cents per copy assuming all users who bought the game play multiplayer for 5 years.
Three use cases to consider.
Subscription-based games (eg. MMOs), averaging $11 / month. Worst case scenario (all your users are active daily), that's less than 0.02% of your income going to the engine.
Freemium/microtransaction games. Considering $1.50 is somewhere between 1/10th of a transaction to 10 microtransactions depending on the game, you need roughly an extra 1-100 microtransactions per 10k daily-active users to cover the cost. That's nothing.
Ad-based games... 1000 users should be worth more than $1.50. That's not gonna happen, why would you use this.