Wolfire open sourcing Aquaria, Gish, Lugaru HD, and Penumbra Overture
wolfire.com
wolfire.com
I guess that the humble indie bundle is over now that the projects are open sourced. Or maybe people will continue contributing just to be nice.
Note, the games will be "free as in 'free speech', not as in 'free beer'": see each license for the full, finalized details as they come out very hopefully this week -- stay tuned. It is the underlying code that will be made available to everyone
Maybe the Humble Indie Bundle will finish and they will switch to another form of sales, but they are not stopping selling the games.
Massive kudos to all the developers!
The idea of open-sourcing the games after a set goal is achieved is interesting. Could there be some future business model there?
On the one hand, it's not an easy stunt to reproduce. These are great games at a massive discount in a well-publicized event. Not surprising you can make money at that.
On the other hand, none of these games are very new. Games are usually like movies: a lot of sales in the opening weeks followed by a quick convergence to zero as they fall off the radar. A million dollars is not a lot of money split seven ways and then split again among developers. But I'm sure it's great for games headed for the bargain bin.
Certainly there are a lot of games out there great enough in their day to be worth playing even now that technology has moved on. HOTU is evidence enough of that. A service that sold only hand-picked classics, polished for modern platforms, at cheap prices? Yeah. I'd buy that.
Is that still true though? I can see this being the case with physical copies having to fight for top shelf space in stores, but it may have changed a bit with online distribution channels. A few month old games that get a price reduction, or classics that get a special campaign price, regularly go to the top of the Steam sales list for a couple of days. Especially those who have gained a positive word of mouth reputation online. Long tail phenomenon?
"HOTU is evidence enough of that"
Hordes of the Underdark? puzzled. Oh, Home of the Underdogs. :)
Imagine if the maker of some new, high-budget PC game called "DRM GoreShooter" decides that they will be in good shape if they make $5 million in the first three weeks of sales and past that point they won't really be profitable anyway (DRM or not). They want a profit better strategy than trying to use DRM to extend the window of pre-piracy sales out to week four or five, which might or might not work anyway. So they sell the game with something physically in the package that's really cool and you can only get in the first few weeks and they let you report in your product code, one time, for credit on Facebook or wherever for you having sponsored the development of the next game and been a generally cool person paying for quality entertainment. Would that be a better approach? It might ultimately result in the same money, but could be done as a way to cost less or at least provide a great marketing push and build good will in the fan-base.
My argument would work better if I had any idea how much it costs to develop, maintain and manage a per-title DRM strategy, I suppose.