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submitted 11 months ago by [email protected] to c/[email protected]
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[-] [email protected] 4 points 11 months ago* (last edited 11 months ago)

Making profit is certainly easier by artificially limiting distribution (©️) but I am unwilling to deny my users their software freedoms to do it. Seems counter intuitive too; it's never been easily for the average person to copy media.

I aim to one day make money via a pateron model like Godot: getting paid before development.. that requires a good reputation via what I have already made. If paid enough at that point then it doesn't matter if I don't get more at distribution. Before that hopefully some donate (⌒_⌒;)

I also hope gamers one day have their equivalent of the recent Unity devs moment. See the potential for abuse of power and no longer tolerate untrustworthy proprietary options - thus moving profit motivate to open source/free software.

[-] [email protected] 3 points 11 months ago

I also want to make games and distribute them for free. I want to follow something like the Dwarf Fortress model where development is funded by fans and I build it because I love it. However, I'm not at the point of my life where I can do that, so for now it's a motivator for me to retire early.

But that model is highly unlikely to become the most common distribution method for games, just like it isn't the most common distribution method for other end user software. People just don't donate nearly as much as they're willing to pay for equivalent software. Building software is expensive, so if you're in it to make back your investment, propriety software is the way to go.

this post was submitted on 17 Oct 2023
541 points (97.9% liked)

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