Phoenix Engine licensing for other indie developers?

Anything related to Wolfire Games and/or its products
Post Reply
User avatar
XerxesQ
Posts: 54
Joined: Sat Sep 23, 2006 3:58 pm

Phoenix Engine licensing for other indie developers?

Post by XerxesQ » Thu Jun 18, 2009 12:48 am

Before anyone replies with something to the effect of "DUDE SLOW DOWN THEY HAVENT EVEN FINISHED OVERGROWTH HOLY OMNIDIRECTIONAL JESUS", this is pure speculation about possibilities for the future. You know, like science fiction, except with less spaceships and more missing semicolon errors.

Considering the fact that Overgrowth's Phoenix engine, assuming we're still calling it that, is being designed with all the technical awesomeness anyone could reasonably desire AND is cross-platform, and the fact that Overgrowth modding will be a Javascripty, LittleBigPlanety bundle of user-friendliness that would cause Aza Raskin to orgasm, it seems like a lot of people are going develop the skillset and interest to make their own full games with Phoenix. Furthermore, some people might want to try and sell these games, so they can make their living from game development and grow wonderful John-like beards which would be unacceptable in many corporate environments.

But most small-time developers don't have an enormous amount of money, so the idea of licensing Source code of an Unreal quality is a far Cry...Engine. But perhaps, rising from the ashes of their game development dreams, could be...okay, I'll stop.

Anyway, is it possible that some hyperambitious Overgrowth mod-makers seeking greater things might be able to license the engine commercially for less than the cost of a Lamborghini? When it's done, of course.

User avatar
Endoperez
Posts: 5668
Joined: Sun Jan 11, 2009 7:41 am
Location: cold and dark and lovely Finland

Re: Phoenix Engine licensing for other indie developers?

Post by Endoperez » Thu Jun 18, 2009 11:10 am

Phoenix Engine shouldn't be cheap just because it's made by five guys, but the mods for this mod-friendly game could become distinct enough to be sold on their own.

User avatar
TheBigCheese
Posts: 856
Joined: Sun Feb 08, 2009 11:01 am
Location: Lost in the Alps.

Re: Phoenix Engine licensing for other indie developers?

Post by TheBigCheese » Thu Jun 18, 2009 8:40 pm

Yes. Good to see someone backing me up on this.

I posted something similar asking about whether the Source code will be released in some form to modders, but they seemed at the time to be against it.


I still believe that no amount of Javascript would be able to have the flexibility as rough and dirty C++ would.

Send an email to Valve, and ask them what they went though and how they release their engine to modders without copyright infringements.

The way I think they do it is to keep a few of the core files precompiled, so that the mods only run with a Source game already installed. Do the same thing here, or just email Valve. Probably a better solution.
http://www.valvesoftware.com/contact.html

User avatar
XerxesQ
Posts: 54
Joined: Sat Sep 23, 2006 3:58 pm

Re: Phoenix Engine licensing for other indie developers?

Post by XerxesQ » Fri Jun 19, 2009 12:15 pm

Endoperez wrote:Phoenix Engine shouldn't be cheap just because it's made by five guys, but the mods for this mod-friendly game could become distinct enough to be sold on their own.
But selling those mods on their own would no doubt require the ability to compile a new binary that doesn't depend on Overgrowth. Unless it would depend on Overgrowth, in which case that's not exactly an attractive business model for a variety of reasons. But creating a standalone game would probably require access to the source code.

I agree, I don't think the engine should be cheap because five guys are making it. I think it would be nice if it were reasonably priced because it's likely to be used by two-man teams. Personally, I'd be ecstatic if the whole thing was LGPL'd after Overgrowth was released, but I figured my usual copyleft hippieism would be too radical in this case, and probably be flamebait for people claiming to be deeply concerned about Wolfire's financial interests. On a related note, this post is licensed under Creative Commons Attribution-Share Alike 3.0.

Anyway, I think making Phoenix easily accessible to other developers can only increase the amount of indie games that actually get finished and released, and that can't be a bad thing.

User avatar
TheBigCheese
Posts: 856
Joined: Sun Feb 08, 2009 11:01 am
Location: Lost in the Alps.

Re: Phoenix Engine licensing for other indie developers?

Post by TheBigCheese » Fri Jun 19, 2009 12:21 pm

But selling those mods on their own would no doubt require the ability to compile a new binary that doesn't depend on Overgrowth. Unless it would depend on Overgrowth, in which case that's not exactly an attractive business model for a variety of reasons. But creating a standalone game would probably require access to the source code.
That's what happens for most Source mods that become a game. Once they get enough support and fans as a mod, they liscense the engine and are no longer required to have HL2 as a constraint.

See 'The Ship' for an example of a sourcemod turned into a full scale game.

Another option would be to take a cut of any profits made from selling licensed games from the Phoenix Engine. In that way the license could be much cheaper, but Wolfire would still receive profit.

Admin input!

Jeff
Evil Twin
Posts: 2892
Joined: Wed Nov 19, 2003 10:48 pm
Location: San Francisco, CA
Contact:

Re: Phoenix Engine licensing for other indie developers?

Post by Jeff » Fri Jun 19, 2009 2:26 pm

Yeah, that would be great! I'd love to see people using the Phoenix Engine, assuming we don't need to provide support. If we enter into a contract where we need to teach another company how to use the engine versus making more original games, then it's of course a no go.

In response to TheBigCheese, I am pretty sure Valve releases SDKs versus open sourcing their entire games. Good luck emailing Valve, by the way. ;) It took us a several months and ~5 unanswered emails to get a response about Overgrowth and Steam from them.

User avatar
TheBigCheese
Posts: 856
Joined: Sun Feb 08, 2009 11:01 am
Location: Lost in the Alps.

Re: Phoenix Engine licensing for other indie developers?

Post by TheBigCheese » Fri Jun 19, 2009 2:40 pm

Good luck emailing Valve, by the way. ;) It took us a several months and ~5 unanswered emails to get a response about Overgrowth and Steam from them.
Nah. I figured out the trick. You send it with
(Please Read)
as part of the subject line. Works like a charm with a 50% answering rate. Hey, it's better than nothing!
:D
As for documentation for the engine if released. It would be fairly simple just to create a wiki site that people could add on to when they want to.

Still, either some of the source files or an SDK would be nice. Something more than JavaScript that could be used to actually modify the game engine.

Skofo
Posts: 545
Joined: Fri Nov 07, 2008 7:44 pm

Re: Phoenix Engine licensing for other indie developers?

Post by Skofo » Mon Jun 22, 2009 2:19 am

XerxesQ wrote:I'd be ecstatic if the whole thing was LGPL'd after Overgrowth was released
Listen to this man.

User avatar
XerxesQ
Posts: 54
Joined: Sat Sep 23, 2006 3:58 pm

Re: Phoenix Engine licensing for other indie developers?

Post by XerxesQ » Mon Jun 22, 2009 11:26 am

TheBigCheese wrote:That's what happens for most Source mods that become a game. Once they get enough support and fans as a mod, they liscense the engine and are no longer required to have HL2 as a constraint.

See 'The Ship' for an example of a sourcemod turned into a full scale game.
The problem with that is the fact that lots of fans is not always equal to $100,000 and legal incorporation, which I believe is the usual requirement for licensing Source. I'm not positive about those numbers, but considering they discuss the price under NDA and tend to license it to large corporations, it's probably up there.

User avatar
TheBigCheese
Posts: 856
Joined: Sun Feb 08, 2009 11:01 am
Location: Lost in the Alps.

Re: Phoenix Engine licensing for other indie developers?

Post by TheBigCheese » Mon Jun 22, 2009 2:15 pm

XerxesQ wrote:The problem with that is the fact that lots of fans is not always equal to $100,000 and legal incorporation, which I believe is the usual requirement for licensing Source. I'm not positive about those numbers, but considering they discuss the price under NDA and tend to license it to large corporations, it's probably up there.
Oh yes, it's horribly expensive. I honestly have no clue where they made that kind of money as a mod. Probably from an outside source or possibly a loan.

Post Reply