Royalty-Bearing License - For retail console & PC products
A non-refundable, non-recoupable license fee is due on execution of the agreement. The cost is US $350,000 for one of the available Unreal Engine 2 platforms, plus US $50,000 for each additional platform. A royalty of 3% is due on all revenue from the game, calculated on the wholesale price of the product minus (for console SKUs) console manufacturer fees. In the case of massive-multiplayer online games, the royalty is also due on the additional forms of revenue including subscriptions and advertisements.
From Unreal Engine 2's Licensing Terms @ The Unreal Development Network ( http://udn.epicgames.com/Main/Licensing.html ). Epic still has the Unreal 3 Licensing Terms locked down, so we can't get an insight into what the current terms are, but if prior practices are any indication, it'll be similiar, if not more expensive.
Twenty years ago, if you had told me that that young man Depp in 21 Jump Street would be a star, I would've called you crazy. Of course, I was also 11 at the time, so I probably wasn't into that sort of thing. Saying "Games don't have stars [but] they're franchises which build over time" (ergo, games' distinguishing feature from movies is the lack of stars and games' lengthy development - on a sidenote: how long has Cameron played around with a Battle Angel Alita movie? -) is kind of a fallacy: Everything has to start somewhere, whether it is Mario, Sonic, or... Mario and Sonic At the Olympics. Wait a minute. Mulligan. Whether it's Master Chief... Wait, he (or someone in a identical suit) appeared in Dead or Alive 4? Mulligan.
And as a small side-note: There is such a thing as press screenings for movies. Not to mention that there are also test screenings to gauge an audience's reaction to a movie and, if necessary, make changes to it. Which sounds eerily similar to focus testing, doesn't it?
Given that the ESA, Entertainment Software Association, states that 67% of all American households plays computer or video games, what exactly is mainstream? Anyway, let's start copy pasta:
@SeriouslyNow said:
Have I been doing it wrong all 30 years of my life and played games, watched movies for entertainment, cinematic flair and story? :("Movies are also proper Mass Market product and so they appeal to lots of people for lots of reasons; content, adulation, popularity, trends. Games really only appeal to gamers for only one reason; that they are games. "
Also, blanket statements.
Also,
Responsive controls, finely tuned difficulty curve, a good system of checks and balances, simple mechanics but good layering of them creates depth, sense of achievement. Did I miss anything? "Gameplay" is as much of a crutch word like "je ne sais quoi" or "value"."Almost no-one can tell you what makes a good gameplay experience good, but almost everyone can tell what a bad gameplay experience feels like."
Speaking of which: I don't value guns, therefore all games with guns have absolutely zero value to me and I can demand more gunless games from the industry, right? Am I doing it right? This whole self-entitlement skit is completely alien to me.
Well, it's a lot more fun / secure to have an opinion based on facts, deduction and logic than on... Errr."Now, I'm sure that you'll probably do some more arse pulling of figures to justify your opinion, possibly comparing games to some other arbitrary thing of similar budgetary value and you're welcome to do so."
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