I have seen many sellers that just put the Personal license more or less the same as on the UE Marketplace but then the Professional license is something like 4 times or 5 times up to 10 times higher … Why ?
The $100,000 gross revenue is very low and can’t divide between large studios and solo indie developers selling games or other softwares really. It is really highly likely to reach $100,000 selling just 10,000 copies of an indie game priced at $10 you know … while it is very hard for solo indie and small or very small studios to reach $1,000,000 gross revenue or higher usually.
So while I get that the higher price would be trying to have maybe large AAA studios or medium sized businesses pay more for the license that is going to backfire badly because the majority of people buying assets for either Unity or Unreal Engine or any 3D assets for commercial use are small and very small businesses or solo indie and it means that as soon as the $100k gross revenue is achieved they would have to re-pay for the licenses a lot more if they got the Personal one then needing the Professional one. I can understand a 20% increase maybe but 400% to 1000% higher ?
Ya we dont agree with the split pricing at all so we set the price the same for both
Split pricing only makes since if you have different services your offering
And FAB is just completely unable to support services at all so that just doesn’t apply to anything on FAB IMO.
Now if FAB had a means to support services sure supporting an indie is cheaper than supporting a AA or AAA so the price would be different. But the cost of the software is the same
So for us we would ideally let everyone have access to all our tools for free …
Updates & Support would be a service we sold you.
For us its not based on how much you make.
We will support 1 person for X, 10 for X+ and 100 for X++ and so on
How much revenue you make is frankly not reliably trackable in many cases so no it makes no since to split on that
I think it very much depends on the price of the asset. For instance, I have always priced my content quite low, even compared to my competitors, because I wanted to make it accessible to indie/solo developers. However, I know of at least one AAA game that used one of my products (they reached out to me directly about it) and several other AA and big-budget indie games that I am quite certain used another. All of these games went on to make millions of dollars in revenue and I got paid $20 for my hard work in most of those cases, $40 in the best case scenario haha… So I have priced my professional licences at about 2-3x the standard ones. I think that is totally fair.
However, I am seeing a lot of the assets that were already very highly priced before now being priced even higher, whereas I would have expected their standard license to perhaps drop to make it more accessible.
That said, some of this could have been alleviated if Epic had opened up a discussion with sellers, or had some sort of best practices outlined before hand, as we were not really given any indication on what to expect everyone else on the marketplace to do or what the norm might be.