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With a pay to release model only previews are initially available and only when enough money is pledged for release is the full product made available. This is not a trivial model to adopt, but it holds promise for doing business without being at the mercy of copies.

There are also many ways of adding value and capturing customer attentions. Community support and forums where people can find and share tutorials and extensions and come together for conversation and shared game play can add a great deal and keep customers coming to producers for more. This is especially true if there are ways of voting or making purchases that direct the course of ongoing development. Currently management of customer relations and engagement is not integrated with the development and vending of most games. Sure there is some marketing and promotions, but full community support and development is more than that.

It may seem that being able to lock down so called intellectual property extends value for creators and thus the larger community, but there is also an argument to be made that all this focus on ownership and protection of ideas dulls and slows down every aspect of development.




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