| Jeff Weber |
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And here is the rub:
"The premium features are priced to encourage use and experimentation, and there will be no charge for premium feature use up to the first $50K in per application revenues, and 9% revenue share on Flash Player related application revenues that exceed the threshold of $50K. Revenue share will be calculated based on gross revenues received by the Developer or Publisher from an application, including application sales, in-app purchases, subscription fees, sponsorship, advertising fees received for advertising in, or related to, the application, less actual payment processing fees (e.g. PayPal, credit card fees), any applicable taxes (e.g. VAT) and Facebook network or other social network platform fees." http://www.adobe.com/devnet/flashplayer/articles/premium-features-licensing-faq. html -Jeff Weber www.farseergames.com |
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| kP09 HI19 |
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Wondering if Zynga, and other social gaming companies, will start using Unity web player instead of the Adobe one and save 9%, because they will be the ones affected with this news.
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| Andrew Grapsas |
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Wow. 9%.
No. People just won't use the premium features. Adobe's business people really, really don't understand this game. Just use HaXe and compile to AS3, C++, etc. instead. It's free. |
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| Nikos Chatzigeorgiadis |
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Adobe is clearly sinking and is trying to grab even the 9% from the developers. That is a shamefull thing you are saying Adobe. Shame on you!
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| Mike Griffin |
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Lower it to 5% / 100k sales post-tax/fees. At least encourage developers to shoot for bigger sales, great from a marketing standpoint for Adobe, and speeds propagation of their platforms. At 9% on 50k, there's too much risk and pre-established loss in the equation. It's going to spook studios.
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| Ed Macauley |
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What happened to "flash is dead"? And 9%? That's highway robbery.
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| Greyson Purcell |
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I don't want to lose 9% any more then the next developer, but can anyone honestly blame Adobe? If I was to use Unity or UDK to make a game, I don't have to give Adobe a cent for Flash Authoring or Flash Builder. But I absolutely want to use their free plugin to view this, right? If every developer migrated to one of these 3rd party tools, how is Adobe expected to make money? What kind of business model would that be for them?
The 9% is essentially a tax on middle-ware solutions. This is the first time that Adobe has fully blessed non-Adobe tools for content creation (yes), and this is how they ensure Flash is profitable and that continued development of Flash Player is justified. Personally, I'm excited that they've come up with a financial situation which allows this, and I can't wait to see what tools start coming our way. |
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| Chris Melby |
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Interesting times ahead. I hope that AIR stays royalty fee, but I'm guessing that Adobe is leaving it alone so as to not detour developers from targeting it.
Anyways, this doesn't effect my plans at the moment as I'm primarily targeting AIR mobile for my own personal projects; as it's turned out to be a truly viable option for what I like. I'll be honest, I'd be happy to have to pay Adobe a 9% fee for an online game I created -- at least at first, because that means I'm finally making money on something that's not slathered in stale-corporate-vomit; which has slowly taken the life out of me and replaced it with a curmudgeon. |
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| Andrew Sega |
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Seriously, what are the odds that you will need to use both Stage3D *and* Alchemy? C++ is just a speed luxury, write your game in AS3 and you're good to go, no royalties...
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| Craig Timpany |
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It's hard to see how this is practical. It's not an app store, the revenue never went through Adobe. Do they want every Unity dev exporting to SWF to open their books, on the off chance they made more than $50K? They're a bit more numerous than console devs!
Looks like I'll be seeing a lot of flash games with the 'unlicensed' watermark on them. |
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| Hays Clark |
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Adobe... no one wants your game analytics and revenue tools in its future updates. Actually get feedback from Developers that use the platform. That feature list is crap.
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| john bonachon |
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Nonsense.
Let's say Kongregate, Kongreate are no a developer but a distributor, they "sell" games that other people uses and pays a percent for developers. should Kongregate pays 9% for the games that uses acceleration?. I don't think so. Then, let's say that exist a developer that sell their products in Kongregate called "X". X sell $100k in a game that use acceleration, so he should pay $9k for Adobe. But, what will happen if X developer a game but they don't sell it. Instead, they sell to a paper company called "Y", Y is a man in the middle. Then, the new model is Kongregate distribute Y game, Y distribute X game but Y ask 99% of the earning to X, so X instead of earn $100K, they earn $1k, hence they are not oblige to pay Adobe. And of course, Y earn $99k and Y could be formed by the same guys that work in X. |
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| john bonachon |
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Another turnaround is to sell a game spitted in different chapters. Let's say that exists a game called "Mario Word Flash" that cost $10 and earn $50k, so the developer could sell instead "Mario Bros Episode 1" to "Mario Bros Episode 10" for $1 each and still earn $50k, but earning $5k x game, enough low to not to pay any penny to Adobe.
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