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By selling a game directly to the most enthusiastic portion of its potential audience in a single transaction, not only do concerns of copy protection disappear, but utilisation of Open Source middleware becomes possible, given that the game’s source code also needs no protection. Episodic release together with viral marketing provided by a game’s core fan base, provide a steady revenue stream that, whilst too small for a typical, retail oriented publisher, is ample for a self-funded development team.Near zero overheads means remuneration only needs to cover direct labour, and this does not require a return from every player in perpetuity, only a return from a significant consortium of players willing to finance the game’s release. Web based facilities to enable such online, en masse transactions, are already in development.














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