Tomcat
It's not the same products, games like i want to make are developed with a final release and that's all, it's a one shot development, without modification in the time regarding technical and needs evolution. (i don't consider patches as major evolution). Softwares like Blender/Godot are a long term approach who can find long-term supporters because of a confidence in evolution and multiple iterations, taking customers needs in consideration.
I used the word "free" but i support financially the software i use/love, and most of the time a lot more than other software, so it's coherent for my case. I know it's not the same for the majority of users but most of the time they also don't pay for paid softwares, so what's best? For me free/open source logic is better because it create fidelity and community.
I used the word "sell" because for the moment i haven't think about how i want to distribute my game, because i'm very far to this point, and because i find solution like Patreon or crownfunding very interesting and in that case it's a support system like donation for free/opensource projects, in a different way.
Also, just to clarify the word "sell", i'm french and in France, distribute a product at 0 euros is considered as a sell, with a receipt. I don't know how it's considered in other countries. If a "sell" a game on Steam as free, it's a sell anyway. It was effectively not the good word.
Between a free/open source solution and a full paid solution, unity was between them, and it's the reason of my first try on unity, because i find it a good solution to provide a free access software for everyone, to learn, test and give a chance, and after if people make money with them to ask for paid on a "pro" version. But the last changes is not the same kind of logic and it add a spying/invasive logic, and also for the player. And again, what's next?
So your comment make sense, but it was mainly a lack of proofreading from me, sorry. I didn't use english for a few years so i don't always pay attention to the words i use, like in french. It's interesting, because it make me think of the subject:
- I have to check how free/open source software are legally considered in my country and also worldwide. Not sure the logic of distribution "as it is" is very legal in France, because we have a strict customer protection.
- I think about perspectives, because i remark my difference of perspectives between softwares and games is also a "force of habit", if i can say so.
- what is a good choice or a bad? Totally make pay customers for everything is not a good way for me, neither make a totally "free" solution, without any support. So? Donation? Free2play and paid items? Partially free and support for some parts? Totally support?
I think patronage or crownfunding is a good way but there's one point who annoy me, especially for patronage, it's the aspect "we have a product but it's not finished, be confident and give us money". It's not always the case, but i support few projects on Patreon, there is two projects where i stopped the support because in these cases it seems like the products will never be finished. It can also be the case for paid games, but it's managed on company side, not at the customer's.And for my game i'm afraid to fall in this trap of endless postponing.
What do you think from your perspective?