Unity hires about 2000 people, Epic got more than 1000 of them, YYG have less than 50. I know that most of them in two first companies aren't working on engines, but at YYG GMS is the only source of their profit, and we want to compare how much money each company can pump into their engine. Lot of big AAA companies pumps money into those two big engines, to get some new features, or their private forks of those engines much more optimized compared to public version. I don't know what money is that, but must be great to hire thousand people more. Epic also earns lot of money on their other divisions, so they can have biggest discounts in fact.
So, you're comparing totally different scales, and totally different targets. As target is different, pricing must be different. As I proved before, that license isn't at all expensive if you make a good game, as it requires to sell about 100-150 copies to compensate. You can release game on free platforms before getting another license, you can lean money, you can break your piggy bank, you can use kickstarter, you can have patronite, you can stream on twitch - there's a lot of ways to get those 800$ or even 1500$. I'm sure that there are people who already earned such money on YYG marketplace... (I'm closer to third of it). I'm surprised that you're not complaining about devkit/consoles prices too. I hope that you already started to think about that stage too.
Well actually, you haven't proved anything.
Are you planning on
always earning enough for the Console/Ultimate License from Kickstarter, Patreon or your own games? Because in order to keep your license active you will always need to pay the $799 or $1,500 a year. You could have a really successful 1st year, but the next few years could be slow and unproductive and the $799 or $1,500 a year price tag is pretty steep if you're not earning any revenue.
Kickstarter is a one time thing. You would need to raise thousands of dollars for a couple of years to keep paying the License fees (even though you will be paying them forever)
Patreon supporters may not be supporting you forever.
Games released won't always be selling at their peak
It's almost impossible to earn enough on Twitch, unless you're super popular.
You are the one saying you have so much to pay for with your game development that you say the Console/Ultimate License is not that expense in comparison. It would seem like it to me, that you are mostly the one who would want to pay less, instead of defending a high cost. Wouldn't it just be better if you had to pay less?
Also, no. I'm not complaining about devkits because I do believe they are priced well. In fact, devkits are actually cheaper than the Console/Ultimate License. I could buy 2 or 3 devkits for the price of the Console/Ultimate License.
Also, you seem like you're sure that you will always be making at least the required amount to pay for your $799 or $1,500 a year license. But I want to ask you, what if you're not earning enough? What if people stop buying your game or your assets from the marketplace? If you had purchased a console/Ultimate License how would you continue to pay?
My arguments are not based on someone who wants to take advantage of a company by demanding they charge me less.
My arguments are based on actually being able to afford to keep access to a module I had purchased for such a large amount and still being able to update/patch/add new features to games even when games on the specified consoles become not popular anymore and not earning enough anymore.
My arguments are also about YoYo Games/Opera actually having a competitive product by making console exports more accessible. GameMaker Studio 2, is already one of the best 2D game engines on the market today and if they had a permanent console export, it might very well be the best in the future to come. Since it would allow even the smallest of indies to be able to release on the consoles they are approved for.
What YoYo Games has written on their YOYO GAMES ROUND UP - Q&A AND MORE blog post is what makes me think they are in fact at least considering to lower pricing, as they said in an answer to:
We had a few requests asking us to speak on pricing going forward. Are we set on our current pricing model and are our current prices set in stone?
"We're always willing to listen as It's an important area for everyone. The general rule with pricing is that you can only charge what people are prepared to pay when they look at your product and other products that do the same thing."
The part here:
"The general rule with pricing is that you can only charge what people are prepared to pay when they look at your product and other products that do the same thing
" is what YoYo Games/Opera need to pay close attention to and consider.
This is a list of some of the "other products that do the same thing" and why YoYo Games/Opera should seriously consider all that I have been saying about pricing,
Some may think I'm trying to lead others away from GameMaker with this list, but actually it's quite the opposite. It's to show YoYo Games/Opera why they actually
need to change their pricing structure and that I want to actually keep using GameMaker for current and future games for years to come.
Based on what the game engines I've listed included in features and pricing, I'm not "prepared to pay $799 or $1,500 a year" when these game engines can do the same and more for less. Some of the the engines listed do have mandatory yearly pricing, but I have included them or pricing comparison.
I have been a huge user of GameMaker Studio 2 for the last few years using it for all of my 2D game development even though I've gone though tons of bugs and unintentional engine behavior while using it. But if the pricing for consoles stays as it is, I will have to go somewhere else. As I have reached the end of the line as far as pricing goes in order to affectively release future games on next gen consoles.
Some of these game engines are small companies, open source, or foundations.
This list also for a comparison of other products that do the same thing [for less] in comparison to GameMaker. Again, this is not to lead people away from GameMaker. But to make the argument of lower pricing stronger, so that YoYo Games/Opera can gain as many developers as possible to GameMaker.
Stencyl
Costs either $99 a year (Web and Desktop) or $199 a year for mobile exports
Can be exported to Nintendo Switch by a third party for "Free". This Switch export was created either by a small team or a single person (I don't know exactly) But, I have spoken with the contributor on Twitter.
Has a no code interface.
Can be seen as a competitor for GameMaker.
Defold
Free for Desktop, Linux, Mac, Android, HTML5, Facebook Games
Switch export costs $25 a month ($300 a year equivalence)
Could potentially be seen as a major competitor for GameMaker
Godot
Completly free
Can be exported to PS4, Xbox One and Switch (cost varies as a third party may be required, if you're not wanting to code the export)
Godot has 2D and 3D support and is quickly becoming a well liked engine
Can be seen as a major competitor for GameMaker
Cocos Creator
Completely free
Can be exported to Nintendo Switch. I don't know exactly how, since the forum post said their publisher did most of the work.
Uses JavaScript (similar to GML)
Has 2D and 3D support
Unity
Free to start (and pay from what you earned)
Has numerous other exports that GameMaker
Has 2D and 3D support