Despite the price tag on GMS/2, I think that Open Source still has a place. Just because you are paying for a program doesn't mean you wanna spend the time learning all alone with no open source projects... Many of the people that can't/won't upgrade soon are being replaced with Yoyo's new target audience of commercial users(as opposed to hobbyists), and many of those people will be happy to learn from open source projects.
On the other hand...I understand some don't see it that way. There may indeed be less overall users, as there are likely less commercial users than hobbyist(read: free) users. And some of those new users will have more experienced programmers and some of those will not want/need open source projects to get what they want. So indeed, it is a situation that I can see both sides of.
I agree. I don't really have anything to add to this other than saying that it's a situation that has both good and bad news.
As
@kburkhart84 has said, there are two sides to it. I don't think Game Maker: Studio 2 would exist if not for the sales of prior iterations. At one point I purchased Parakeet 2 as an alternative IDE to Game Maker: Studio 1 due to the lack of improvement on its own IDE (this random fact will make sense in a second). I've spent hundreds on GM:S 1 compile targets and at least $50 on marketplace assets. Open-source will continue to exist in this environment but in reality a persons work is worth what others value it at. If YoYoGames felt that their engine was worth absolutely nothing, they would distribute it freely but they don't because it's the accumulation of over 15 years of work.
From my perspective the only possible gain from open-sourcing anything is getting free work out of others or marketing yourself. Nobody open-sources their work for any other reason. You could argue "sharing" but how many open-source projects are posted by completely anonymous users with no references to themselves in the code?
I wouldn't deem myself as professional but I do make games for a living and so I'm probably more in that group of people (stating this so you know where this opinion is coming from).
I wouldn't really agree with your perspective. I mean, those things do apply, but they don't always. About getting free work out of others, Hello has never asked for help on his engine, but he did accept it once when someone added gamepad support. I did put my fork of Hello Mario Engine on GitHub, but that was to let people see the progress of it, serve as a cloud backup, and it had a wiki page for suggestions (because the point of it was to replace the Mario stuff, I needed help thinking up replacements for the entities). I did post a style guide for the sprites on the site I originally posted it on, but all that was for was to help people who wanted to help. I can't make anyone help and if they liked the idea of the project then this would allow us to both contribute to it (no one did, but that's probably because the Mario fangaming site didn't want to remove the Mario...
) instead of having needless competition.
About the marketing, I don't know if Hello has been using it in his "real" job, but he's never positioned himself as a freelancer for hire or anything. Also, having his name on the engine let me know to send him a message on the forum that he was on to ask for help, which he did a great job of providing, being the almost-sole proprietor of the code.
I do agree about the value thing. If I had more passion for game design I would probably not want to share what I did, but ironically not liking it THAT much beyond a hobby allows me to treat it with the levity that makes it free. I know it may sound weird but not having to compete with companies that keep raising the standards for AAA games (or even indie games) has been a great boon. Then again, I've tried for several years now (even though my project only started a couple months ago) to make a good color palette and shading style, and this project has helped me improve somewhat on designing outlines. So I'm trying to make the best sprites that I can instead of putting in ugly placeholder graphics over the Mario stuff.
Going to play devil's advocate and state that 100 dollars is dirt cheap, and not a barrier to entry at all. I see no reason why that 100 dollars would stop anyone from deciding to use Gamemaker and using it with assets, yours and your friend's included. As someone who used nothing but Linux for 3 years I can say without a doubt that using free anything instead of just paying the 100 dollars will sooner or later end up costing just as much, if not substantially more than just paying the 100 dollars. (This is true in all instances because time ain't free. Time is the most precious commodity we have.)
Sigh... I agree but it's sad because like I said I can't decide whether or not 100 dollars is a fair price for someone else. How am I supposed to convince people of that? I'm not a very good evangelist in the first place. It seems as though the most attractive "marketing" would be being able to use it for free, sadly. How can I even compete. It's not fair to ask any of the GM developers to make it cheaper but it's also not fair to Hello for forces outside his control to make no one from his previous audience want the engine anymore. That's why I asked Mike if he could lend a hand with some advice.