Interactive/Game Developer Licensing - Pricing/Distribution model questions

I've been working on a commercial game project with DAZ assets for quite some time and am beginning to think about the pricing and distribution model I will use.  I already have the old Indie Game Developer license, which to my understanding grants grandfathered coverage to DAZ Originals and obviates the need to drop $50 for every single DAZ Original asset used.  If true, (and correct me if I'm wrong) that's fantastic.

From what I've read in the license and around here, any sort of business model in which DAZ assets are sold as virtual goods is prohibited without a written agreement.  I assume the intent of this is to prevent Second Life sales and/or extract a cut of the revenue from microtransactions.  In effect, it would seem to prohibit any form of in-game microtransactions where DAZ assets are concerned, such as a special sword or red cape that would not be a reusable 3D mesh, but an item only accessible within the game.  Is that correct?

In that case, I would have a couple more questions:

  • Let's say that I model a potion item or a gun by hand, or otherwise acquire a licensed asset not from DAZ and that becomes an item that can be bought as a microtransaction in the in-game store, while none of the in-game items created with DAZ assets would be available in that store.  Would that be permissible?
  • Suppose there is a crafting system in the game in which players can buy certain ingredients as microtransactions, and one of the crafting recipes creates an animated item in-game that presents the likeness of a DAZ asset.  Would that be permissible?
  • Suppose there is a loot box (the artwork of which is created by me) that has a small chance of dropping an item with the likeness of a DAZ asset.  Would that be permissible?
  • If none of the above would be in compliance with the license and any form of microtransactions without an agreement is ruled out, would it be permissible to break up the game's content into DLC modules that a customer could buy some or all of in addition to the base game?  Each module might contain packaged and encrypted content derived from DAZ assets in addition to other game content, but there wouldn't be an in-game shop or microtransactions.

The reason I ask is because gamers tend to be skeptical of a one-shot purchase to acquire a game, especially if it has a high price tag, and rightly so.  Being able to spread the cost over several modules or employing a microtransaction model such that players can get a taste before making a bigger investment would be ideal, especially if I'm already going to be paying a platform like Steam/GOG/Epic store a cut of the price.  I am also considering partnering up with some publishers and hosts who use a microtransaction model in their games, and being able to offer that model may be helpful in closing a deal as well as far more lucrative.

Comments

  • felisfelis Posts: 4,617
    edited February 5

    I am not sure I follow your use cases.

    But the essence is, if the mesh (or textures) (or derivative) you have bought is part of the game anyhow, you need an interactive license.

    Post edited by felis on
  • felis said:

    I am not sure I follow your use cases.

    But the essence is, if the mesh (or textures) (or derivative) you have bought is part of the game anyhow, you need an interactive license.

    Right, and I already have the old Indie license so hopefully that shouldn't be a problem.  I came across this page in my research which says:

    Q. Can I sell the models or pieces of the models as virtual goods within the game?

    A. No. The DAZ 3D EULA expressly prohibits the resale of DAZ 3D models without the express written consent of DAZ 3D.

    The question seems to imply that microtransactions involving DAZ assets would be forbidden, but the answer talks about "resale" of models, which isn't what would be happening, so there's some ambiguity.  There's also this thread which touches on the matter.

    Is this something I should perhaps send a support ticket about and report back?

     

  • Richard HaseltineRichard Haseltine Posts: 102,328

    legardien_97e0a33751 said:

    felis said:

    I am not sure I follow your use cases.

    But the essence is, if the mesh (or textures) (or derivative) you have bought is part of the game anyhow, you need an interactive license.

    Right, and I already have the old Indie license so hopefully that shouldn't be a problem.  I came across this page in my research which says:

    Q. Can I sell the models or pieces of the models as virtual goods within the game?

    A. No. The DAZ 3D EULA expressly prohibits the resale of DAZ 3D models without the express written consent of DAZ 3D.

    The question seems to imply that microtransactions involving DAZ assets would be forbidden, but the answer talks about "resale" of models, which isn't what would be happening, so there's some ambiguity.  There's also this thread which touches on the matter.

    Is this something I should perhaps send a support ticket about and report back?

    You should open a Sales support ticket, yes.

  • nonesuch00nonesuch00 Posts: 18,293

    legardien_97e0a33751 said:

    I've been working on a commercial game project with DAZ assets for quite some time and am beginning to think about the pricing and distribution model I will use.  I already have the old Indie Game Developer license, which to my understanding grants grandfathered coverage to DAZ Originals and obviates the need to drop $50 for every single DAZ Original asset used.  If true, (and correct me if I'm wrong) that's fantastic.

    From what I've read in the license and around here, any sort of business model in which DAZ assets are sold as virtual goods is prohibited without a written agreement.  I assume the intent of this is to prevent Second Life sales and/or extract a cut of the revenue from microtransactions.  In effect, it would seem to prohibit any form of in-game microtransactions where DAZ assets are concerned, such as a special sword or red cape that would not be a reusable 3D mesh, but an item only accessible within the game.  Is that correct?

    In that case, I would have a couple more questions:

    • Let's say that I model a potion item or a gun by hand, or otherwise acquire a licensed asset not from DAZ and that becomes an item that can be bought as a microtransaction in the in-game store, while none of the in-game items created with DAZ assets would be available in that store.  Would that be permissible?
    • Suppose there is a crafting system in the game in which players can buy certain ingredients as microtransactions, and one of the crafting recipes creates an animated item in-game that presents the likeness of a DAZ asset.  Would that be permissible?
    • Suppose there is a loot box (the artwork of which is created by me) that has a small chance of dropping an item with the likeness of a DAZ asset.  Would that be permissible?
    • If none of the above would be in compliance with the license and any form of microtransactions without an agreement is ruled out, would it be permissible to break up the game's content into DLC modules that a customer could buy some or all of in addition to the base game?  Each module might contain packaged and encrypted content derived from DAZ assets in addition to other game content, but there wouldn't be an in-game shop or microtransactions.

    The reason I ask is because gamers tend to be skeptical of a one-shot purchase to acquire a game, especially if it has a high price tag, and rightly so.  Being able to spread the cost over several modules or employing a microtransaction model such that players can get a taste before making a bigger investment would be ideal, especially if I'm already going to be paying a platform like Steam/GOG/Epic store a cut of the price.  I am also considering partnering up with some publishers and hosts who use a microtransaction model in their games, and being able to offer that model may be helpful in closing a deal as well as far more lucrative.

    I have this old license too and what was said a while back (they changed the EULA several times to clarify matters when Interactive Content gave developers more flexibility): By the DAZ old Indy Game license, none of it's permissible except:

    • Let's say that I model a potion item or a gun by hand, or otherwise acquire a licensed asset not from DAZ and that becomes an item that can be bought as a microtransaction in the in-game store, while none of the in-game items created with DAZ assets would be available in that store.  Would that be permissible? YES, if that other seller allows it. I have licensed some modeled like that

     

    • If none of the above would be in compliance with the license and any form of microtransactions without an agreement is ruled out, would it be permissible to break up the game's content into DLC modules that a customer could buy some or all of in addition to the base game?  Each module might contain packaged and encrypted content derived from DAZ assets in addition to other game content, but there wouldn't be an in-game shop or microtransactions. YES, if the DLC modules are using game plays/actions as the enticement and not the DAZ content itself (otherwise you couldn't even sell a game that used DAZ content in it.).. Example: The Base Game is you in one location but then your user completes that level so they move to the next level, you can DLC that level and sell the new level but for the added game play only, not the DAZ content that might be needed to realize what is usual a different more difficult game environment.
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