Quote: "@wizard of id
What If I had a game already created, where I put many hours in with some assets used and some prepared to use, now all those hours are wasted. It IS unfair. If they will let me download them again, even when I would have to pay that bandwith, I'm okay with that. But it IS stupid.
Tell me, when other engines have free assets, does it work the same way?"
Have you considered how much content costs on the unity and UDK store, and how large the user base is, as well as how much the software costs, it by far offsets any bandwidth costs.For a small development house with cheap content, and by far the cheapest software it isn't practical, especially with the large-ish user base we have now, 3 Terabytes in hosting fees are no laughing matter, over any above paying the hosting fees for paid content.
4TB of hosting space costs $400 easily, and I am not sure that even includes download bandwidth.... $4800 or more a year for some thing that is free, it means TGC has to sell 342 @ $14(steam take 30% of the sale at $20) copies of gameguru just cover the luxury of free items, that said it wouldn't come out of the gameguru kitty, that will come from the store, where TGC takes 30% of the sales. Then likely end up paying the server fees and store fees from that and end up with maybe total 10% in sales revenue, it's less then nothing.
Would you prefer the artists cover the bandwidth? I can categorically state they will not cover the bandwidth costs, plus having to pay for 30% to TGC for using the store as their chosen platform.
Lots of the free items are still on the store, however most items have just been moved over to the paid content for a nominal fee to address the issue of bandwidth, there is really nothing to complain about.
Have you ever considered asking the user for the content, fairly quickly to say now I can't do this or do that, if there is a means there is always a way.I really don't see how it's unfair to you, and sorry you feel that way.
Win7 pro, Intel 2500K @3.7ghz 660GTX 8gig ram 16tb HDD