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Monday, September 9, 2002
 

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GarageGames Announces License Changes
6:00 AM | Eddie Park | Comment on this story

GarageGames, owners of the indie developer-friendly Torque game engine, have recently announced a change in their Licensing Agreement that makes things even easier for smaller developers. Simply put, the agreement no longer requires licensees to publish their content through GarageGames or their site. As President Jeff Tunnell puts it, "Now Indies will be able to publish their games on their own site with no royalty requirements from GarageGames."

Discussing the recent move in more detail, GameSpy grilled Tunnell with various questions concerning the new agreement. Besides noting that GarageGames will continue to act as a portal for other games and developers, he adds that the restructuring is more accomodating not only for those with smaller niche markets, such as Christian game groups, but could also pull in mod makers:

GameSpy: Do you think that this new agreement will encourage hobbyist and indie developers to use the Torque engine?

Jeff: Actually, I think this move will bring in more of the serious indie developers. Hobbyists don't care where their game ends up, and don't think they will ever complete a marketable game. Serious indies or mod teams that want to step up to making a real game instead of a mod, and think they have the right stuff to publish their game through their own means will be very happy with these new terms. The feedback we've received from teams evaluating Torque tells us that this is one of the only concerns they had and this should make it an easy decision to build games on TGE.

The current agreement requires that developers must be making less than $500,000 in order to qualify for the $100-per-programmer licensing deal. New details are currently being scripted out for those that make over this amount. In a recent online chat, Tunnell also discusses the situation of a developer currently qualifying for the less-than-500k mark suddenly jumps over the line:
Once your company goes above $500K in revenue or you sign with a big publisher, then the $10,000 fee kicks in. So, you can get the engine for $100 per programmer, create a demo or a game, and know that you only have to pay $10,000, no royalties, for the technology once you sign your deal. Or, the other scenario, is that you use the low price engine to create your game and start your own company. The engine is nearly free as you are getting started and money is tight. Then, if you succeed, you kick the $10,000 back to GarageGames, i.e. if you are successful, we are successful.
This new agreement has been remarked upon by various developers as bold, innovative, and very exciting. As the engine is cross-platform capable, hopefully we'll start seeing more Mac games developed from the Torque engine hitting the market. In the meantime, reference the links below for more information on the restructured agreement.

GarageGames Announces Restructuring of License Agreement
GameSpy - Turning Down The Torque
Realm Wars Comunity Chat 0.3.0
GarageGames


Other Mac Games News for Monday, September 9, 2002

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Bugdom 2 Goes Alpha10:43 AM
Feral: Theme Park Hits OS X, F1 Delay6:00 AM
• GarageGames Announces License Changes6:00 AM
Geneforge OS X, Galactic Core Updates6:00 AM
Icewind Dale Ready for 10.26:00 AM
Mac UT2003 Really Underway?6:00 AM
MOO3 Status Update6:00 AM
Neverwinter Interview6:00 AM
WWIIOnline Mac Patch Posted6:00 AM
 
View all of the Mac games news for Monday, September 9, 2002 on one page

Mac Games News for Friday, September 6, 2002

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Alchemy, Bejeweled Demos from MacPlay9:18 AM
Sin 1.1.3 Update Released9:07 AM
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Apple Analyzes AvP26:00 AM
Mac Tenebrae Quake Beta Underway6:00 AM
New Lineage II Screenshots6:00 AM
Shadowbane Hands-on Preview6:00 AM
 
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Archives  News  GarageGames Announces License Changes