[Rather than posting a long article that takes days to organize, I’m opting to do short-form posts that focus on a narrow aspect of the new GameMaker. This means more frequent, smaller posts, which will hopefully be more timely and more digestable for readers. For more articles in this series, just follow the GameMaker Studio 2 tag.]
This is all very early to talk about, and I recognize this, but a lot of people are talking about how much GameMaker Studio 2 will cost.
YoYoGames have put out their “prospective” pricing out on their website:
Currently, it looks like this:
First, I am very happy that YYG did not try to go with a subscription-based model with their pricing. This shows that they have listened to their users, nearly all of whom despise the idea of paying a subscription on an ongoing basis for software. For hobbyists and occasional users, it’s not a good deal to pay for a subscription if they’re not going to use it all the time and really get the value out of it.
I find that the costs are basically in line with what I was expecting. Sure, Master Collection is a few more dollars than it was when they released it 6 years ago, but guess what, that was 6 years ago. Stuff gets more expensive as time goes on. That’s how it’s always been
The upgrade discounts are reasonable. 40%-50% off is not bad for an upgrade.
I do question why certain modules are so much more expensive than others. I would rather see the Android/iOS bundle and HTML5 bundle cost the same as the Desktop bundle. The UWP an Console bundles, I can understand somewhat more, as those build targets are of prime interest to commercial game developers who, it’s understood, make money from the games they produce, and it makes sense that they should be willing to pay more for those tools, and if by paying more for them, it helps subsidize the other users, then great.
I’m sad to see no free edition, apart from the Trial edition. Depending on the limits of Trial edition, it could still be viable for hobbyist developers, but it sounds like it’s more intended as an evaluation edition to allow people to decide whether they want to pay for a real edition that can actually build games.
So, predictably, most people who are talking about it are complaining that the cost is too much. That’s a subjective judgement, and of course everyone wants to pay as little as possible, and get everything for free if that were possible somehow.
Some people think that all software should be free (as in beer). Mostly, these people just don’t have enough money to afford to pay for software. They spend as much money as they have on just getting a new computer, and then they can’t believe that the cost of the software they need to run can more than double the price of the system. I sympathize, because when I was younger I was definitely one of those people, and if it wasn’t for deep discounts on student licenses, bundles that came with new hardware, and so on, I couldn’t have afforded to buy much software.
Fortunately there has always been a lot of good quality, low-cost or free software available, as well. Different products are aimed at different markets. Companies that sell to big businesses charge a lot of money for their software, in part because they can, but also because they need to, because in order to develop they need big budgets and a lot of employees. But some software is the product of a single developer, who doesn’t have all the overhead that a large company has, and they can afford to sell for a cheaper price, or even give away if they feel like it. Additionally, there are developers who feel that they get paid to program, not to sell copies of software, and they can get funded to do a project that someone who has money needs, but then turn around and give away the software as a public good, and as long as the cost of development is met by a few, everyone benefits from it.
GameMaker’s history started out with a single developer, who sold the software very cheaply at first, and always had a free edition, and a paid edition that cost $20-25. Later, as GameMaker grew, it became too much for one person to maintain, and he sold it to YoYoGames, who are a larger company, and who therefore have more overhead and need to charge more in order to cover their costs, pay salaries, continue R&D and support, and turn a profit.
YoYoGames initially raised prices, from $25 to $40, around the time of GM8, and users howled that it was too much. And we can see in retrospect what a bargain it was, and how childish people who complained back then were. GM:S has been considerably more expensive, anywhere from $70-200, although they have continued to provide a free edition. YoYoGames can’t continue to exist if they just give away software for nothing.
And YYG charge more for extra GM:S features, up to $800 for their “Master Collection” bundle which includes everything, including stuff they haven’t come up with yet, later for no additional cost. $800 is very expensive for most people, and unless you’re making money with the software, or are wealthy enough not to care, it’s probably not for you. It’s aimed at companies that can look at the purchase of software as a capital investment that is part of the cost of doing business. And if by charging more to these customers, it enables YoYo to keep costs lower for individuals, students, and hobbyists who otherwise couldn’t afford to buy what YoYo would have to sell it for, I think it benefits everyone.
Maybe low-budget amateurs will gripe about not being able to get all the features, but they do get something.
You also have to compare GameMaker against what else is out there. And there’s a lot else out there. There’s stuff that’s completely free, like vi + gcc, which is very high quality and extremely powerful, but that isn’t necessarily the best option for everyone, because it requires a huge amount of learning and knowledge and work to create games with. In more direct competition are tools that are geared specifically toward game development, such as Unity3D (which is more expensive, and uses a subscription model now) and Construct2, and free tools such as Godot, Love, and Defold, which may not be as well supported, well documented, or easy to use. And many others besides these. The bottom line is, if you don’t like GameMaker because of what it costs, you have plenty of options to choose from, many of which are very good.
So for people who are complaining that it’s too much, I don’t have much sympathy for you. It’s very likely that at various points YYG will have sale events, as they’ve had in the past. If you don’t want to pay the release day price, you can probably wait a year or two and hit a Steam sale or a Humble Store sale and get it at a pretty good discount then. By that time, it will be even better, with more polish and more features. In the meantime, if you have GM:S1.x you can continue use it, it will continue to receive support and bugfixes, and 2.x will be ready for you when you decide you can afford it.