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So, why not sell them a licence to allow other developers to use it?
When you started development plans to make B&S you knew you couldn't just program the game from the ground up. That's where Unity came in. Unity is a game developing program that allows other developers to not only make games but allows them to be marketed as professionally made games without too many legal ties. Instead of WarpFrog ending up as a subsidiary to Unity Tech along with all the other developers who marketed games with Unity instead Unity Tech offers you to buy a licence to sell and distribute games independently with their program without too much legal kerfuffle. Unity offers a program that probably a third professional developers use these days and credits don't have to copy-paste the production credits of Unity itself or have to pay the individuals of the individuals their cut. (I think crediting the program Unity is a mandatory, I dunno. I just messed about on the free version myself and yet to make anything noteworthy.)
What I'm getting at with Unity as an example is that what if WarpFrog would do the same with it's VR and physics framework in the same manner Unity Tech distributes it's game making program. Unity still makes money from selling the rights for developers to make games with it and those game developers are still regarded independent developers who are permitted to use Unity as a tool.
I'm not saying WarpFrog should sell the full rights and use to other companies that be willing to buy, that be crazy, I know. Just sell development builds of B&S's physics framework and VR-build the same way Unity Tech sells Unity itself.
(In fact, given B&S was made with Unity, what I'm suggesting could perhaps be done through the Unity Store, a feature on Unity that sells pre-made and additional content. Some pricey, some free.)
There are two benefits I see from distributing the physics framework to other developers:
For example, let's say Arkane Studios wants to make a new VR game as a successor to Dark Messiah or Arx Fatalis. Like the original game players can fight enemies with objects from their surroundings than just combat while the combat itself will be tough, fair and realistic. Problem is it would take a huge chunk of their budget to make such a VR framework and little enough to make an expansive world for the player to explore. But if you're willing to allow Arkane to have a devbuild of B&S VR and physics framework that they can easily adapt to then they can build the rest of the game around it. In return WarpFrog will get fees, mentioned on the credits and anyone who would play such a game would perhap know the game is built around the B&S framework so money and attention are coming back to you.
If there's going to be some that say "You really don't know how the gaming industry work here" or various legal systems in place that make my suggestion bull$#!7, I'm not saying I understand what's going on, I don't at all. I'm just saying that with lots of game developers trying to jumpstart the VR industry with games showing off who has the best VR games amongst one another to an audience asking "is it worth spending hundreds for a VR headset just for a few games?", perhaps it's best to help one another out in order to assure the industry thrives. Being business it's understandable to offer a small fee for your help but if more game developers have more ease of access into the VR Industry means more VR Industry, right?
It's kind of with Blender, Unity and Unreal Engine did. Without them developers would perhaps still be making their games from pure coding like the old days.
However with all this I'm just speculating as I say, and I don't know all the answers and am no expert. As a player I totally do get what you are saying though, but I also understand why kospy wouldn't wanna sell out as an up and coming dev, so I see both sides. I do know he was never in it to make a quick buck from day one though; if he was, then he wouldn't have expanded the scope of the game for no reason other than it'd be awesome for players, and also we wouldn't have bothered with an ethical marketing of the game. We decided from day one that regardless if it was to the detriment of the game's advertising, we would always use a 'warts and all' policy. That is, we'd always tell fans about the bad stuff and never try gloss over the bugs, and also we'd never use clickbait or make exaggerated claims such as this is "the greatest blah blah". (underpromise and overdeliver policy) We are gamers first and foremost and we hate that kind of stuff too. And we also said we'd never attack other indie competition (boneworks, hellsplit, etc) and would never encourage our fans to either, because we are all small VR devs just struggling against the stagnation of the machine. But from a purely business standpoint, all these thing are bad business lol
Anyway, at the end of the day only kospy will know what he feels is the right thing to do.
B&S was made on Unity for example, that doesn't mean you own the entirety of the Unity software itself, it's still in entire ownership of Unity Technologies, Unity Tech simply permits you to make B&S with their program and market B&S independently without selling WarpFrog to Unity Tech. In a sense Unity provides game developers with a service for a fee agreed terms.
It's either that or you build Blade & Sorcery from the ground up, as in have to write the lines of codes yourself just to make basic shapes or import models to specific co-ordinates and what-not. (Before I found Unity I tried DarkBasic Pro which is pure raw coding for basic results.) Unity was granted to you to allow B&S to be more easily developed.
That's what I'm suggesting with B&S' VR framework. Don't sell out the entire rights to it, just rent it out as a developers tool that other developers can use, for a fair use fee for Kospy of course.
But I'll leave it at that. I just think it be nice if there was more of a market with adventure VR games where I feel truly immerse. Virtual Reality is a powerful bridge between imagination and immersion.