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[[TOC]]
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The party is over. After years of offering their products and services at unsustainably low prices, the growing pressure from stakeholders to transition from maximizing growth to maximizing revenue has pushed many commercial software companies to reevaluate their business models. This means price increases and new fees wherever they can squeeze them in. Those dependent on their software must now decide between accepting the increased financial burden or switching to alternatives. The video game industry is no exception to this changing tide as major game engine developers explore new ways to monetize their users. It raises a lot of concerns for the community. How will we, as developers, manage these rising costs? Just as importantly, given how devastating licensing changes can be to game developers, do we want companies like Epic and Unity to have outsized roles in how we make games? While there is never an opportune time to wrestle with these questions, the rise of free and open-source game engines over the past decade gives independent game developers an opportunity to evaluate where free software can have a role in their next project.
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The party is over. After years of offering their products and services at unsustainably low prices, the growing pressure from stakeholders to transition from maximizing growth to maximizing revenue has pushed many commercial software companies to reevaluate their business models. This means price increases and new fees wherever they can squeeze them in. Those dependent on their software must now decide between accepting the increased financial burden or switching to alternatives. The video game industry is no exception to this changing tide as major game engine developers explore new ways to monetize their users. It raises a lot of questions for the community. How will we, as developers, manage these rising costs? Just as importantly, given how devastating licensing changes can be to game developers, do we want companies like Epic and Unity to have outsized roles in how we make games? While there is never an opportune time to wrestle with these questions, the rise of free and open-source game engines over the past decade gives independent game developers an opportunity to evaluate where free and open-source software can have a role in their next project.
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## Before we dive in
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@ -125,12 +125,12 @@ Wanting to know if an engine can make a specific type of game is asking the wron
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When you settle on an engine, remember this: your engine is not your identity. Your tools are a means to creating something, not a core pillar of your very being. I cannot stress this enough. Your tools do not define you. This may sound obvious, but I have seen many, many folks make their engine of choice a centerpiece of who they are and become unnecessarily hostile towards communities of other engines. Please do not do that.
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You are not simply a Godot developer, Bevy developer, O3DE developer, Stride developer, or whatever else. You are a game developer. So don’t get hung up on which engine you should pick. Pick the engine you resonate with the most and you’ll quickly learn skills that apply anywhere. Make creating something rewarding in and of itself. If you enjoy working in your environment, you will enjoy the act of development. Once you manage that, creating anything, game or otherwise, will feel immensely satisfying in its own right.
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You are not simply a Bevy developer, Godot developer, O3DE developer, Stride developer, or whatever else. You are a game developer. So don’t get hung up on which engine you should pick. Pick the engine that resonates with you the most and you’ll quickly learn skills that apply anywhere. Make creating something rewarding in and of itself. If you enjoy working in your environment, you will enjoy the act of development. Once you manage that, creating anything, game or otherwise, will feel immensely satisfying in its own right.
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Be curious and have fun.
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## Acknowledgments
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As a general practice, I think it’s good to recognize everyone who helps you put something together, no matter how big or small. This article would not have been possible without the input of contributors and users involved in these communities. I appreciate all the folks who were kind and patient enough to fact-check me and provide their feedback, including [Vaclav Elias](https://github.com/VaclavElias), [Joreyk](https://github.com/IXLLEGACYIXL), [Doprez](https://github.com/Doprez/), [Judah Perez](https://www.inconsistent.software/), [Clay John](https://github.com/clayjohn), [Adam Scott](https://github.com/adamscott), [Fredia Huya-Kouadio](https://github.com/m4gr3d), and [Pāvels Nadtočajevs](https://github.com/bruvzg). (tentatively adding more)
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This article would not have been possible without the input of contributors and users involved in these communities. I appreciate all the folks who were kind and patient enough to fact-check me and provide their feedback, including [Vaclav Elias](https://github.com/VaclavElias), [Joreyk](https://github.com/IXLLEGACYIXL), [Doprez](https://github.com/Doprez/), [Judah Perez](https://www.inconsistent.software/), [Clay John](https://github.com/clayjohn), [Adam Scott](https://github.com/adamscott), [Fredia Huya-Kouadio](https://github.com/m4gr3d), and [Pāvels Nadtočajevs](https://github.com/bruvzg). (tentatively adding more)
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Last but not least, thank you to [Ed (Meltted)](https://twitter.com/meltt_ed) for creating the feature image.
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