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When you buy a game from Jason Rohrer, you get the source code too. (It's also on GitHub.) What you're actually buying is an account on the official multiplayer server (which is also open source).

I thought this was a really interesting model.

Maybe it wouldn't work so well with singleplayer games. However, there's a similar example with the sprite editor / animation software Aseprite, which is open source but you have to compile it yourself, so it's cheaper for most people (in terms of time and effort) to just buy it for $15.



Ha! I bought Primrose and Passage on iOS back in the day. [1]

Now sadly no longer on the Apple App Store

I guess that is what happens over time at the walled garden: You don't pay, you don't play

[1] http://hcsoftware.sourceforge.net/jason-rohrer/

update: gotta go scrounge for my box of old iPod touches with dead batteries if they have the games as local iTunes sync no longer works.


There might be 1% of the population with the expertise to build it from source, and even most of them would prefer to just pay $15.


Yeah, exactly. I think the real risk seems to be unofficial precompiled versions, or clones/derivatives, but the same risk exists for redistributing/cracking (and to a lesser degree, modding) closed source software.

Jason Rohrer's game One Hour One Life has a few community spin-offs, which is also really interesting. There are also blatant clones, of course, but it seems to be a worthwhile tradeoff on the whole.


As of version 1.1.8, Aseprite is source-available proprietary software, not open source:

https://dev.aseprite.org/2016/09/01/new-source-code-license/


Thanks for the correction. In FSF terms, it has the first two freedoms (run the program, inspect/modify), but not the second two (redistribute program freely, redistribute modified versions).

Still, the latest version is on GitHub? But it's only for "personal use" according to the EULA (and not making your own fork for example).

https://github.com/aseprite/aseprite




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