FaceRig

FaceRig

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Holotech Studios  [developer] 1 Oct, 2015 @ 10:44pm
Q: Will I have to pay anything extra for FaceRig on new platforms ?
When FaceRig arrives for new platforms, other than Windows Desktop, will I have to pay again for them ?

As far as Steam supported platforms are concerned, NO (see why Steam is awesome :D ?) . For instance, when we will get to release the Mac version (and then maybe Linux) the existing users 100% won't have to pay for that again since it is going to be the same product, linked to your Steam account. We do need to be financially sustainable to get to port , test and release FaceRig on those new platforms though :D. If something happens and we go out of business before releasing that, there will be no Mac/Linux version, so if you like FaceRig and want to see it get to other platforms, please tell about it now to your friends that use Windows :).



How about Mobiles ?

Mobiles are different marketplaces and they are not available on Steam.
As far as we know most if not all programs (that are not cloud/subscription based, and do not require some kind of direct registering with the developer), have to be purchased separately on iOS vs Android vs Desktops ( game examples first come to mind : XCom, Shadowrun).



Can you give a discount to existing FaceRig Steam Users on Mobiles ?

If Steam will at some point consider extending its marketplace to legally sell Android and iOS apps we will 100% set it up that way :). Otherwise the main problem is that we don't have a realistic technical solution to automatically identify existing Steam FaceRig users on Android and iOS - Valve has your user data, not Holotech :D.

There is also the problem that any new platform store is not likely to help up with that because the fact that a person has already paid for the program on another platform, so they get it on a new one for free, means the new mobile platform store won't get cut from the sale commission anymore. There are competing platforms, so we do expect to receive a big NOT POSSIBLE from the official representatives when we ask for that to be automatically doable for existing Steam users:) .

Think of it this way : do you get a game for free on XboxOne if you buy it on PS4? Even though it is the exact game ? No because they are on competing platforms. If you bought Diablo III on Pc, did you get it for free on consoles ? The platform owners want to make money from every software sold on that platform, and that's perfectly normal :D. The developer also has platform specific costs that they have to cover.


How about original crowdfunding backers? Will they have to pay for it ?

We will make sure that the original IGG backers with pledges that included an optional mobile version, get a copy of mobile FaceRig :).

The backers who have contributed to tiers that specifically state that they will receive every program update for free forever will 100% also get it, complete will all possible add-ons ( we will do it manually for them, if we have to) :).




Why not make Mobile FaceRig free?

Mobile FaceRig is a different app than desktop FaceRig, using different data and different code. The people writing mobile specific code, the artists building the mobile specific avatars , the hardware needed for mobile development, mobile support and mobile QA, software licensing ( the face tracking library) all those still cost money. Mobile FaceRig will have to generate revenue somehow in order to exist, though the business model is not yet set in stone :).

Mobile FaceRig is not aimed primarily at creators like the desktop version is, but at casual consumers, people who just want to have fun, not necessarily create a masterpiece, so its use will be strictly personal, non profit (no Pro or Studio is planned to be released on mobiles)

Mobile FaceRig most likely will cost significantly less than even the base version of FaceRig. It may be even free to start, though in that case most content will be in-app purchases (no large line-up of free avatars will be available) .


Let us know your thoughts below :)
Last edited by Holotech Studios; 2 Oct, 2015 @ 2:30am