Tim's Tweets

.....and next few builds will make some significant changes and improvements in many areas... consider me dead because I will be in my chair dead out of hunger, thirst, not peeing, pooping and with a big smile on my face from days... weeks of driving nothing but those two. :D

Is that a hopeful statement, or do you know what's in store? Lots of stuff seem to be happening for rF2 at the moment, exciting times. :)
 
Can you explain how a license works? How much you pay for it? Is it forever? Or they get a small % per sale? Or someone give it for free?
Every scenario differs. Some do licensing through agencies, some deal directly with you.

The agencies try to get a lump sum (which they keep), then a royalty % deal of some sort ontop of that (which you often never reach - so the manufacturer often gets little or nothing).

They'll often have a time limit, 3-5 years. So you theoretically have to pull them from your product once it expires, unless you renew.

They can be expensive. A typical track that most sim racers look to have in their sims (an F1 track) is $25,000 USD for 3 years, and they wouldn't negotiate.

Some do give free licenses, if you're dealing with an agency you can forget that idea though.

It's generally not a nice thing to deal with unless you've got either a lot of debt or a lot of investors and can just pile on the content. It's also not really nice to work things out when your DLC is free.

So it can be a pain, often. :)
 
Every scenario differs. Some do licensing through agencies, some deal directly with you.

The agencies try to get a lump sum (which they keep), then a royalty % deal of some sort ontop of that (which you often never reach - so the manufacturer often gets little or nothing).

They'll often have a time limit, 3-5 years. So you theoretically have to pull them from your product once it expires, unless you renew.

They can be expensive. A typical track that most sim racers look to have in their sims (an F1 track) is $25,000 USD for 3 years, and they wouldn't negotiate.

Some do give free licenses, if you're dealing with an agency you can forget that idea though.

It's generally not a nice thing to deal with unless you've got either a lot of debt or a lot of investors and can just pile on the content. It's also not really nice to work things out when your DLC is free.

So it can be a pain, often. :)

Interesting stuff... how much time does it take to build a track... say a 2.88Km track? :-)
 
Thanks for being so open & honest Tim - to see the non-negotiable figures some people want (& for a limited time scale) is surely eye-watering for an outfit not backed by investors/publishers, such as yourselves..
 
Every scenario differs. Some do licensing through agencies, some deal directly with you.

The agencies try to get a lump sum (which they keep), then a royalty % deal of some sort ontop of that (which you often never reach - so the manufacturer often gets little or nothing).

They'll often have a time limit, 3-5 years. So you theoretically have to pull them from your product once it expires, unless you renew.

They can be expensive. A typical track that most sim racers look to have in their sims (an F1 track) is $25,000 USD for 3 years, and they wouldn't negotiate.

Some do give free licenses, if you're dealing with an agency you can forget that idea though.

It's generally not a nice thing to deal with unless you've got either a lot of debt or a lot of investors and can just pile on the content. It's also not really nice to work things out when your DLC is free.

So it can be a pain, often. :)

Wow, that sucks D:
I wish people involved in racing would be more flexible. That's one reason I never buy any sim that can't be easily modded (would never join iRacing for example if I had the money for it, even if I only race online). I know it's business but it's a very small market compared to other games... =/
That seems to be what Reiza is going to face now with Formula Truck, very sad.
 
Every scenario differs. Some do licensing through agencies, some deal directly with you.

The agencies try to get a lump sum (which they keep), then a royalty % deal of some sort ontop of that (which you often never reach - so the manufacturer often gets little or nothing).

They'll often have a time limit, 3-5 years. So you theoretically have to pull them from your product once it expires, unless you renew.

They can be expensive. A typical track that most sim racers look to have in their sims (an F1 track) is $25,000 USD for 3 years, and they wouldn't negotiate.

Some do give free licenses, if you're dealing with an agency you can forget that idea though.

It's generally not a nice thing to deal with unless you've got either a lot of debt or a lot of investors and can just pile on the content. It's also not really nice to work things out when your DLC is free.

So it can be a pain, often. :)

Oh wow, that is a lot of cash there. :D
What about cars, any easier?
 
The agencies try to get a lump sum (which they keep), then a royalty % deal of some sort ontop of that (which you often never reach - so the manufacturer often gets little or nothing).
That also says something about manufacturer - they don't care much about licensing their brand.
I can understand that - hosting an F1 race costs hundreds of millions. No wonder no one is interested in some % out of 25k bucks. It's a waste of time for track owner to negotiate, so they outsource it, not even caring if it's going to be licensed and if they're going to get paid if it's licensed. It's just getting rid of some unnecessary and (relatively) unprofitable work (spending time talking with game developers).

So such agency's job is pretty much getting game developers of brand owner's back. And that function alone gives them profits they ask for.
I guess it's called evolution - a service that produces nothing (not even mediating or negotiating between two parties), but found it's place on the market :)
 
Maybe we'll reach a point where the Series/Cars/Tracks come and ask the Software Company to have their product in game, so then Kunos/ISI/Reiza etc can start with their own negotiations. Probably already happens, only Tim would know I guess!

Anyway back to topic.....WOO new Build - probably - cool!
 
Tim Wheatley ‏@twhtly 18h,18 hours ago
Pretty much confirmed that those getting errors on track loading with steam are running out of virtual memory. Up the size.

Tim Wheatley ‏@twhtly 18h,18 hours ago
Cleared missing steam keys and activations, probably won't be touched again until Saturday.
 
I don't have this game on steam yet, and neither am I in a league at the moment so it doesn't affect me at all, but I saw multiple posts about this recently, so.....:

Tim's twitter said:
You'll be able to access and run older versions of rf2 on steam (not older than the first steam release)
source
 
Back
Top