bingomion opened this issue on Mar 31, 2026 ยท 22 posts
bingomion posted Wed, 08 April 2026 at 8:02 PM
Thanks for your reply, and you bring up some interesting points.
Well my "suggestion" was to remove the Standard and Extended licenses and replace them with something that doesn't make game dev's third class citizens here because obviously you can monetize with the Standard licence a lot easier than the "Extended" way and yet monetized Standard license content doesn't seem to bother anyone?? It's only the "rich" game dev's??? lol IMO it's complete nonsense! And if it actually worked you would have game dev's here.... where are they? I want to talk to them!
So, game studios are using Poser and assets and need to pay their fair share BUT you insist that Poser isn't a game dev tool??? That logic doesn't make much sense my friend.
For me 100% Poser was (and still is) a game dev tool! It has good and reliable import/export (collada/FBX), scripting and now with GLTF an PBR support IMO it's still a good game dev tool and I don't mind paying for it, it's obviously not a "serious" (game studio) tool but it doesn't have to be when the learning curve is 1/50th of blender/UE etc. And well if you're making janky shovelware games, is that a commercial game to you? lol because that's the kinda game you get from Poser right, I've stated that and now you have also.... so what are the chances of anyone paying for the game dev tax making a janky shovelware game? That's been my point.
https://www.oreilly.com/videos/poser-pro-game/9781771373425/ (You can watch for free with the trial, unfortunately it can't be bought out right.)
I've watched this a few times and Mark goes through a lot of content without ever mentioning licensing! I'm not that autistic enough to check if they are game dev licensed tho. lol
Anyway, that's why I've bought Poser (a few times) and then signed up here, assuming Poser content and store were game dev friendly.... wow was I wrong!
Don't worry, I was just a tinkerer, I haven't put anyone's hard work on any stores potentially getting rich from my janky shovelware game! lol do you guys hear yourselves???
I recently thought I'd get serious with gamedev (again) and I was about to pay for Prime and buy a few assets, then I noticed the store Standard/Extra license and then the actual Poser EULA. You can imagine my shock! I'm a Poser user but excluded from Poser content and the store, is that what you want? is that really fair?
Had I known Poser was so anti game dev with content, I most likely wouldn't have bought it.
It's a shame because I like poser and I'm still using it for 3D rigging/skinning and animation and the store looks great but the extra licensing is just unnecessarily insulting.
Like I said before (and you made my point), 3D game dev pipeline WAS expensive but it's not today (that's the divide I meant, free vs paid, cheap vs expensive), and that includes content but that's not a bad thing because if things are cheaper you get more sales, basic 101 economic stuff. But you need people participating not excluding them based on old and out dated perception of 3D content monetization. I'm not saying everything has to be free or cheap, but you need a very very good reason! and just saying "game's make money" isn't it because everything makes money and yet it really doesn't, at least it doesn't on the Poser janky shovelware game dev side.
Honestly I'd think content creators would make more money with more people here with better, equal and fair licensing ie:
non commercial / commercial
attribution / no attribution
single use / multi use
etc etc etc
I like attribution / no attribution, if you're not crediting the original creator, well IMO that's more serious (ie "reselling someone else's work") than if something is non commercial or commercial (and hoping), or renders or video game.
And if most people are paying for attribution stuff, there's more sharing and growing etc etc.
That was my suggestion anyway.
Thanks again.
Ben.
Warlock279 posted at 2:17 PM Wed, 8 April 2026 - #4505119
Your premise/rant is narrow minded, self centered and flawed, you're missing the biggest issue - just because YOUR games don't make money, doesn't mean EVERYONE's games fail to make money, and that's why the extended licensing options [need to] exist.
You're doing it as a hobbyist and asset costs add up, that's unfortunate. If you want to decrease your hobby related costs, you learn to do more things yourself/"wear many hats", that's the way "hobbies" have always been. Many of the content creators here are doing it as a hobby/side gig too. The assets for sale here are at minuscule fractions of the cost of the work they took to create - even with an extended license, you're still paying far below the actual production cost. There are some "free for non-commercial use" assets and tools out there, you could always look into those avenues, but you'd have to abide by the license which means there likely would be NO means for you to see even a partial return financially on your game.
If you don't have extended licenses then a studio producing games can effectively scoop up assets for fractional costs to use in their games. Even if, as you say, many of the assets aren't entirely game ready, it wouldn't take much work - a fraction of the work it would to create assets from scratch. That hurts both the asset creators here, because they've undersold their product, and any potential artist that could have been employed by the studio to make assets for their game.
The marketplace could introduce multiple tiers of extended licenses based on anticipated revenue [some dev tools/engines work on this kind of scale], but that's either going to be difficult to police on a per-asset-basis [likely to fall entirely on the vendor], or its going to increase overhead costs as the marketplace will have to bring on some sort of asset-use-compliance personnel, which will raise costs on everything, and/or cut into the content creator's already narrow margins. A royalties system? Probably a total logistical mess as well.
You also seem to be under the impression Poser is a game dev tool? It isn't. It never has been. It [likely] never will be. I've never seen it used for anything beyond early look-dev or shovelware. I have to imagine, this site isn't trafficked heavily by parties looking for extended license assets for that purpose relative to other sites that cater more specifically to game dev assets. That means the assets that are for sale on extended license here may skew slightly higher, than on other sites because there's less of it - basic economics, supply/demand stuff. If you're finding assets that are both cheaper and more game ready elsewhere as you've claimed, I'm not sure why you're looking here, to be perfectly honest. I don't think this has ever been the marketplace for that type of production-ready asset.
"Privilege tax"? - C'mon, its literally in the name "extended license". You're paying for the RIGHTS to use an asset in an extended [potentially] revenue generating manner, one that will, in part or in whole, involve redistributing the asset. Its the same as purchasing the rights to use a song [or anything else] for your game.
"We live in a Blender, Unreal ... world ... the divide will only get bigger with friction like this" - Are you implying that free-to-use tools [don't forget Unity here] are somehow increasing the divide between hobbyists and professionals when it comes to developing games? That is beyond ludicrous. The divide is so much narrower now than it was at pretty much anytime* in the past.
Remember the days when you had to drop a few grand on a license for 3DSMax or Maya [before AutoDesk bought it] or maybe even both, and PhotoShop on top of that? Or how about when your only options for a game engine were to license one for possibly tens of thousands of dollars, or build your own from scratch? What if you had to license a dev kit from say, Sony - the original PlayStation dev kits were upwards of $100k.
Did you really mean to say - "I think its unfair that studios that make money from their games can buy ready-made assets [with the appropriate license] or employ artists to create assets for them, so I should be entitled to use other people's assets at a greatly reduced cost because I lack the ability/skill/desire to learn to make assets myself"?
* I'll caveat that with games today are FAR more complex than they were in maybe the APPLE IIe era where a few people could bang out the top games on a platform like that. Oregon Trail was made by three guys in a couple weeks, for example.