First of all sorry for all the spelling errors in my previous post, i was writing that while on the bus on my phone

We are not willing to compete against Unity. It's a totally dfferent engine and a different user base as well.
I know what you mean but you're competing with them whether you'd like to or not. People will look at the options and while i agree that the different exporters are charged seperately (i didn't take that into account beforehand, my bad), it still makes new users especially think twice.
Most of our users are developers without any programming skills. Our specialized game engine made daedalic entertainment develop quick and successfull. They created about a dozent awarded games with Visionaire Studio in an extremely short time frame. Based on this, daedalic was financially successful and now has a total of about 90 employees. Same for STASIS - Visionaire Studio made him create his amazing and progressive game as a single person without programming skillz.
Exactly, because the earliest successes of Daedalic built upon games that were started by college students who had no money to buy a 3000 $ Engine. And now that they have, they're switching to Unity.
Let's see what happens when daedalic finishes the first game in 3D with Unity. I've seen a lot of critical opinions regarding this.
Who's voicing these concerns? The Visionaire Community? Don't you think the Unity3D Forums would do the same, if it would be the other way around? What counts in the end is the end product. Nobody's not going to buy a game because they prefer another engine unless the engine used is known of bugs and incompability.
With 3000 dollars you can pay a programmer maybe for a whole of one month. I think: Better invest this money in a unlimited visionaire license. Or just invest 1450€ if you are willing to pay 6% of fee... which will be suma sumarum just a little 4.2% for the visionaire developers.
I didn't mean that you pay 3000 dollars for a programmer i meant that groups or developers who can afford such money for software probably already have a lot of resources so that they don't need the ease of use. Double Fine didn't use Visionaire either and they sure could have afforded it. Or Jane Jensen with Moebius. Or Replay Games with Leisure Suit Larry: Reloaded. Or Tesla Effect. Or Dreamfall Chapters...
And for the revenues and statistics: Our users have our full trust. I think they are interested in a good business relationship and a win-win situation for both of us.
I salute you're trust in us as customers and i don't want to suggest that the people developing games with Visionaire are crooks or something. But such models DO create more work in the end for both parties. Also it's very uncommon for an engine the size of Visionaire and i'm sorry, if you're saying that you're entitled to the revenues of products that are built with your technology (for which we're paying), then i can start paying Adobe 10% for every Graphic Job i'm creating with Photoshop.
The problem with my statements is, that i probably unwillingly come off as not appreciating your work and almost like i won't grant you any form of financial success, which you undoubtetly earn, if not at least to continue the engine. But it's not that, i really do and as i stated earlier, i support it if you want to raise the prices but the jump you made from a 35 Euros pricetag to 3000 Euros is, for me at least, unjustified and probably will hurt the Software in the long run. What would you rather have? Three people buying a 3000 Euro License and one of them Upgrading a Year later or 100 People buying a 300 Dollar License and all of them upgrading, because they can afford it?
You spoke about target audiences, well if you look at the Adventure Development Scene, i see two kinds of Developers:
- Bigger Indie Studios like Double Fine, Daedalic, with budgets probably approaching 800'000 to 6 Mio (in Broken Ages case)
- Independent Individuals or small Teams like Dave Gilbert (he stated his budgets per game is 10'000 Dollars) or Remi Michalski (Maker of the Cat Lady), and others. Both using AGS by the way.
Now, the larger Studios with bigger budgets (still tiny in comparision to AAA Titles) are mostly using other engines than Visionaire, because they dont have to rely on Ease of Use than others or it would put their programmers out of work anyways. Plus they can afford changing and modifying engines to their specific needs or even build Engines from the ground up. Another thing is, that they're very often rely on more "modern" technologies and looks (Realtime 3D etc) and wider Platform support (consoles). Your target audience is more in the wake of the AGS userbase, your probably biggest Competitor.
I've seen quite a few people looking at both, AGS and Visionaire, and, in the end, deciding for Visionaire because of the apparently bigger ease of use. They COULD decide for it because it was affordable (even compared to the free AGS) but also gave them the same amount of freedom as AGS does. If i'd be a new user with a big vision for a game that i also want to sell (and lets be honest, you can probably expect making around 10'000 to 20'000 dollars and that would be a hit, unless you're the next big thing) i'd look at this pricing and it would instantly look out of reach.
It's great technology but for a niche genre in a niche market, where budgets and revenues aren't the same as with more "popular" genres, which can be developed with other Engines like Construct, Gamemaker and for a lower Pricetag.
So that's what i think your target audience is. You should make your pricing accordingly and don't mix them up with the audience for Engines like the ones mentioned before (most of which won't take a percentage of the sales).
Now, its easy to critizise, so i won't spare you some of my thoughts about how you could monetize your software maybe a bit more effective so everyone would benefit

I worked in marketing for ten years so i hope i don't come off as a know-it-all, these are just my spontaneous brainfarts but how about:
TrainingIts not uncommon that the software of choice is very often the one that offers the most training material available especially for Newcomers. Sure, Visionaire is easy to use but if a potential buyer would see HOW easy to use it is in a YouTube Video he would probably more tempted to buy it. There are some Tutorials here and there but it still seems very little in comparision to other solutions. So i'd very much advise to look into this subject. Heck, i would even PAY for an official 2 Hours Training Course as a Video Download for 29 Bucks. Or a training Manual nicely printed. Maybe offer some webinars.
Add OnsVersion 4 offers some cool amazing new things like the support of realtime 3D Characters and multiple exports to mobile platforms. Maybe some of us don't even need that though because we're planning to make a low red pixely game for Windows only. You could sell a 3D Character, LUA Scripting, etc. add on for 49 Dollarsseparately, and the exports to other platforms too. It's kind of what YoYo Gamemaker does and while i'm not the biggest fan of it i would totally understand the practice. It would make the software more modular and you would be able to maybe charge a bit more in the end for new features.
Art PacksThis is something for example Stencyl does as far as i know. Collaborate with some great artists and offer different Packs with Animations, Backgrounds, Inventory Items etc. You could offer a fantasy themed package, a sci fi one etc. While this is directed more towards the amateur user, i think some of the newer folks would surely find it useful if its just to quickly throw together a little game to get familiar with the software.
Pro SupportThis is something for example Autodesk does. You pay them a yearly fee but get one-on-one support of them. I think for teams building a commercial game this sure would be valuable.
Thats all for the moment
Listen, i hope you don't hate me now, most of you developers are probably my age and again i really like the engine and can't thank you enough for creating it. You've been under a great deal of pressure by the demand of features but handled it very professionally and, in the end, delivered. As i said, you should be able to get more out of it but please consider some of the concerns voiced in this thread.