"The first $1000 in revenues and 30% of revenues after that."<p>I understand the entire arrangement is probably worth the price, but you have to find a way to separate this component from the rest of the stack.<p>A pricing arrangement that would be nice to see is something tied to usage. For example, if it's free for the first thousand users (and then start charging if more than 1000 people sign up) then you ensure a healthy lock-in (after all, who is going to risk changing the multiplayer infrastructure if it keeps up with demand -- devs will focus on the game intrinsics) and a solid stream from those who can pay up (most likely, after some traction, the devs will either have cash on hand or do an equity round)