I too am interested in seeing how that negotiation plays out.
Though it is still just potential value. There has to be some sort of payment for the early stages if you’re not planning on taking the same risks along with your client.
I have never worked on building any project like that so I’ve no idea but I guess the maintenance and future work could be tied to a percentage of the revenue generated for the company.
I disagree with the part that if you're doing it for the reward then it won't get anywhere. Mainly because of what you say: we do what we do to make a living.
However, I believe that statement applies more to the vision/philosophy of our projects. A professor once recommended us to set ourselves an unreachable goal to keep driving your project/company/employees forward towards a common goal. They gave us an example of Bimbo –a Mexican food industry company– that states as its philosophy: "Feed, delight and serve our world, this is our philosophy."
They'll never really be able to feed the entire world but they're sure as hell going for it. Though whether a such big corporation's real interest is doing so is another discussion altogether. Even if that was their original intention.
I read this article and think about my goals to become a Game Developer. I take the advice of setting expectations for a couple of years down the road as a way to keep learning and investing the time that's required to become what I wish to become.
I shouldn't be naive to apply this to a particular game project at the earlier stages of my career. In my case I should take on multiple projects that will broaden my knowledge regarding game design, architecture, project management, etc.
Article gave me much more to think about than I though it would.
I saw it the same way. I'd be a terrible idea to let Apple remove/install AppStore apps without the customer's permission. I don't know if it already does something similar but in the next OS update it could block the usage and force to delete refunded apps.