The first sentence is a run-on, bare with me.
If one were to release their iOS app for free (that’s $0 people) and used someone else’s work (provided the person was only allowed to use it for non-commercial purposes as stated by the license), the app releaser would be able to distribute his app and not get in trouble. Correct? (I am referring to Creative Commons 3.0, I do believe)
Now, using that philosophy, would one still be allowed to use the work (…for non-commercial purposes) if one implemented in-app purchases?
Personally, I can’t 100% say we’re selling the game itself. It’s more like a " “free”-to-play game with in-app purchases", as most companies would like to label it. Real quick, allow me to define Non-Commercial use in games:
“Noncommercial Only - this music can be used for free in non-commercial projects, but if you plan to sell your game the music can be licensed for a small fee”
(As stated in flowlab’s blog)
The scenario: The game itself is $0.00, but there are in-app purchases. So I’m honestly confused? If I were to release the app for free, but provide in-game purchases, how could I say that I “plan to sell [my] game”?
So all in all, if I were to release an app for free (on the Apple Marketplace) and provide in-app purchases, would I get in trouble? Even if I gave credit to the author in the game’s credits?
What do yall think? I think I’m over-thinking this, but just want to be safe