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Ah, so you hang around Open Game Art too. In that case you've probably noticed how pretty much everyone there agrees that CC-BY-SA is not viral, unlike other copyleft licenses. To be sure, the ambiguity will still discourage some buyers. Namely, big commercial interests who would otherwise be all too happy to exploit your work. Those won't touch CC-BY-SA content with a ten-foot pole... which is probably what you want.

As for the risk of people reselling free culture works... how often have you heard of it happening? People are more likely to try and resell games that aren't under an open license. In fact it was a series of such cases that forced us to introduce controls. Seriously, reality proves again and again that it's people who believe copyright equals property who will, you know, steal creative works.

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I don't hang out in OGA much, but your conclusions match up with my assumptions. I also think it's rad to know folks want to see more commercial art assets available. I don't know how to verify my assumptions, tho. The only data I have available to me is my sales (<$300 after a week). I know I'm going to update the asset pack and release a second pack (Castlevania inspired full game art assets seem to be next on the docket), and I think those are good opportunities to sort the licensing issue and/or be confident I picked the right one.

On another note, I am curious what you think about CCBYSA vs CCBY? Edit: I just realized Kenny sells their art assets as CC0 as well, but I'm not sure I wouldn't want to be credited?

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Ah... I don't exactly have a strategy. I've licensed art (and writing) under CC0, CC-BY and CC-BY-SA alike, based on a rough feeling of how much effort went into it and how much potential for reuse it seems to have. Many people are happy to provide attribution if they can, even if it's not required. And releasing lots and lots of stuff under a very liberal license can make one very popular if word gets around. ;)