I'm not sure what that means precisely. But any interpretation seems prohibitively expensive. (That's for GameLift)
I'm not sure what that means precisely. But any interpretation seems prohibitively expensive. (That's for GameLift)
Here's an example from the horse's mouth.
"10,000 DAU (10,000 / 1000) * $1.50 * 30 = $450"
It sounds cheap to me too, ends up costing you 9 cents per copy assuming all users who bought the game play multiplayer for 5 years.
Three use cases to consider.
Subscription-based games (eg. MMOs), averaging $11 / month. Worst case scenario (all your users are active daily), that's less than 0.02% of your income going to the engine.
Freemium/microtransaction games. Considering $1.50 is somewhere between 1/10th of a transaction to 10 microtransactions depending on the game, you need roughly an extra 1-100 microtransactions per 10k daily-active users to cover the cost. That's nothing.
Ad-based games... 1000 users should be worth more than $1.50. That's not gonna happen, why would you use this.