Unity rushes to clarify price increase plan, as game developers fume
axios.com
axios.com
The Death of Unity - https://news.ycombinator.com/item?id=37486431 - Sept 2023 (153 comments)
Unity plan pricing and packaging updates - https://news.ycombinator.com/item?id=37481344 - Sept 2023 (457 comments)
> Q: Does this affect WebGL and streamed games? > A: Games on all platforms are eligible for the fee but will only incur costs if both the install and revenue thresholds are crossed. Installs - which involves initialization of the runtime on a client device - are counted on all platforms the same way (WebGL and streaming included).
[1] https://forum.unity.com/threads/unity-plan-pricing-and-packa...
Counting online uses in combination with demo installs means that any game that makes enough money and puts out a web demo (which is a totally valid option on places like itch.io) will have to pay whenever anyone loads the demo. No potential for abuse here, especially since reloads and reinstalls will be counted as new installs.
sufficiently advanced incompetence is indistinguishable from malevolence.
They need to jettison the "dead weight" to make the premium money. The core engine isn't as bad as people think it is especially if you hand code your game and avoid the editor. I've seen people pull nearly miraculous demos this way.
I'm going to pivot to godot maybe.
It's not really obvious to me that's true. Ad infested shovelware is where Unity makes most of its money from and that market is probably much easier for them to monetize than AAA (I don't think Unreal is really making that much from their engine business to be fair, it's just that they have Fortnite and way less bloat(employees) than Unity so they don't have to push that aggressively with their pricing.
*edit: actually yeah, given that Unity is very heavily used in the walled gardens of mobile apps. this makes a lot of sense.
I imagine there will be a lot of disputes around billing, as in, ever single bill from this system.
For each game that gets sufficiently popular, they can fiddle with their unreviewable "proprietary" metric until it matches whatever they think the developer is willing to pay, and then send them a bill for that amount.
It's a clever plan if you assume your customers are too dumb to notice what you're doing.
> Definitely include what engine you’re using in game pitches.
> It’s important information!
No matter how quickly they try to walk back these intentions, this is Unity's elephant hunting moment.
Imagine Rimworld having to patch in ads or microtransactions because their large playerbase continues to buy new computers.
How do you put a game on sale for a dollar anymore? It's all but guaranteed that your players will cost you more over their lifetime.
We're going to see indie games go "limited edition" when their rev edges near targets.
https://vxtwitter.com/cultofthelamb/status/17017159716634258... more of this will happen.
Lamentable how 1 word is all it's taken to take to make their whole ecosystem too risky to consider.
I've been a unity developer for about a decade, in that time I have given Unity more money than I have any other software company. It's become imminently clear that I need to transition to another engine. Even if they go and change "per install" to "per sale", the canary that Unity would never add untenable risk to the businesses of every one of their customers is dead.
But, I've been a professional Unity dev for 10+ years and I have started learning Godot today; the reason is because I am very concerned about how would Unity possibly implement these policies? They would need to put secret analytics calling back to Unity servers in every build + secret killswitch they can trigger if you dont pay up.
That is the reason. Tbh I've been waiting for a good reason to hit the button and that was it.
I do not see much growth in Unity's future.
Hopefully it spurs further investment in things like godot and bevy.
They're so tone deaf.
> After initially telling Axios earlier Tuesday that a player installing a game, deleting it and installing it again would result in multiple fees, Unity's Whitten told Axios that the company would actually only charge for an initial installation. (A spokesperson told Axios that Unity had "regrouped" to discuss the issue.)
>But an extra fee will be charged if a user installs a game on a second device, say a Steam Deck after installing a game on a PC.
if you use multiple devices you can still incur larger costs on the developers, unfortunately. This just means that you can't be braindead and uninstall/re-install hundreds of times to incur costs.
But someone slightly tech saavy just spoofs hardware, or spins up emulator instances to get around this.
Imo Godot is the new indie engine. it has the same feel as XNA and Unity. There's nothing wrong with Unreal, its a great engine, but it does not feel the same. XNA / Unity / Godot / indie engines, u just sit down and start writing C# code and can write your whole game and ignore the engine features.. Unreal feels more like modding an existing game where you must use the existing systems. As a lone indie dev I find it very tedious and slow to use, but I can see how its good for big teams, there is a big rigid system already in place they everyone must follow in order to do anything.. So if u have 1000's of workers it will stop individuals going off and doing crazy stuff, cus they cant.
In the long term, if Godot gets big enough then console makers have incentive to assist in this themselves, because if an engine with major marketshare can seamlessly port its games to Xbox but has difficulty porting to Playstation then Xbox will have a competitive advantage.
In such a scenario I don't think the difference between Godot and Godot* matters that much, IMO - I could imagine an Xbox devkit shipping with a Godot* compiler, for instance, so devs don't even have to think about the issue.
oh and speaking of Godot: https://godotengine.org/article/godot-developer-fund/
don't worry, I can do plenty of complaining about Unreal.
But in all seriousness, Unreal focuses on delivering content with graphical fidelity first, and iteration times are a distant 10th place in the priority list. Part of that is due to their choice to focus on C++ (and that's not a slight. UE is 25 years old, c++ itself was brand new back then. Let alone C# existing as an option). Part of it is a focus on highly spec'd computers with larger monitors. But the end result: developing a simple game with Unreal will feel slower because the compilation times and memory footprint are literally larger (even if you are really smart and take out a bunch of the unnecessary add-ons that are included by default).
>So if u have 1000's of workers it will stop individuals going off and doing crazy stuff, cus they cant.
oh you underestimate what crazy pitfalls designers can fall into :). But I can leave my rants about Blueprints and hard references for another post.
Expect Apple and Microsoft to drop all Unity games from their game subscriptions if this is still true in January.
Other's have pointed at this CEO's history at EA as indicative of how terrible he is (and yet he still gets crazy money, because execs only fall up).
They might just have no fucking clue what they are doing.
The only reasons why someone would possibly consider using Unity now would be if:
- They're already supporting or developing a Unity game
- They have a lot of staff that's only experienced with Unity
- They simply must use one of Unity's features and no other replacements are available
How is this going to be good for them in anywhere but the extreme short-term?
Their "fix" requires fingerprinting people's computers and phoning home, both of which should really be seen as privacy violations.
And all that said, at it's heart there no justifiable reason the developer should be charged for every device I install something on. The developers are not making more money, why should the engine makers get a larger cut.
There is a reason that's justifiable to the company - it makes more money. The modern-day push to collect recurring payments and offer everything as an ongoing service is driving large companies into this strange form of software rent-seeking, including whatever this is.
But aside from that, collecting a minimal fee seems fair enough to me. If paying 20 cents per sale of your successful game is ruining your life, maybe consider investing in some of the open source game engines.
Charging a flat fee per installation, even for games that have already been developed and released (many of them for free), is insane.
This seems to include re-installs, multiple devices, new computers. I wouldn't have batted an eye at 20 cents per sale. Per _install_ is catastrophic.
A fixed fee like that also effectively kills popular $1 games.
Above all, a single player/user redownloading the game on their device counts as a separate install. They've now said that they're using proprietary "fraud detection" and IP address uniqueness to prevent fraud, and seemingly requiring devs to reach out if they think they've been overcharged.
[1] https://geometrian.com/programming/tutorials/write-games-not...