Unity wants 108% of our gross revenue
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To the developers: You signed a contract, and now you expect to not have to live up to it? And equally to users: Why are you using a broken toy computer not under your control that effectively acts only to hurt you? Euphemistically calling it a "telephone" does not hide the fact you are in an abusive relationship with Microsoft/Apple/Google/Amazon (the 'evil MAGA'). Throw those gadgets away, stop hurting yourself.
Because most users are not looking for a device that is a full blown computer they can fully control. The toy computer they have in their pocket is good enough for them. Heck I'm a dev & power user and the toy computer of a phone I use as my daily driver is good enough for me when I'm chilling on the sofa/lying in bed/out with friends and I just want to query something and I just want/need an "internet consumption device" as I still have my laptop/desktop when I need a full blown computer.
The question:
> Why are you using a broken toy computer not under your control that effectively acts only to hurt you?
The question to me was about a person's personal motive for choosing iPhone or Google Android, etc, not a macro argument about market demand, but I think it's reasonable that "you" could be interpreted as either micro or macro level
Speaking to my non-geek friends, they simply don't care that their phone can't run every piece of software out there, they only care if they reach for their device and can't complete a task they wanted to do in the manner they expected to complete it, and I could prob count on one hand the times I've had people come up to me over the years with a question about a task that couldn't completed within the eco-system of their phone.
You said "Nothing you said seems incompatible with an open device. Apple could open/unlock your device tomorrow and it wouldn't change a single thing you said." And that is true, Nothing I said and have seen in the wild is preventing Apple/Google/Samsung releasing a full open phone, apart from that the vast majority of their customer base (at the moment) simply does not care if its open or not so manufacturers have no reason to be open.
Even if I ask them about cost of software and suggest to them that the cost of their apps could be lower if they downloaded them directly from the dev or even from a 3rd party store they don't seem too bothered even then, I mean look at the game console market of another example of consumer apathy about open eco-systems. Though tbf, due to the Steam Deck I have seen a bump in "Oh, I can run pretty much anything on it? even those old childhood games I loved via emulation?" and "Oh I can purchase my games cheaper via key resellers?" once they get a hold of it, so maybe the world isn't as lost as it seems to be.
From what I can tell, it’s more like they have a short term contract they are happy with, but their business model requires them to be able to extend it. They can avoid the new fees ‘simply’ by not letting any user download their Unity games after Jan 1.
But yeah, using free software would avoid this.
I promise they would consider having the type of full control and responsibility you're describing as far more harmful and annoying than anything those big 4 could accomplish to them individually.
Which is why it is not unreasonable for the devs to be both pissed off and feeling like they might have legal recourse as well.
Meanwhile, people like to actually play games.
You also didn't predict this; at best people have predicted the possibility. This decision is not an inherent property of non-free software. Maybe it's inherent to some types of management, but it's not a foregone conclusion. Believing that this is inherent in non-free software is belief that Unity is blameless for making this decision.
I welcome any community of any size to create a good open-source 3D game engine. I've been waiting for a long time for equivalent-quality free alternatives to paid software for multiple disciplines and there are very few, if any.
Turns out that almost no one wants to work for free, and those that do don't seem to understand what makes paid software worth using, because almost all open-source tools like this are little more than toys with very narrow and specific use cases which are fleshed out. the use cases which do have something resembling support are not what I have ever wanted to build, so those feature columns are useless to me, and many others.
BUT if they actually only made $999k they wouldn't actually have to pay anything at all.
I assume it's a fringe case but it's still staggering how little thought Unity's upper management put into this massive decision.
However looking at how they announced this and how they seemingly weren't even able to clearly explain how this whole thing is even supposed to work (what's an "install", who pays for Gamepass/Apple Arcade/etc. installs etc.) in the initial post, I'm still not certain that was intentional.
This makes me SO glad I decided to write games without use of a commercial engine.
This is actually a big problem with games made with Unity. The cheapest license requires you to show the Unity splash screen. The next license up (Pro) allows you to remove this splash screen. As you can imagine, devs using the cheapest license also tend to be lower skilled or new devs and make heavy use of the asset store's free assets. The result is that when you see the Unity splash screen you are likely playing a poorly made game. And when you are playing a Unity game that is made by a professional game studio, you don't know you are playing a Unity game.
This isn't to say all devs using the personal license write bad software, but they do tend to correlate.
E.g., according to a quick google search, a FIFA Mobile and a Garena Free Fire has about the same amount of downloads in 2022. (Both in the top 10.)
Or rather, Unity's initial Q&A responses said that. They've half-backtracked and started muddying the waters so I think they actually just didn't think it through at all.
The Death of Unity