Unity’s new “per-install” pricing enrages the game development community
arstechnica.com
arstechnica.com
Unity Can Get Fucked - https://news.ycombinator.com/item?id=37497128 - Sept 2023 (13 comments)
Unity wants 108% of our gross revenue - https://news.ycombinator.com/item?id=37495868 - Sept 2023 (30 comments)
“This Is a Disaster:” Game Developers Scramble to Deal with Unity’s New Fees - https://news.ycombinator.com/item?id=37493028 - Sept 2023 (145 comments)
Unity rushes to clarify price increase plan, as game developers fume - https://news.ycombinator.com/item?id=37491002 - Sept 2023 (71 comments)
Unity’s pay per install is unworkable - https://news.ycombinator.com/item?id=37489247 - Sept 2023 (9 comments)
The Death of Unity - https://news.ycombinator.com/item?id=37486431 - Sept 2023 (208 comments)
Unity plan pricing and packaging updates - https://news.ycombinator.com/item?id=37481344 - Sept 2023 (504 comments)
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Here's a quick refresher on how we handle a Major Ongoing Topic (MOT) like this one: we downweight follow-ups until there is Significant New Information (SNI). I don't see any SNI yet; readers of "Unity Can Get Fucked", "The Death of Unity", and "This Is a Disaster" don't need a new article to tell them that devs are mad at Unity right now. Once something happens to significantly (or interestingly—i.e. something non-repetitive) advance the story, we can have another frontpage thread.
Past explanations on follow-ups and SNI:
https://hn.algolia.com/?dateRange=all&page=0&prefix=true&que...
https://hn.algolia.com/?dateRange=all&page=0&prefix=false&so...
1) Charing for installs vs sales. Because installs are potentially a multiple of sales (and thus, revenue), this will make it extremely difficult to build accounting models for in advance of launch.
2) For the thousands and thousands of devs that decided to invest in learning Unity (vs Unreal or otherwise), many of them did so with the understanding that the business model would always offer a royalty free tier. This was asserted by the CEO! They've since raised (arguably) way too much private equity capital and now have to put the screws on their customer base.
While Unity has been slowly losing its focus (indie / mobile), Unreal has been executing better and better. If you're invested in Unity, it's time to strongly consider a switch.
But I'm not a game dev, so take this with a whole helping of salt grains.
After all, Epic can make whatever promises they want and then go back on them later. See for example Unity's promise to allow developers to not update and stay bounded by the old ToS (which they silently went back on before this whole fiasco).
My point is that you are completely beholden to whoever you get your license from.
Epic's license and the associated fee structure are tied to the version in effect when you give your notice to Epic, which can be at any point in development up to the moment of commercial release.
Unity's license and associated fee structure can change at any time and apply somewhat retroactively, and apparently even to third parties like game subscription services.
Heck, what about webgl builds where it's often downloaded from scratch. Is each loading of the web page an "install"?
Could I bankrupt a dev by continuously re-installing their game on Steam?
> Could I bankrupt a dev by continuously re-installing their game on Steam?
I'm wondering this too. How long until there's a script to uninstall/reinstall a game in a big 'ole loop to game the system and rack up some charges?
They address the install/uninstall bits in the article. It says they're planning on counting one device as an install total. So if you remove/reinstall on the same PC, that only counts as 1.
Also, yeah, this just seems like an even better reason to learn the, seemingly vastly superior, Unreal Engine and use that.
Is there a reason people still use Unity other than familiarity? It's fine but I installed the most recent version a few weeks ago to find it's basically the exact same as the 2019 version I used a lot. Feels really outdated versus Unreal.
https://twitter.com/cultofthelamb/status/1701715971663425897
And revenue usually doesn't grow indefinitely, so...
Statements like this show how Silicon Valley, over the past decade, has stripped itself of foundational business acumen. A garden-variety MBA should be able to tell you that most businesses don’t do this. They aren’t expected to grow like that. Most businesses in America are steady-state, with low or no real growth. If you promise growth and fail to deliver, yes, you’ll get skewered. If you don’t want that, don’t promise growth.
It has interesting implications in practice.
The only question is how many people they will destroy on their way down.
Any game developer that didn't do it already should really look into creating a limited liability company of some kind and transferring the games into it. The software stores made it really easy and safe to just sell things on a person's name, but for Unity games it's not safe anymore.
Imagine the nightmare these fees create for a company that makes a legendary hit game that is still being installed decades later. Imagine Sid Meier still paying Unity royalties in the original Civilizations! (I know the original Civilizations did not use Unity, but it is an example of a game that is still installed.)
Unity is creating a perverse incentive for game developers to kill off great games after they are a year or two old.