Unity is offering a runtime fee waiver if you switch to LevelPlay
mobilegamer.biz
mobilegamer.biz
Edit: It's as if Unreal wants to be king of glossy, fancy, high value brochures, magazines, and books. Unity wants to be king of phone book yellow page ads.
Unity will retract this. Switch to revenue share or whatever. They'll eat a huge loss of trust because of this idiocy, but they'll remain a relevant game engine. I just can't see any other scenario.
I am sure there are reasons this is difficult, but with so many industries built on open-source compliant tools, gamedev feels like a no-brainer for it as well.
I think "loss of trust" is understating it. This is an existential threat for lots of studios, and I can't imagine them placing future bets on the platform.
No abuse needed to lose money with this, I’ve probably installed the same games 20+ times over the years.
Does a reinstall of an app on the same device count towards the Unity Runtime Fee?
No, we are not going to charge a fee for reinstalls.
I agree what they are saying isn't workable, but that idea of install based fee could work, and would be better than a royalty for many.
This is the issue.
It would be easier if Unity just said they won't charge for installs past the number of sales. But most of the nightmare scenarios people are coming up with are not real.
Ultimately the main issue is that people made business decisions about using Unity under the assumption that the license and payment structure they were using could not change. That is no longer true by demonstration. I'm sure there's a lot of devs who are simply unwilling to deal with a vendor who changes the terms like this.
Better fixes in no particular order: a grandfather clause, delay the new fees, fire the CEO.
What Unity has in its favor is mostly in the Asset Store, but that's shifted towards being a commodity as well.
You under-estimate the degree to which companies can be driven by an exec determined to have their way.
If the goal were to get a cut of Genshin while treating everyone else as a rounding error, they'd have changed the contract to be a revenue share. Or they would not have made the install fees regressive.
(On top of that, it makes no sense — Genshin would be a poster child for revshare: a single entity that has made billions off microtransactions and that can be easily audited in one go.)
Might be much less prestigious than selling games that aren't predatory, but Unity does in fact make a lot more money from selling ads in mobile games than licensing and by a very wide margin.
The sad truth is that for every "real gamer", there are 10+ regular mom and pop playing candy crush and buying boosts every other day.
> Create Solutions (Game engine) second quarter revenue of $193 million was up 17% year-over-year.
> Grow Solutions (Ads) revenue of $340 million was up 157% year-over-year
And an even better exerpt:
> This quarter we partnered with one of the leading dating apps in the world, Tinder, to power their video ad monetization. Expanding beyond games is part of our goal of providing the most comprehensive platform for the App Economy, adding value to customers.
Customers are not players here, they are the companies using Unity.
Aside: I wonder how much user data Unity-based games harvest from mobile devices. This may shed some much-needed light on privacy, advertising and mobile games.
They've tried a few times and given up each time. It's pretty embarrassing when they've done things like released a fully featured multiplayer FPS demo that doesn't actually work out of the box and has a custom editor tool manager, custom scene loader, and custom networking layer that were never merged into mainline unity. Meanwhile they still have no official stable networking module. The old functional one was sunset and the new ones are still in beta.
https://github.com/Unity-Technologies/FPSSample
> This project is based on Unity 2018.3
> NOTE: Due to a bug in Unity 2018.3, you have to take the following step right after the initial import: 1 Search for Firstperson_Projection in the Project search field. Select the 4 shaders, right click and reimport them. 2 If you have script compile errors related to entities, you need to remove and re-install the entities package.
> One day soon we will remove this note and there will be cake.
> Once the editor is ready, open the Project Tools Window by navigating to FPS Sample > Windows > Project tools.
> Keep this window docked as you will use it a lot. From here you can open the levels, build assetbundles and build standalone players.
https://github.com/UnityTechnologies/open-project-1
> Note: As of December 2021, Open Projects and Chop Chop are not in development anymore.
There was a fear in upper management of labeling these projects as having been made by Unity because customers might perceive Unity as competing with them.
These services are still referenced obliquely on Unity’s public website: https://unity.com/solutions/accelerate-solutions-games (check the FAQ for a question about IP ownership with Unity doing “full development”)
Which makes me wonder where the rest of their revenue comes from, but I’m too lazy right now to go through their financial statements to find out.
Its seems like advertising is where its at with mobile gaming and I don't why that will change anytime soon.
What company would put their bottom line at risk dealing with these terms?
You'd be incorrect. It's a huge business. Less ads in general more paid install services as a result of ads for games, but both are huge businesses tbh.
Changing out the ad network is probably a matter of a fairly simple swap out of highly componentized components. I'm sure devs bounce from network to network fairly quickly chasing better revenue or support experiences.
Changing out a game engine is much heavier plumbing.
From that perspective, Unity might be going for a tail-wags-the-dog approach: making their ad platform stickier by tying it to something sticky, but then you'd expect to see something more direct towards that goal like "we don't allow use of other ad platforms in Unity projects".
They also went for a lot of splash damage on non-mobile scenarios-- ad-supported games don't really exist on the desktop (yes, a modest exception for some casual titles, typically stuff like Facebook-based games)
Charge them separately at different schemes best tailored for those markets.
The days that, say, a company whose main bread and butter is engineering is seeking out an engineer to lead their company are well and well and true behind us.
Nowadays most companies are looking for a “number go up” guy.
Generally speaking it’s not hard to argue corporate leadership has lost the fucking plot altogether and are steering everything in to a stone cliff face.
Data driven fiat economics and viral media is being weaponized as a mathematical minority hallucinate they are some essential element of reality itself and not just a few meat bags LARPing hand me down spoken tradition.
Missing the point that most people don't want that.
Another fun fact, the Unity CEO and several board members sold some of their stocks a few weeks ago. [1]
[1] https://kotaku.com/unity-developer-fee-installs-john-ricciti...
Individual people are weak and not rational. Majority will always continue to pay for entertainment companies products and bring money no matter how bad they treated by said companies. Think of Disney or Electronic Arts games.
Unity Technologies is a B2B software and service provider. Their decision to do a rag pull under 10,000+ of businesses will force everyone in industry to diversify. Unity not going under anytime soon, but now every single CEO and CTO in gamedev will be doing research on alternatives simply because pricing Unity come up with is not viable for a lot of games.
At the same time gamedev business is still a business and Unity is now unreliable supplier. Today we are lucky, but their ToS and fee changes could literally kill my company overnight in slightly different circumstances. Businesses that not mitigate risks like this go bankrupt really fast so no one sane will ever trust Unity after this rug pull.
Consumers of Unity games == consumers of D&D
Companies based on the OGL == Companies based on Unity license
WotC/Hasbro == Unity
D&D consumers =/= companies based on Unity license
In both cases, a large corporation (WotC/Hasboro, Unity) captured the space with promises that their platform would be free to use in perpetuity. In both cases, smaller companies were built around this garuntee; they naively thought that in perpetuity meant in perpetuity. In both cases, these smaller companies that popped up grew the large corporations to what they are today.
In both cases, the corporation tried to sneakily revoke the older agreements to trick these smaller companies into a terrible deal. In both scenarios, the corporation displayed rent-seeking behavior and proposed changes that would destroy the companies that helped them become what they are today.
> Fans can't just go and become fans of "free and open source D&D"
Not sure what you mean by this, but my friends and I are and always have been fans of "free and open source D&D" because that's literally what D&D has always been. That's why so many were angry with the OGL changes; thats why the OGL changes got dropped. And, once Hasboro tipped their hand, many did transition to free and open source tabletop games that respect their third party creators and consumers alike https://www.polygon.com/23587624/non-dnd-dungeons-dragons-og...
They literally smoked all their goodwill in a day with their retrospective revise the terms to something that fucks over ever dev thing
But I don't know, it could just be an ordinary bad bussiness decision
That would be a stupid idea. Companies that are in financial trouble tend to be cheaper to buy, typically a lot cheaper if there’s only one serious buyer candidate.
If they think “when we’re almost broke, we can sell out to Microsoft for X million”, certainly they can get at least the same amount now that they aren’t?
Especially after the bruising FTC for from the Activision fight. Unlike Activision, the FTC actually has a case here.
see reply comment
I used to work on both Xbox and HoloLens at Microsoft, but this is all public info.
Also if Microsoft is going to buy Unity, it's better to wait until the stock plummets.
Either way, I want to get in on the early Godot waves while I can.
In other words, any unity products going forward should be considered suspect. Any new games should avoid the entire company as they are clearly dishonest and have no interest in maintaining whatever contract terms you might agree to today.
…no it hasn’t. This was in their original announcement. Discounts are available for those using other Unity products/services (which includes their ad stuff).
This isn't my car insurance giving me a discount on my homeowner's policy, this is my landlord threatening to jack up my rent unless I use his garbage disposal company.
Godot on consoles isn't as seamless as Unity, unfortunately.
It's not a drop-in replacement for Unity, but nothing is.
I do have the eye, but lack the skills in my hand. I can do shiny art, but am so slow compared to an skilled artist. So why should I do their jobs?
Blender has also an asset store btw, but not really comparible (yet). But the blender foundation would be a player I would trust to invest in them. I always stayed away from unity and it seems my gut feeling was right.
Every store requires work on the devs part, Unity’s doesn’t (or extremely little).
I also don’t want to give Unity any more money so buying assets from them and porting them isn’t my idea of a good time.
Granted, I was off the unity train for over a year for personal reasons, but it still helped get me into industry.
Blender has also an asset store btw, but not really comparible (yet)."
So .. just what I said?
If that’s your requirements, use my engine Reactor3D.
Reactor3D looks pretty cool!
Has anyone called the FBI about this?
I don't find this particularly surprising. This wasn't much of an extrapolation. I stopped playing many computer/video games years ago because I had a sense that monetization was going to suck the delight out of them.
Capitalism as it works right now demands continuous, ever-increasing growth. When you saturate one source of income, you have to create an entirely new one. We went from games that were complete at shipping to games with DLC. Then we got microtransactions, lootboxes, invasive advertisements, platform revenue cuts, forcing always-online, and now this.
I suspect their next trick will be that play time of games that use their engine needs to be monitored and they'll demand some sort of royalty for every X minutes played. Some day companies will find a way to monitor every breath you make and every step you take, too. The money machine must be fed.
Tim Sweeney (Dec 2022): Epic Games will ‘fight on to victory, whatever it costs’ in Apple legal battle
Psst...that cost will be Unreal.
I'd happily wait another 5-7 years for a new game on a new engine then have a new game in two years that feels identical to others.
And then open-source it and let the creativity roam free.
Studios will take more risk on a $3m game than a $6m game.
>And then open-source it and let the creativity roam free.
These things are mutually exclusive.
Most indie games and devs would not exist without Unity and it makes perfectly sense to use services from 3rd parties. We all do, we all rely on others.
On the other hand, a steady and trustworthy business relationship is key. While I understand Unity, they wanna earn money, I think it is bad to act in such a manner.
Regarding the "look a like" feeling: This only shows, that the market works this way. How could an engine change that?
A game to me modeled in Unreal engine feels like all others created in Unreal.
For instance the kinds of games made in RPG Maker vs Threejs vs Unity vs Pico-8. So by having more engines we'd get more types of games because the different constraints of those engines would impact the games developers will make.
Hence like I said the engine is the medium.
Why reinvent the wheel? The examples you mentioned would mean, that everyone who is using Pico-8 is basically a rip-off and not creative enough to build their own completely innovative platform. RPG Maker is Unity in disguise with a different business model, same goes for any other platform.
There are a lot of great ideas no one is willing to pay for. Sacrificing time for no pay is a hobby. I wish some many game dev a cash cow, so that they can focus on others things as well. I don't have a problem with artists going so-called mainstream to earn a living.
I wouldn't say that everyone is a rip off using Pico-8 in fact I think Pico-8 is amazing and I'm very grateful that the platform was developed because it's changed my views on game development and its author would agree that the medium you work in is very important. he idea of a cozy design space is what lead to its development.
And RPG Maker certainly isn't Unity in disguise (well I guess the older versions) and because they way it's designed leads to very different games then Unity even though you can create the same kinds of games in Unity.
I have no problems with artists making a living from their work either and I also have no problems with people exploring new ways to make games.
so I guess what I'm saying is not everyone needs to go out and make a Unity/Unreal/Godot clone but I wish more people would explore the fact that their tools are a medium and can greatly impact the type of art they make.
On top of that, FF16 is using some custom engine as well. People assume it's a fork of FF14's engine, but nothing official.
>And then open-source it and let the creativity roam free.
Well now you're just hoping for the moon. Many studios do indeed have their own engines in house, but I believe CryEngine is the only one that eventually became open source (over a decade, an aquisition, and two forks later).
This is the right move. It represents an opportunity to dethrone google in the ad display market, at least for gaming.
With paying for games, the cost is clear. With ads, it isn't.
Gabe Newell is always quoted for saying "piracy is a service issue". But it turns out it's a issue you can eliminate if you keep all your content on a server and the app is just a free, thin client. Mobile found its own way around piracy, and it found new markets even when "core gamers" left.