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.
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.
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.
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.
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.
What company would put their bottom line at risk dealing with these terms?
Its seems like advertising is where its at with mobile gaming and I don't why that will change anytime soon.
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.
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.)
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.