Game developers flee Unity after exorbitant price plan announced
boingboing.net
boingboing.net
Unity is now (and maybe always was) a platform for mobile advertising and data collection wrapped with a game engine. Unity is offering to wave licensing fees for game developers that use LevelPlay, the advertising platform that comes with Unity, instead of their rival, AppLovin, who, incidentally, tried to buy them about the same time as the merger with IronSource. https://www.gamerbraves.com/unity-silently-offers-developers...
It’s more like they asked Unity to merge with them at fairly favorable terms (Unity’s CEO would’ve been in charge and their shareholders would still control majority of the new corp).
That would imply that AppLovin felt pretty desperate. For good reason I guess since these licensing changes seem to be in a large part designed to run AppLovin and its other competitors out of business.
Developers can invest a significant amount of time and resources building tools, supporting systems and workflows around these engines that aren't necessarily portable to other engines. There is also a significant time investment in learning the API, engine internals, and nuances of operation. Disrupting revenue streams so aggressively for the licensees is only going to result in breaking trust between Unity and their customers, driving them away permanently. They can also forget about taking on any new customers as few will be willing to move to a platform which tries to aggressively limit their choice of income model.
While Unity has filled a niche in it's usefulness, there are much better offerings (either higher or lower on the spectrum of capabilities) for other proprietary engines and a few under-featured free engines. They are not irreplaceable.
I do feel bad though for all the Unity developers that are having to deal with this but at the same time I think that many might have anticipated something like this would happen for some time.
- relying on big hardware, OS platforms, or cloud platforms, e.g. iPhone/iOS, Android, AWS you're at the mercy of bugs, changes in behaviour, deprecations
- relying on walled garden ecosystems your risks are app review processes and changing priorities, e.g. the App Store, console distribution
- relying on open source you're at the mercy of project governance and contribution. Yes you have the source, could your business model really fund the maintenance and development of the project if independent contribution ceased or you needed to fork?
At some point you just have to place your bets and play the game. Good architectural decision making can, of course, mitigate your risks - and there definitely are 'bad' decisions.
You extend even more with project governance, extending to copyright, user agreements and product lifecycles you can not influence.
That's the thing right? You don't need to extend it if it worked at the time. You have the source and you can employ someone to make it work. The risks are much less than a any other option. Copyright, access to source and even the ability to continue functioning almost make it a no brainer.
I do agree that at some point a decision has to be made. We often shortcut the right thing to do for the immediately profitable.
I should not be surprised, but I do get disappointed.
I didn't expect _this_ to happen, but I still feel like if your putting your life into something you probably want to make sure you own it.
yeah its godot
If you've followed John Riccitiello's career it's hard not to conclude that it's the former.
For most already released ones porting would be more of political/personal/etc. statement than something that would make financial sense
But the positive response from just offering it would be a good PR move, IMO.
It's why I like to stick to more fundamental tech when building something... at least the skills you develop will be with you forever.
I don't recommend building a generic engine or anything.. I start with putting a window on the screen, capturing player input and from then on I focus on the core game itself. The entire code base is the game, there's no engine unless you consider the game an engine.
Would I recommend this for building a AAA game and targeting 12 platforms? Probably not. If you're dabbling with game development then I think it's an incredible way to learn a lot while building up a skill set that is transferable between projects.. plus you won't get the rug pulled out from under you like Unity just did :)
I would also add LuaJIT. Being able to easily extend C types and do things like wrap vector math or string operators around SDL types without the complexity of C++ is a treat.
YMMV, of course, a lot of people have issues with Lua and LuaJIT is pinned to an old version of the language.