John Riccitiello steps down as CEO of Unity
venturebeat.com
venturebeat.com
To be clear, I know essentially nothing about James M. Whitehurst other than what is readily publicly available (IBM / Red Hat, advisory roles, etc.).
But my read on a lot of the Unity crisis, as a long-time game industry veteran myself, was that one of the increasingly common "management consulting" / investor- & revenue-focused type of gaming executives (e.g. Riccitiello, Don Mattrick [Zynga replacement CEO when Pincus stepped down], Kotick [Activision-Blizzard]) had finally overstepped their bounds and let revenue goals drive decision-making just a bit too far without customer consideration.
So, I had assumed that if Unity did make a leadership change here, it would be in a direction away from that - i.e. a more industry-seasoned executive with less of a pure revenue / "business" focus.
I think I clearly misjudged the situation here in light the Whitehurst pick; while it's possible that is truly just an interim role and they will still pivot to this in the final hire, or that I simply misjudge "the label on the tin" and Whitehurst is very culture / customer focused, I don't think I would bet on it. This seems like the board actually "doubling down" on driving revenue results - and fast.
One possible interpretation of events is that he was ousted not for the initial proposal and backlash but precisely for how he backtracked after the fact -- perhaps the board gave a clear mandate and Riccitiello was unable to successfully change pricing structure to match financial expectations. That would explain the replacement.
Things aren't looking great for Unity right now...
Other commenters in the thread have also given good thoughts / potential scenarios in similar veins - essentially that this was actually a failure of messaging, sticking to the plan, and / or both, plus some other combination of "no, seriously, we need to make money and become profitable, nothing else matters as long as the boat still floats, make it happen and keep this ship going."
And I do suspect that Whitehurst will likely be a better fit for that. A seasons gaming industry executive (regardless of investor / revenue focus) may actually be a negative if that's the goal right now... I'll be very interested to see how this all turns out.
The word "interim" was clearly used, and there's no hint in the PR statement about this being a permanent appointment. So I don't think it's reasonable to equate this to a clear doubling down of anything.
At the same time, a guy like Whitehurst is a safe, relatively unimpeachable medium term choice, not like someone you'd use for a truly short interim 30-90 days while you execute an executive search quickly. If you need him for 1-2 years of just don't rock the boat leadership, it'll probably work out fine for the company and the board would be satisfied.
There might have been an explicit mandate that Unity's pricing structure should be changed, but more likely it was just an explicit or implicit mandate that the Unity division should produce more revenue (or profit).
The actual details of how to achieve that mandate would be left up to Riccitiello and his management team.
My interoperation is that while the board probably agrees with the need to change Unity's pricing structure, Riccitiello is being ousted for the poor implementation with a proposal that generated so much backlash and then some pretty poor handling of that backlash.
Appointing a "developer-friendly" candidate would have caused more uncertainty.
As a temporary pick, I'd guess Whitehurst is intended to message "We realize we screwed up, but there won't be any sudden changes."
The reaffirmed guidance for current quarter is hilarious though, given any changes would play out in future time (e.g. developer flight for next project).
It's interesting that after-hours / future trading doesn't seem to have responded positively (yet). Maybe that's just another symptom of lost trust as well.
In this particular instance, Whitehurst isn't a board member, but per the press release[0] he is a "Special Advisor at Silver Lake". Silver Lake is one of Unity's largest shareholders (~10%) and Egon Durban is on the board.
EDIT: Also worth noting Silver Lake, along with Sequoia, committed an additional $1Bn into Unity at the time of the IronSource acquisition in the form of convertible notes with a conversion price of $48.89 / share[1], which is at a slight premium to the price at which Unity's stock traded then (7/15/2022) and at a meaningful discount to their current share price of $29.70 -- which supports the (admittedly speculative) argument that SLP's voice on that particular board is all the more prevalent today.
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[0]: https://www.businesswire.com/news/home/20231009494331/en/Uni... [1]: https://investors.unity.com/news/news-details/2022/Unity-Ann...
I wonder to what extent Silver Lake drove this overall decision (vs. others on the board potentially initiating it)
The night before the same transaction, they issued a pile of diluting shares to themselves, effectively clawing back something like 50% of the rank and file employees’ stock options.
I might have the date and percentage wrong, but it doesn’t really matter.
Silver Lake are total bastards and probably belong in jail. Avoid.
How is it legal to say "you bought 50% of this, but now I've arbitrary decided that I own 99% of it because I gave myself more percent"
The company starts up, it has 100 shares, you get 50. If you calculate it, you own 50%.
Later on the company needs to raise cash, so it issues another 100 shares. Company now has a ton of cash in the bank. Total shares outstanding is 200. Now you own 25%.
In general companies typically raise money because they think the cash infusion will benefit the existing shareholders in the long run, either by not going into ≈bankruptcy or having the cash to do investments / move into new markets etc.
^W is a control code. This specific one represents the keys ctrl+w, a keyboard command in Vi and Bash among other things. It deletes the previous word. You often see something similar with ^H as well, which is a single-character backspace. https://en.wikipedia.org/wiki/Backspace#^W_and_^U has some more information about these.
Some people use them more to make visual jokes in written text, more or less the same way you'd use strikethrough formatting in text.
…thsi typo^Ŵ^H^H…
start to appear, sometimes followed by several random letters hit in frustration, before the final hard-reset of the terminal and resignation to the fact some unsaved work has been lost.
Even then, there are no guarantees. A company can simply be mismanaged and overvalued as we saw recently with this Danish airline: https://apnews.com/article/scandinavian-airlines-air-francek...
Either way, if you had a majority of the voting shares, you could've stopped the issue.
Apple has been doing this aggressively for the past 10+ years.
The problems you have selling sugar water are not the same problems that Apple has today (or since Cook moved into the post).
I think apple is now heavily navel-gazing. Their products point inwards into their ecosystem, they don't interoperate, the customer is trapped, they have few choices. maybe I should say egosystem?
I would have agreed with this before the M1 Macbooks came out, but when it did it caused a big change in my opinion.
When that happened, basically the mac was a better pc, since you could run windows natively on your mac. The mac now shared hardware and software with the pc industry, and innovations transferred over, like graphics cards. Apple let its customers benefit from multiple ecosystems, and they have more choices.
The apple switch to arm, went the other way. how many PCIe cards from a pc work in a "mac pro"?
[0]: https://www.cnn.com/2018/10/16/investing/retail-sears-privat...
[1]: https://www.stern.nyu.edu/experience-stern/faculty-research/...
May a lot of noise, declare you're done with Twitter's bots and BS, sell a ton of stock -- not because it's overhyped, no it's for Twitter -- and then back out of the sale.
And he would've gotten away except he tried to back out 3 times and they held him to it. So now he's got this trainwreck situation, and he's doing what he thinks is the right play, lemons into lemonade.
Also not sure about R&D, as I don't know what R&D Twitter was doing pre-acquisition, but there's been an extraordinary increase in the rate of addition of new features and changes to the platform.
I don’t think that’s ever likely to offset the massive amounts of debt Musk offloaded to Twitter’s balance sheet to fund the acquisition.
> changes to the platform.
Likely one of the most horrible rebrandings in the history of corporate rebranding?
I wonder how many of these $$$ people are looking at Musk and saying, 'hold on, we could do that too'. It's amazing how resilient a company can be to code rot and infrastructure stagnation. It takes a long time to kill a company, once it has a customer base and decent revenue streams. You could probably fire everybody outside strictly operational teams and simply coast along on the momentum for a few years, creaming off gigantic profits. And what the hell, jack up your prices too, right?
https://www.reuters.com/technology/elon-musk-says-twitters-c....
https://www.reuters.com/technology/us-ad-revenue-musks-x-dec...
Sure, he scared off advertisers by welcoming nazis onto the platform. That's not something you'd want to replicate.
But he also fired 80% of the workforce, and the product kept working. If you have some subscription software where users keep paying $$$$ whether you add new features or not - getting rid of 80% of those expensive developers could be pretty tempting.
I think Unity is the next big test case. If users leave the platform in droves and revenue tanks it will continue to confirm the current hypotheses. That said private equity firms will keep trying it no matter what as the market biases make it an easier space to compete so I’m not sure it matters much to software companies.
A company that uses Photoshop, or Altium, or SolidWorks, isn't going to move off it easily. Hell, existing users will often initially be thankful when product managers stop moving the buttons every 6 months.
Of course you'll stop attracting new customers as your product gets surpassed - but there could be a lot of $$$$ to be extracted before revenue drops to zero.
SAP offered to migrate us -- on to their new HANA platform. Guess how much that would cost?
So we still have these ancient Oracle boxes and newish MSSQL kicking around. They should be entering high school before too long...
1. Fire most of the company
2. Introduce new charges (blue tick worked, but the API cost was just stupidly high)
3. Then start tearing into the platform, breaking shit
The 3rd bit is what's weird. Private equity don't usually want to destroy the product that they just bought. Perhaps he thought that Twitter needed to be simplified in order to be manageable with a skeleton crew, but it still doesn't explain a bunch of user-friendly changes or the lame "X" rebranding.
I posted before that comment, which was definitely helpful - that context (and some other helpful replies here and elsewhere in the overall thread) have changed my assessment as well.
To me, it seems he has plenty experience with managing companies.
What I meant in my original comment was, "wow, this seems like a hire that is only focused on finding someone with lots of experience managing, and not at all on the gaming industry / customer goodwill".
So I think you're right - and I also think this shows how I misjudged how I originally thought a scenario like this would have played out.
Jim was active on memo-list and seemed to listen to people. That doesn’t mean he’s perfect, but I’d give him very high marks and I think that he had a lot of goodwill among Red Hatters as CEO.
I have my reasons for thinking things changed later on, but they are subjective / personal opinion based on personal experience, so I respect anyone who would disagree and exclude him from a list like this.
Unity is a developer platform/tooling company. They don’t care about hits or franchises - they need service, stability, community, and technology innovation.
Game publishers are creative industry plays, like movie studios. Completely different business.
Of course Epic confuses things by being in both camps but I don’t think Unity is confused that they are competing with Epic in the sense of needing to outmatch Fortnite.
The backlash was staggering, and much of what they tried was rolled back. Ellen Pao took the blame for it, but it wasn't actually her fault. The founders just scapegoated her in order to make changes they needed for investors -- and depending on how cynical you are, they picked an asian woman so that they could channel internet racism and sexism as part of the distraction. Years later, they did the same thing, making multiple unpopular monetization changes, but this time the CEO taking the backlash is Steve Huffman himself, not a scapegoat put in front of him.
CEOs don't make decisions on their own, not really. This pricing change was the direction the company wanted to go in, and they got put on their heels, but only temporarily. They're still going to try to find ways to aggressively monetize.
Really taught me not to celebrate these "CEO steps down" stories. Short of an entire board replacing itself it's just a new shade of black coming in to lead the change they want all along.
I'm just saying that I care a lot more about actions than playing the blame game. And it's clear Reddit took the bait here, hook, line, and sinker. Should have been the best time to work on an alternative and it would have been ready for the API schism if they invested those 6 years in to polishing the experience and fostering a community.
instead we got... Lemmy. Oh well.
1. Imgur blocked its images from being shown on FPH, essentially crippling the subreddit
2. In response, the FPH mods put a collage of Imgur's overweight staff in the subreddit sidebar
3. Reddit will have had to ban the subreddit to maintain their relationship with Imgur (who they ended up buying).
Prove it.
Part of the API drama goes back to her time doing BD, making partnerships with apps, and possibly buying apps.
I doubt there was a master plan to making her CEO, but I believe Alexis's line was "it's her job to lose." At the end of the day, she was bad at making friends, was an awkward fit for the company, and was more experienced in politics and climbing the ladder than running a company.
Good background on her: https://www.vanityfair.com/style/scandal/2013/03/buddy-fletc...
Depends how many millions he’s accepting to walk away.
It's who they choose after the search that will tell you something.
But things don't look good no matter who they choose. Unity has to become sustainable... that, or go out of business. Their fundamental problem is somehow getting revenue and costs in line with each other.
Here are some general ways that could be done...
* Squeeze a lot more money out of existing customers * Get a lot more paying customers * Cut spending on things that impact revenue a lot less than the cut saves
The first one is what the last CEO tried with that cockamamie licensing scheme. You could go at it in other ways but in the end the impact on customers is the same so I don't think the reaction would be a lot better.
Is there any clear way to accomplish the second, at least without an even larger negative impact on revenue?
For investors, cutting cost is the least desirable -- they want to grow, not shrink. And customers also don't like to get less for the same price. But perhaps there is a way to cut costs that would spare what provides the core value to customers, and perhaps a business guy could get shareholders to accept that it is the only way.
Whitehurst, on the other hand, has a history of strong execution across multiple industries, and built a reputation as someone who protected Red Hat's culture against attempts from within IBM to "Big Blueify" it (possibly to the detriment of his own role within IBM). Even as an interim, having him onboard is a good sign for how Unity is looking to repair its relationships with developers.
On the other hand, the continued growth of gaming revenues, for both developers and services providers, compared to all other creative industries, is all attributable to innovations in business models. I suppose if people rocked the boat as little as you suggest, the only software being sold to game developers would be Denuvo.
Even game studios can't just change things willy nilly. If Baldur's Gate 3 had been a microtransaction-funded F2P game, it would have been a flop—their target player base doesn't like that business model and wouldn't have gone for it. It's better to try out a new model with a brand new franchise than to try to pivot an existing franchise.
Enterprise software has these same constraints and more, because monkeying with the business model doesn't just mildly irritate prospective customers, it can and does throw off years of planning for thousands of people per company. They can't just shrug and decide to not invest in the next installment in your game franchise, they have to re-do their corporation's 5- and 10-year plans.
This, very much so. Unity made two cardinal sins: creating a pricing model that didn't align with customers' business models (tying price to downloads rather than revenue), and then attempting to apply it retroactively to existing contracts (which, at best, would have resulted in high-profile and ugly legal battles against their largest customers and, likely, would have ended in a judge slapping their lawyers around with a copy of Williams v. Walker-Thomas).
In both cases, creating business model risk and uncertainty drove developers towards other software choices, not because developers are opposed to Unity asking for an engine license fee (after all, they already incorporate console fees, app store fees, etc. into their business models), but because Unity created financial uncertainty: they couldn't forecast those fees with decent probability and precision, and because they no longer trusted Unity not to try to retroactively screw them years down the road. Unity fixed the first problem, but now they've got to work to win back trust on the second.
https://chat.openai.com/share/537dd325-1c5c-422b-8b4a-a44852...
Everyone is assuming the majority of Unity's customers ("most" as measured by $$$, not by quantity of devs) aren't F2P games. I'm not sure that's actually the case; if most of their revenue comes from F2P then shafting everyone else in order to shore up their F2P business would likely be the correct business decision.
The traditional game developers can just go "Unity takes 1$ per download (or whatever), the average player downloads 3 times, the game costs 10$, 3$ goes to the storefront, so we have am average profit of 4$", which seems simple enough to deal with to me.
Which forces them to use Unity’s Ads and other services which can be used to offset the per install fee. So on paper Unity would win either way.
Hot take, but I think it would have been fine financially. Would the online consumers and even media drag it through the mud? Definitely. But I reckon console gamers have less than a 10% chance in correctly predicting some f2p model would crash and burn.
Now I can't say if it'd be more profitable than selling as premium, because it didn't target mobile and that is the real market for that monetization. But I doubt it would have crashed.
- Dungeon keeper mobile - Ultima Forever
100%
I was at IBM at the time. We really hoped he would eventually take over from Ginni once she left... nope. We really could have used someone who wasn't drinking the blue koolaid. Well.. the rest is history.
All this other crap about Silver Lake being a giant POS is concerning though.
It's interesting that everybody focuses on Red Hat after acquisition but no one ever asks how IBM is doing now. Maybe it's delusional to think that Red Hat could change something of its new overlord, but perhaps the acquisition was already showing the desire to change IBM from within?
Amazing that he could so correctly identify why price-blinding tactics would work on people trying to have fun, but not do the inverse and see why it wouldn't work on people trying to develop a product.
This is said by someone who wants nothing more than to see Unity die.
Whitehurst was pretty instrumental in getting Red Hat sticky in places where it was just RHEL. Open Shift, Open Stack, etc all drove value-add for the business and for their customers. Cloud is fickle though so selling tools to studios and trying to compete with Unreal in the VFX space is how Unity moves forward. Take your lashings from the game devs. Shore up your presence in VFX, Movies, Film. Evolve.
The tsunami has squarely landed on Godot’s doorstep. It will be up to them on how they manage the swell.
I think we both agree that small indie studios will not be returning no matter what promises are made, who is CEO, or what new shiny monetization idea they come up with next.
I wish him the best of luck.
One thing I agree on: more often than not, behind an interesting piece of art lies an interesting personality.
To advance the conversation based on some substantive facts, based on my conversations with creators of large free to play Unity games, all were already using IronSource and were not impacted by the changes anyway. As a game developer who publishes himself, I do not plan to migrate away from Unity, and I wasn't really impacted either. I can't speak for the 30 or so studios who posted pleas to revert the changes, but based on what happened, I believe they got what they wanted. So if their decision-making is rational / based on facts, I don't think they're migrating either.
This is all to say that when you have no budget, so you value your time at zero and you have no visual art you didn't author yourself, it's easy to put 100% of the personality into the product, and make that The Thing. There are people I know who turned 20,000 followers on a TikTok about games into a $1m check for a game studio! This is a viable strategy, it is uniquely suited to people to have opinions about game engines. But my facts-informed opinion is that this isn't representative of most game developers, and that they are actually really happy with Unity and relieved that the pricing changes found a middle ground that is less emotionally charged.
I've been using unity for almost a decade now and enjoying it despite the many caveats and idiosyncrasies I come across.
The bottom line is, I definitely don't want to throw away the decade of experience I have using Unity if I can help it. Ultimately I want them to learn from their mistakes and move forward. While Unity has had a fair share of missteps ultimately it's the devil I know.
I do think this is the right approach. This is the approach I took. I was dependent on an engine for a long time until I realized it was just a facade and that I already possessed the knowledge to do it myself. So when XNA died, and MonoGame wasn’t mature yet, I had no choice but to write my own. Some of that effort went into MonoGame’s early days, most of it didn’t (I respect keeping the API the same but we, devs, could have done better to improve it).
Unity made it easy to build games without having to know the underlying proponents that do what they do. Instead, it’s presented through a massively opaque interface called a MonoBehavior. Because of this opaque abstraction, it’s almost impossible for a Unity game developer to know exactly what’s going on under the hood.
My first game engine took me 3 years to get to a point where I could ship something. My second was 1 year. My latest was 3 months.
Eventually, it becomes just adding another interface to your GPU abstraction to support wgpu or DX14, or Vulkan2, or Metal, any graphics api becomes just a Buffer, a Queue, and a sync lock.
instead of indies, i think this applies much more to mid-level studios. Indies tend to be much more flexible and agile, esp. very small indies. Mid-level studios, with a dozen people that have gotten used to the toolchains and have existing investment in it (any custom plugins for example), would have a harder time switching away.
However, this whole debacle just goes to show that proprietary software may be a trap, unless the T&C explicitly clarifies and makes it _not_ a trap. This is what unreal engine has done (you at least will always remain on the same T&C for the version you signed it for).
Open source is a much safer bet for the long term for an indie, esp. if they're just starting out now and do not have toolchains attached to unity. And the godot ecosystem is just budding right now, which means the opportunities are also great there.
Opportunities to spend significant amounts of time working on tooling and other engine features (with a non insignificant likelihood of still ending up with something inferior to Unity depending on your use-case) instead of actually making your game?
Yes, what Unity's management tried pulling off was stupid. However The engine itself is remarkably cheap from the perspective of many developers compared to any open source options.
> unless the T&C explicitly clarifies and makes it
Funnily enough IIRC Unity had a similar issue with the T&C back in 2019 when they promised to never change it retroactively again. Somehow they managed to "forget" it in a couple of years...
I guess one important difference with Unreal is that Epic has way less bloat (several times less employees) and make huge amounts of money from Fortnite so they don't need to try and squeeze as much as possible from their engine clients (currently anyway..)
it's not about changing it, it's about including a clause in the T&C that the version they signed is the version in perpetuity for their version of software (obviously, an upgraded version may have the T&C changed).
Unreal has this clause iirc, but not in unity.
Their founder/CTO (who seems to be MIA these days) published this back in 2019:
https://blog.unity.com/news/updated-terms-of-service-and-com...
"For this reason, we now allow users to continue to use the TOS for the same major (year-based) version number, including Long Term Stable (LTS) builds that you are using in your project."
Which is something they presumably "forgot" about...
The unreal terms[1]:
> 7. The Agreement Between You and Epic
> a. Amendments
> If we make changes to this Agreement, you are not required to accept the amended Agreement, and this Agreement will continue to govern your use of any Licensed Technology you already have access to.
vs the unity terms[2]:
> 23.2 Changes to Terms
> To the maximum extent permitted by applicable law, Unity reserves the right from time to time to (and you acknowledge that Unity may) modify these Terms (including, for the avoidance of doubt, the Additional Terms) without prior notice.
I never implied it was otherwise.
However if we look at their TOS from 2019 (the time of this blog post) they do have this:
> if the Updated Terms adversely impact your rights, you may elect to continue to use any current-year versions of the Unity Software (e.g., 2018.x and 2018.y and any Long Term Supported (LTS) versions for that current-year release) according to the terms that applied just prior to the Updated Terms (the “Prior Terms”). The Updated Terms will then not apply to your use of those current-year versions unless and until you update to a subsequent year version of the Unity Software (e.g. from 2019.4 to 2020.1)
I don't think the section is still there anymore? But presumably it still applies to you if you haven't upgraded past 2018/2019 versions. But it was actually in the TOS (just like for Unreal) which I didn't expect.
*https://github.com/thaliaarchi/unity-termsofservice/blob/243...
maybe if this happened two years down the line and W4 Games had more time to establish itself (maybe even make it's own game to inspire confidence) it'd be a different story, but I can still see indies coming back. If they ever left to begin with. And this isn't even talking about the corporate giants in the mobile space.
Why are you so certain that a significant proportion of them even left in the first place?
> As an employee at Unity
I don't think they are even remotely close to being as transparent internally as they used to be a few years ago. Also as far as I'm aware sales data wasn't accessible to every single employee even back in those days?
Give it 5+ years and another screw-up from Unity at the tail-end, and I 100% agree that Unity is sunk for indie devs. But as it is, Unity has a grace period where devs are locked-in and if Unity can demonstrate stability over the next few years, then people will forget it.
And yes, if. Unity's current PR position is in a fully-stocked rope warehouse, but they could navigate out relatively unscathed.
I wholeheartedly disagree. There’s more choice than ever. A search on GitHub would show you.
Unity has had one thing going for it. It was easy to get started and it had a ton of learning material. It is NOT the only choice. Off the top of my head there’s:
- Ogre3D
- O3DE
- MonoGame
- GameMaker
- Godot
- Cocos2d
- GDevelop
- Pandas3D
- Reactor
- Stride3D (formerly Xenko)
- Three.js
- Babylon.js
Unity’s editor first approach and their C# “everything’s a behavior” is why so many think it’s the only game in town. It’s not. It never was.
It will be interesting to see how his Whitehurst's pedigree translates to this smaller-scale, higher-touch sales motion.
Forgoing the core Unity audience of game developers and gunning for studios / VFX when Unity is clearly not the graphically superior engine sounds risky at best, reckless at worst.
You misunderstand. They have different verticals but Jim’s mission is the same. Sell them tools at enterprise subscription prices. Per seat, per project, per shot if they can. Forget the indie game devs and their small studios. That bridge is burned beyond recognition or reconciliation.
And small indies may transform into large enterprises surprisingly fast. Mihoyo was a small indie only 10 years ago.
Its much much easier to repair bridges with indies, who don't really want to move off unity as much as you think, and can be placated by backpedaling and the CEO replacement.
Considering Unity's previous pricing model (per seat) it really didn't matter that much whether their client made 5, 10 or 50 mil unless they massively increased their hiring because of that, unless they can charge per install/% of revenue.
> Traditional industries rarely have such lopsided staff/revenue ratios.
A negligibly small proportion of indie developers are even close to that.
It's just so much easier to get your product ingrained into a company that is growing, as long as you are getting your revenue tied to theirs. Their growth becomes your growth. But it has to be done in a way that makes them not run away. Offer different funding models depending on the project on the other end, and let the customer pick their pricing plan. When the plan for the small company starts looking too expensive for the big one, you get to renegotiate when your tools are already everywhere, and moving away is a hassle.
It works for AWS, Stripe and the like. It should work here.
And I love Godot -- love it-- but it doesn't do all the things Unity does. Even if it did, it would take years to get all the teams to switch. Think how long it took people to move away from Flash!
I'm not sure about that. Unity itself is not at all a particularly modern engine (just like most engines being iterations of something designed in the 00s or early 10s)
But I'm probably just daydreaming.
You can also see that the Urho3d repo is readonly on Github. I don't know which fork is the most active but there are a few that sprung out of the mess.
If there weren't people at Unity that could influence or stop the former CEO, the problem probably also didn't vanish with his termination.
It could also just be a PR move. Riccitiello is disliked among Unity customers, so you get goodwill by firing him.
You may know what a CRDT is, but (apparently) the Trello board is beyond you.
My read of this debacle is that the Unity CEO did not pay attention to details. It's as if he had ever thought of how the policy would play out -- a signature move of a corner-office boss who simply delegates everything about product to his lieutenants. Or worse, to the lieutenants of lieutenants.
This is in such contrast with those founder CEOs, who painstakingly think through product and policy changes.
No way to know, I suppose, if it was him + the board vs everyone, or him vs the board... but unless somebody leaks the details, I'd assume the board is just as culpable.
Research and information is compiled for them, which they then review.
What're your thoughts on politicians who are in multiple subcommittees? Not smart enough?
No. It was to either do that or be the scapegoat and take the golden parachute. Either way it's wins all around.
Now he can be blamed for the board's decisions. Meanwhile it remains to be seen how much anything will change. After all, the cause of the problem is gone now, right? /s
Of course, while that idea may be arguable it's also absolutely idiotic. But I won't be at all surprised if Unity continues to steer in that direction, especially now that the Ironsource people comprise a large part of the company.
I mean.. maybe? But it would be surprising.
Executives are fired for bad decisions all the time. You just don’t hear about it when there isn’t bad press.
There's a reason the term "fail upwards" is so commonly used.
Unity's mishandling of the Runtime Fee policy announcement has caused permanent damage to their reputation. It was a perfect case study in how to undo decades of trust-building in one day.
I follow a lot of game developers online. Every single one that uses Unity today is planning to switch engines for their future games.
Will all of them switch to Unreal, or are there other viable options?
All the Candy Crushes as well as several other games use variants of a custom internal engine that's managed by a fairly sizable central team.
It seems that Candy Crush predates the engine by a few years and that the engine was originally created as a hobby project by one of the King employees, although it’s seen commercial use on mobile by a number of studios and has received backing from King and others over the years. King are not currently listed as a backer of the Defold Foundation, but one of the board members is the “director of engines” at King.
Godot seems to be the way people are going right now though (I haven't tried it).
I'd say it's better than ever! I'm not a big VSCode user but it has some really nice integrations that it convinced me to use VSCode.
Here's an article on a neat stack that Shiro games uses https://haxe.org/blog/shirogames-stack/
Most A/AA devs I follow are planning to switch to another engine when they can (e.g. not mid-project), but I know a few who immediately started porting to Unreal/Godot. Most AAA devs I know already don't use Unity.
Unreal lets users stick to a license with predictable fees.
By using Unity you are still agreeing to a liability with no limit that can change at any time and your only recourse is to cease development or stop selling your already-complete game.
1. https://forum.unity.com/threads/unity-plan-pricing-and-packa...
The bigger issue is that Unity is trying to assert (again) that they can retroactively change your licensing agreement at any time, and for any reason -- and have explicitly said they reserve the right to increase these fees (which, yes, are less than competitors right now) in the future.
> Unreal is even more expensive and requires reporting your revenue to pay for it. How is that a better option than Unity?
With their new changes, Unity also requires reporting your revenue/installs. In terms of the cost difference, the consensus seems to be that people will pay a little more to lock into a predictable license that can't infinitely add unpredictable fees later, even on games for sale that are no longer in development.
- John Riccitiello
This is why Microsoft doesn't care if people pirate Office tools for private use, because if they get to a position where they can decide what tools to use for a company, they'll pick what they know. Office.
The same works for Unity, if an indie company becomes a AAA level studio, they'll use what they know and what they have been using for years.
Now there's a risk that it'll be something that's not Unity.
https://en.wikipedia.org/wiki/Jim_Whitehurst
He wrote a book about open source software while running Red Hat, The Open Organization: https://www.redhat.com/en/explore/the-open-organization-book
He is an MBA, but he got his undergraduate degree in CS from Rice.
When he joined Red Hat, he was widely known as having turned around Delta Air Lines fortunes.
That being said, even before the drama, unity was a sinking ship that was not profitable. Something will have to give eventually.
Surely the new pricing is the solution to that? The fact that we have these massive companies, creating complex software, used by tens of thousands of people to build their own companies, and they are unprofitable is insane. Their original pricing scheme was a mess, but charging more generally and becoming profitable is good for them and therefore good for the tens of thousands of companies building their businesses using Unity software (given that Unity doesn't die and they don't have to retool their entire dev stack).
So the only question remaining is this: Did they announce these changes with the intent to walk them back to something else, or are they really that stupid?
My bet is on the latter, honestly.
> Our terms of service provide that Unity may add or change fees at any time. We are providing more than three months advance notice of the Unity Runtime Fee before it goes into effect. Consent is not required for additional fees to take effect, and the only version of our terms is the most current version; you simply cannot choose to comply with a prior version. Further, our terms are governed by California law, notwithstanding the country of the customer.
The communication around this rollout was absolute rubbish. Even employees were trying to get clarity, and they were forced to figure it out and real time.
[1]: https://forum.unity.com/threads/unity-plan-pricing-and-packa...
So presumably if you’re a customer in the EU you’re still doing business directly with their CA HQ and not an office registered in Ireland/Luxemburg/etc. (pretty much how every other major company does it?)?
Then again why wouldn’t you say stuff like that as a lawyer? The fees from all the lawsuits would’ve been pretty immense (regardless of who wins..)
That, combined with the fact that there was no safeguard for the install fee to be capped at some percentage of gross revenue made it so clear that they were trying to get something out of their free to play market specifically, which seems to have been to force their F2P customers to use their Unity Ads service over Applovin or similar competitors since they gave credits towards the runtime fee if you vertically integrated with Unity.
Almost nobody who could do basic math would’ve paid the $0.2 fee. They would’ve just upgraded to pro (considering that’s something they already had to do if their company’s revenue* was above 200k under the old model).
* the fact that Unity switched from a per company rev. limit to a per project one was also a significant discount to some users (e.g. if you work in an actual company but need Unity for a temporary/side project you now get it for free).
I’m not sure why folks appeal to a smug sense of “well I can do math”. You most certainly cannot account for every single case.
Free to play based on their initial plan of install based metrics with no revenue cap would have become infeasible unless you also happened to use Unity’s ad network.
Considering how high CPI is for mobile game ads ($0.2 to $2.5 or so depending on country) I don’t believe that would have been the case.
Of course the fees would still be significant for a large proportion of F2P developers and possibly crushing for those who make very little per user.
> I’m not sure why folks appeal to a smug sense of “well I can do math”
I was aiming that entirely towards the people who were focusing on the $.20 fee. Doesn’t make Unity’s announcement/model any less stupid but I’ll reiterate that only those who can’t do basic math would’ve ended up paying that much.
Not directly.
$1,625,000,000USD spent buying Wētā.
$4,400,000,000USD spent buying IronSource (I think? It's a weird deal).
At 20c per install, every person in the world would have to install four Unity games just to make back what was spent on those two deals. At the lower 1c per install rate, everyone in the world needs to install 75 Unity games.
I've probably got the actual cost of the IronSource dal wrong, but there's also salary for what is apparently 9000 employees. Maybe $500,000,000USD/year for that?
It seems like the goal is to use promises of not having to pay the fee as leverage to get devs buying their brand of related services. For instance, they suggest you might earn "credits on the Unity Runtime Fee based on the adoption of Unity services beyond the Editor, such as Unity Gaming Services or Unity LevelPlay mediation for mobile ad-supported games."
1. Actually scrapped the install fee
2. Scrapped their ads product that this bullshit was all supposed to push
3. Made a binding commitment to not try this shit again in the future
4. Fired the board that hired JR
Didn't they cap it by revenue? That's the impression I got.
a) the company truly believed people would pay;
b) They believed that the fallout would not be that bad; or
c) Worst case, they did not consider fallout at all and just said raise it.
This generates bad pr with customers becsuse customers just want their (very long standing) issues fixed and instead they announce a billion dollar acquisition-merge with ad tech and a bunch of other new products for different industries. So when the pricing changes hit these already frustrated customers, the backlash was severe. You don't fix the core issues and charge more for the engine you broke in some places?
If we had shareholders happy with steady profits we wouldn't be in this mess to begin with. They'd focus on the core product and have much leaner teams that do R&D for maybe 1-2 new products. But that's now how the stock market works. .
I do agree with the sentiment that we have become too accostumed to not paying for certain things. The question is whether I like it enough to pay to keep it around.
But they overestimated how locked in their customer base were and how much more resourced game developers were to challenge them on their shenanigans than third party Reddit app developers.
Unity has none of those things. It's a stone cold tool designed to make money for game developers and there are clear alternatives in Unreal and Godot. Now sure there are people who've based their entire career around knowing Unity, but those skills are reasonably transferrable.
They were unfortunately also caught completely unprepared at the time and fell flat on their face when it was time to scale up to accept Reddit's migratory mass. I'm still not sure if I actually have an account or not because the registration process was half broken. Time will tell how prepared Godot was, but at least they released the somewhat more stable 4.1 recently.
It's a conflicting feeling since I'm still pretty bummed out by the api changes, but also recognize that much of the power mods capabilities were fueled by it.
This is the key for Reddit - there are no good alternatives.
Specifically for entertainment. That subreddit about the book series you're reading, the show you're watching, the video game you play, and the sports team you cheer for is hard to replace.
>, I'd say people are leaving Reddit, but unfortunately I'm not sure if any of the community-run alternatives are as popular as Reddit is now (or was before the user exodus).
Well, I'm here on HN :). There is no perfect community driven alternative, but between HN, Tildes, and various Discords I get most of what I wanted. Also keeping an eye in the long term on certain forming sites.
But there are a few niche subjects I use reddit for so it hasn't been a complete migration. Once I find any community talking about mobile gaming scene I should be fully set.
lemmy.world is the instance I chose, and I'm having a fine time there. Things could be a bit more livelier, and I'm sure it'll happen with time.
This was a process that already started before the policy changes around API access though.
I'm not quite sure about that.
A lot of groups who defaulted to Reddit actually got off their ass and set up a Discourse or Discord. I consider Discord a huge step backward, but those who set up Discourse groups are now in a much better place.
So, a lot of the technical people who made Reddit the "go to" place for searching are now gone. As that half-life of the knowledge of those groups kicks in, the usefulness of Reddit is going to slide down.
Still am hoping for a true replacement one day. Keeping eyes on what communities popped up when the next surge inevitably happens. The real issue is grabbing the right power user who will generate a bunch of content to engage with, and that's hard to do.
But yeah, the revenue on everyone else is likely what they were after.
If you look around lately, everybody is desperately scrounging around for more revenue and fewer free tiers/accounts/features/etc. Many of the strategies to do so will falter or fail, as here, but they’re being made all over the place.
Either a wave of greed culture happened to spontaneously wash in, or an investment economy built around perpetual exponential growth and potato-tossing is preparing for a bleak future.
A higher risk-free rate of return from e.g. Government bonds entails higher 'required rate of return' for all other investments in the economy
Suddenly, all companies need to increase their profits by 3-5 percentage points, while their costs are increasing across the board. So they need to increase sales (hard/expensive), reduce costs (might not be possible), or raise prices ('easy' to do, but customers might not accept it)
Fate/Grand Order is one of the most profitable games on the mobile phone market, it literally makes millions and it's written in Unity. As far as I'm aware, Lasengle (the developers) don't actually have a Unity source license so they'd fall under this deal.
The console/desktop market just... was not a consideration.
Small correction: FG/O makes billions. Over 7 billion, in fact. https://gameworldobserver.com/2023/09/11/fate-grand-order-hi...
Western games basically never pierce in Japan, not for lack of trying.
Japanese mobile games extend from their life and media consumption habits
Probably money. You don't seem to have considered the alternatives, one of which may have been mass layoffs or even total failure. Asking for more money is never easy, but I don't think that means companies just shouldn't do it.
A game engine is fundamentally a year of learning investment on the side of the game dev before employment. For a business a game represents half a decade or more of an investment, and several man-centuries oinvested.
The Unity team severely misunderstood what the liability of being an unstable partner would look like. And did so by trying to extrapolate based on a gamer/redditer not being entertained as long/efficiently as expected.
If nothing else, this reminded small developers how vulnerable they are in terms of negotiating power.
The dude is the definition of short-sighted management that caters to short-term shareholder gains at the expense of long-term value.
Now if only they could undo their acquisition of IronSource...
But from a purely speculative standpoint, it seems very possible that they were ousted because of the pricing debacle. I could see a world where the stakeholders aren’t thrilled with the damage the pricing changes did to their brand and took action.
With Unity at such a privileged position in the developer ecosystem of the upcoming Apple Vision Pro, I can imagine that Apple execs were pissed off that Unity would do something so stupid and shortsighted to jeopardize their developer ecosystem.
I haven't heard anyone float that idea yet, and the term "Apple" doesn't appear anywhere (yet!) in the comments of this post, so it doesn't seem to be on most people's minds. But still, I wonder...
Not sure how he'll turn the Unity ship around, but his outlook is likely to be 100% in the opposite direction to the previous (dodgy) CEO.
The only way Unity was going to be able to begin to recover from their recent PR snafu was for him to go. They needed a fresh start.
Others mentioned it earlier but it looks like Godot had a big boost in users from this fiasco. Perhaps Unity is concerned about real financial damages done to their bottom line because of all this? I’d expect them to try a lot of stuff and see what sticks to make sure they don’t miss their targets this year.
This situation is being watched by all the other executives out there at other companies, who are just waiting for a moment where they think they could get away with the same thing. This resignation is a loud and clear "don't you dare!"
Developers need to have a big think and should be managing their risk and exposure to potential price shocks like this to ensure their own viability.
On the surface the cartoon is silly and extreme but speaks a deeper truth. Consider that SilverLake is the entity that has proven itself to care only about extracting profit and nothing about games as cultural expression of the community and welfare of those who make them. Riccitiello was incompetent in how he made the exploitation of game developers obvious but given Unity's funding structure they will keep doing the same. Maybe now they're scared that they are losing a valuable resource of developer trust, but they consider it only as far as it is a resource for profit extraction.
This is another example enshittification that Doctorow is popularizing (https://www.youtube.com/watch?v=rimtaSgGz_4) and is so well illustrated in the cartoon above.
But someone who thoughtlessly refers to their customers as "the biggest fucking idiots" really has an attitude problem that goes deeper than he claims.
This is very likely covered in the contract to begin with so there isn't much room for negotiation unless the board feels he's breached some significant contract term.
Nice to see a company really try to make it right.
Market economy. Bleh.
“Oh no, I had a terrible outcome and so… me, my children, and my children’s children, at least, will continue to live among the oligarchs and attend oligarch schools and live in oligarch places and go to oligarch parties, being incredibly comfortable and wanting for nothing our whole lives.”
Please, give me those consequences. I promise it’ll make me take everything super-seriously and do a very good job. Lord knows I don’t want that to happen to me. How terrible.
https://www.google.com/finance/quote/U:NYSE?sa=X&sqi=2&ved=2...
But my man here lost three billion dollars of investor money and for that he needs to go.
I’m surprised the board actually did something and held him accountable. It’s a small step but this is a stain that won’t be washed off.
I thought they only slightly adjusted the new pricing scheme due to uproar, rather than retract it.
"A basic engine needing replacement for almost all components." is not a good answer.
Especially if you want to extract a fee for any movement within the eco-system. Its signialling a certain cluelessness about ones own buisness model.Extracting it, by inserting oneself in front of the producer to the player, is nothing that can work.
When the news first hit (re. "pricing structure"), the unpaid Unity evangelists (and I use the term literally: Unity evangelists that are not being paid for their efforts) immediately leapt to the defense of the company, declaring its innocence and fingering the evil mastermind at the top. He did this! Yes, the problem was that Unity had a badman at the helm...
When Unity started moving decisively toward their IPO, the decision was already finalised: Unity exists not to make some money by building and selling a game engine, but to make all of the money, by whatever means necessary. It's not because of who the CEO is, it's their raison d'être.
Seriously, it's good to see that the immense backlash made at least some ripples. But wow are the standards low.
This might have a chilling effect on risk taking and innovation for some, leading to the sclerosis Teflon Musk talks about afflicting companies that become afraid of taking risks--ultimately risking making companies less effective, and more prone to unimpressive results.
It's like these companies may meet their fate on the road they run to avoid it.
Applying public pressure towards companies is good.
I'm not clear on the specifics of this case, but the idea that a mistake, however obvious it is to others, is intolerable and fatal, could be considered something toxic, because it seems to try to enforce an unrealistic standard of "no mistakes".
The perspective that the CEO is not sensible, or didn't think twice, because they failed to predict a pretty big outcome, is challenging to uphold in face of the reality that they became CEO in the first place, likely making a series of thousands of carefully considered choices that helped them accomplish that success.
It may be helpful to consider the internal calculus, both around the departure of the CEO, and also underpinning the justifications for the choice that upset the community, to gain a wider understanding of the situation.
There seems to be an expectation that corporate roles these days can make no mistakes. This goes against the reality of human imperfection, and seems overly onerous for people to live up to. Although it seems an extreme comparison, one possible outcome is a revolving door of leaders filling high profile roles, akin to the revolving cabinet of ministers in an authoritarian dictatorship, where mistakes are fatal, and often blamed on a scapegoat who must be purged to restore purity, and the illusion of perfection.
I'm not sure if that's quite what's going on here, but certainly seems like we're less tolerant of recoverable mistakes these days than in the past, where it seems as if leaders could survive multiple mistakes and scandals and still manage to find a way to right the ship. Throughout history it seems there have been periods where mistakes are more tolerated than others, and that less tolerance is associated with other undesirable outcomes, such as war and state failure. In a personal, and professional sense, an environment where mistakes are not tolerated is not one which is psychologically safe, and can not be said to encourage the best work of people involved.
This is not an isolated instance, this is not a weird decision that exists in a vacuum.
Your point may be interesting in other cases, but it totally misguided and out of place in this specific case.
Another way to see this case: This is not the first time he does take heavy advantage of his clients, but this is the first time he faces the consequences you can expect of heavily taking advantage of his clients. In other more crass words, this is the first time his clients don't eat his shit big time.
Just to ensure that I'm hearing you, this guy, the CEO of Unity, managed to rise to that position, while at the same time, consistently making bad choices and treating his clientele badly, for more than a decade? How does that work? As in, how did he manage to be successful if he was so badly behaved?
Would it be impossible to provide a reference article to get a good overview in detail of the events from his history that you mention? I'm fascinated!
BTW -- I love your username! Hahah so positive and lovely! :)
They are wasting so much money building and rebuilding the same features over and over again, or on half baked features that aren’t useful to 99% of their user base like DOTS.
I think they did a great job with the new UI (quite old now)
The transition to prefabs inside prefabs seems to have gone smoothly for us, and updates to the editor itself seem well engineered.
It was probably a mistake to split the renderer. And its not great that it took _years_ to bring the URP back up to the level of the old renderer. We only just upgraded to the 2022 LTS and only just got shadows on point lights back. They have been missing for years!
The new input system works well, seems like good technology, but a little over complicated and documentation struggles because such a big system. I wish they were simply more prescriptive of how it should be used.
The addressables are a total fuck up. They push it very hard in the documentation but every time I have to interact with it I wish we had just dumped everything in a resource folder.
I can't comment on the DOTS because I never played with it.
My favorite parts of Unity are the oldest parts.
At one point we finally gave up and just dumped everything in Resources and StreamingAssets.
And that's... it? We even removed the Addressable package completely from dependencies.
something something damning with faint praise...
"Ok, we are going try to push the envelope, if it does not work don't worry, you'll get a nice bonus while endorsing our despicable behaviour on you departure."
He does not know what it takes to make a superior product. He attitude is towards monetizing a superior product without understanding why it was superior on the first place.
Something (someone) had to pay for it.
[1]: https://www.windowscentral.com/satya-nadella-confirms-he-was...
You need MBAs who eek out profit margins at the expense of the overall product and business.
Sadness for the rest of us.
It's already a great engine for a lot of games, but very soon it's going to be a really serious alternative for most small teams. It was already on a strong trajectory since Godot 4, but yeah John helped.
https://old.reddit.com/r/unity/comments/16j23ci/i_know_peopl...
The actual people who should be removed is probably the incompetent board of directors who signed on in 2020.