But the thing is that it is not the smaller players that leave (technically only affect if you make 1M$+), it’s everyone from the amateur to the AAA studio using Unity for their mobile games.
299 karma · joined April 22, 2012
But the thing is that it is not the smaller players that leave (technically only affect if you make 1M$+), it’s everyone from the amateur to the AAA studio using Unity for their mobile games.
The way they calculate the installs is not base on that, well unless you enabled Unity Analytics of course, but that's not the case on every games and they are going for every games ever made by their engine.
But they could kill your license so you won't be able to build your game using their tool anymore (however you could also just grab a new license under a different name).
What I wonder tho is if they are going to go to the length of asking platform holder like Apple / Google to delist your game and would they actually comply with Unity on this?
People re-create classic games all the time, like tetris, for fun.
I guess it is still better than going even deeper into debt short term but the thing is that there is so many more ways they could have done that, yet they seems to have picked the one that ensure them in practice no future at all.
However, it isn't some marvelous piece of technology that's irreplaceable and when you factor the fact that they can come up with any kind of ridiculous fees and breaking their TOS at will, that value drop drastically to the point that everyone will be looking at alternative in the future, no one is going to use it, certainly not the people that right now helped making this one of the most popular game engine. Those people are pissed off and have been for a while but this is just too much. It cannot work.
The audacity of asking everyone who have built a game using their engine (completely disregarding the TOS at the time) to be potentially on the hook to receive monthly bills from their own black box that estimate the number of installs ensure that their reputation is effectively ruined, the future is that no one is going to trust them to use their engine because at any point they can come up with new ridiculous fees...
One of my game is multiplayer, the whole gameplay code is completely Unity-agnostics to run server-side without any Unity code.
If Unity would've said that now any games built using whatever the most recent version of their engine is subject to a new TOS that means a fees per installs it wouldn't have nearly generated the amount of backlash it has received (no one is going to use Unity for a future project regardless of the fact that the fees per install is for the most majority a much better deal than 5% revenue).
Web Games? So every single person that open the web page is going to cost me 0.20$?
A lot of people have been thinking about switching for years, Unity is becoming slower and slower with time, more buggier, etc. I feel like this is the tipping point where the number of developpers is going to go down, so was it worth it? Maybe, maybe it was the correct decision, time will tell.
I'll still continue to use it for on-going projects I have and pay the tax no problem, but I won't pick it for any project in the future personnaly because of how out of touch and ridiculous I personaly feel this business decision is (and other decisions they've made).
My point is those numbers can vary GREATLY from games to games, and not only the revenue per user but the cost of user acquisition as well. There isn't one truth, the numbers I gave up could very well fit a real project.
Of course you would be pretty stupid to not subscribe to Pro once you notice your game going to 200k. And let's be real, at 1M$ threshold, if the Unity tax is what kill your game, maybe there wasn't a market fit. But it just feel such a bad and unfair way to generate revenue on free to play games.
> So I understand why Unity chose to do this instead.
Other engines does it just fine, tracking installs (without any false positive) seems a much bigger hassle especially legal wise
Of course Unity deserve to be paid and receive revenue, I'm absolutely not against that and if you are on the Pro subscription, it is only a concerned once you reach 1M$ which at this point means the project should be profitable and manage to pay that tax (otherwise maybe that project isn't commercially viable).
But it just feel very harsh for the mega popular indie hit that have very low revenue per user you know... A % of revenue would be better or at the very least only count install that generated revenue or whatever...
Plenty of games are profitable at scale with only a few pennies per user.
I made up the number up but you get the idea. With a % of revenue share (or at the very least do not count installs that generated 0$ revenue) it could be a profitable game, now it risks of being shutdown.
Big company selling big games will see this as a rounding error in their revenue. Indies / small company will probably need to shutdown some games because this won't be profitable...
Unity is already imho pretty bloated but at least useable and a sensible choice for both, Unreal is just too massive and more suited for console 3D type of games.
Also this will apply to every games made on Unity, so if you have a hugely popular game just above the threshold but make less than 0.20$ per user you effectively need to shutdown it down.
It isn't "bad business model" either, there is definitely a market for games where the revenue per user is less than 0.20$ (or whatever number).
Going with % of revenue is the sensible decision, just like Unreal does...
Going with % of profit does.
Also it is quite unfair to cheaper games, indie 5$ games pay a much bigger share than a 40$ / 70$ game
Also what is an install? Why not go with "user", someone installing the game 5 times is gonna cost 1$?
Terrible communication all around form Unity.
I don't disagree that Unity need to make money, but they should go the Unreal route with % of profit or something.
Tons of games don't even make back 0.20$ per user (mobile or f2p), what's going to happens to those? Force to close because they cannot pay the rent?