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Gamedevs not baking in monetization are “fucking idiots”, says Unity CEO

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31–40 of 370 posts

Re: Gamedevs not baking in monetization are “fucking idiots”, says Unity CEO

#31
post #22

It takes one to know one, I guess. Not being interrupted during gameplay by prompts to spend money or watch ads is a feature.

Committing to a full price game is also thinking about monetization.

That's not the first thing that comes to mind when you mention "monetisation" these days to the average gamer or gamedev. Without further context, the word is usually interpreted as bleeding your customer for more attention/money.

Re: Gamedevs not baking in monetization are “fucking idiots”, says Unity CEO

#32
post #5

FTA: ... "they tuned their compulsion loop" ... We've done it folks. We've found business models far shadier than standard issue surveillance capitalism. This whole attention economy thing is just so unbelievably gross. The only things lower on the moral totem pole these days are cryptocurrency scams and the really shady/exploitative side of the porn industry.

It's phrased so... nonchalantly. Basically an out-and-out admission that they are trying to appeal to producers of addictive gambling garbage. Content rather than art. Skinner boxes rather than agency. And the market rewards them for it (not Unity specifically - I expect Riccitiello to run the company into the ground within a year or two - but rather the game companies actually making slot machine games that collectively form half the games industry by revenue).

Re: Gamedevs not baking in monetization are “fucking idiots”, says Unity CEO

#33
post #17

This seems like a click bait title to me, he "technically" uses those words, but the article seems a lot more sensible to me than inflammatory. We should definitely be thinking through sales/marketing when building games just like we do when building software. Not sure why you wouldn't be. Edit to add: This rings true even when you decide "not a priority this time", that's still thinking it through

"It is difficult to get a man to understand something, when his salary depends on his not understanding it."

― Upton Sinclair

Re: Gamedevs not baking in monetization are “fucking idiots”, says Unity CEO

#34
post #14

Earlier quoted context omitted.

> Or, you know, invested in building games where people retrospectively assess their time spent with the game as enriching rather than exploitative. The most profitable franchises have not done this. It's all timesinks, pay-to-win, and microtransactions.

Except some Nintendo games, like breath of the wild.

There are a raft on non-AAA publishers who produce amazing games without it

Hades, It takes two are two of the recent game of the year winners that wholesale rejected exploitative monetization

Re: Gamedevs not baking in monetization are “fucking idiots”, says Unity CEO

#35

> “I’ve seen great games fail because they tuned their compulsion loop to two minutes when it should have been an hour. A 'compulsion loop' sounds bad to me, I'd never heard the term before. Although if I try to take a step back I suppose this term could be used to describe any game and not just one of the lootbox-mania or idle games. However, the wikipedia article [1] states: > A core or compulsion loop is any repet…

Compulsion loop does sound rather dystopian and "attention-hacking" but it's interesting that he says "two minutes when it should have been an hour," instead of the other way around. An hour long compulsion loop sounds like it could be an immersive experience.

That said, I'm not hearing nice things about IronSource and it sounds like maybe there's better ways to get user feedback than the particular implementations they're using and are going to use with IronSource.

Re: Gamedevs not baking in monetization are “fucking idiots”, says Unity CEO

#36
post #20

Yeah, this is gross. He has a point that when you are selling a game, you're in it for a non-zero amount of profit, so you do have to think about compulsion and keeping people coming back to the game - if people aren't drawn back over multiple sessions then they're going to walk away thinking they spent money for 2 minutes of playtime and they'll be upset. But the context of the question was moving monetization earli…

are you suggesting that game dev labor should be valued by society in other ways than via the market? the market finds that this type of monetization is more profitable. why does HN turn anti-capitalism when it comes to games?

Re: Gamedevs not baking in monetization are “fucking idiots”, says Unity CEO

#37
post #25

The full quote for context: > Ferrari and some of the other high-end car manufacturers still use clay and carving knives. It’s a very small portion of the gaming industry that works that way, and some of these people are my favourite people in the world to fight with – they’re the most beautiful and pure, brilliant people. They’re also some of the biggest fucking idiots. Their CEO is certainly not calling everyone an…

He's saying every game needs to be an MTX riddled nightmare to be successful. As a gamer I reject that and have been with my wallet for a while. There are hundreds of dev teams producing great stuff below the AAA level that only ask me to buy the game once not every day.

[deleted]

Re: Gamedevs not baking in monetization are “fucking idiots”, says Unity CEO

#38
post #17

This seems like a click bait title to me, he "technically" uses those words, but the article seems a lot more sensible to me than inflammatory. We should definitely be thinking through sales/marketing when building games just like we do when building software. Not sure why you wouldn't be. Edit to add: This rings true even when you decide "not a priority this time", that's still thinking it through

Counterpoint: Minecraft did essentially zero marketing and is monetized only in the sense that you need an account to log in (which is easily bypassed for single player) and it was/is the biggest and most valuable game of all time.

For sure - you can often find anecdata that works out well. But I think being conscious about that decision up front as a developer is still a good idea. If you choose to go the Minecraft route then great. Just know what you're getting into and what bets you're making.

Re: Gamedevs not baking in monetization are “fucking idiots”, says Unity CEO

#39
post #25

The full quote for context: > Ferrari and some of the other high-end car manufacturers still use clay and carving knives. It’s a very small portion of the gaming industry that works that way, and some of these people are my favourite people in the world to fight with – they’re the most beautiful and pure, brilliant people. They’re also some of the biggest fucking idiots. Their CEO is certainly not calling everyone an…

He's saying every game needs to be an MTX riddled nightmare to be successful. As a gamer I reject that and have been with my wallet for a while. There are hundreds of dev teams producing great stuff below the AAA level that only ask me to buy the game once not every day.

IMO it's not clear just from the immediate context in the article that he's actually advocating for MTX or ads.

If he is, then he deserves all the flak. If he's simply talking about having a market fit so your game sells at all, then IMO that's just talking about the viability of the game as a product - and in this case it's just about whether making the game makes financial sense, not whether you can juice the customer for more money.

Re: Gamedevs not baking in monetization are “fucking idiots”, says Unity CEO

#40
post #17

This seems like a click bait title to me, he "technically" uses those words, but the article seems a lot more sensible to me than inflammatory. We should definitely be thinking through sales/marketing when building games just like we do when building software. Not sure why you wouldn't be. Edit to add: This rings true even when you decide "not a priority this time", that's still thinking it through

Counterpoint: Minecraft did essentially zero marketing and is monetized only in the sense that you need an account to log in (which is easily bypassed for single player) and it was/is the biggest and most valuable game of all time.

That’s hardly a solid business plan though. We’ll be the next Minecraft because of magic! What about the 1000s of games released every week that fail to get more than a thousand downloads?
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