Earlier quoted context omitted.
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No, and no. (Editing out when disagreed with is poor form.)
Gamedevs not baking in monetization are “fucking idiots”, says Unity CEO
131–140 of 370 posts
Re: Gamedevs not baking in monetization are “fucking idiots”, says Unity CEO
#132Earlier quoted context omitted.
Committing to a full price game is also thinking about monetization.
And this is the model that's being criticised as archaic and stupid here.
Re: Gamedevs not baking in monetization are “fucking idiots”, says Unity CEO
#133Counterpoint: Stardew Valley. No IAP bullshit, no lootbox chicanery... and yet I doubt its creator is hurting, financially speaking. Of course, we're talking about an outlier here. Excellence doesn't guarantee anything, but it is a strategy that sometimes works. The irony is that you'd expect the big publishers to be the ones willing to take on risks and put out products that are excellent but maybe not financial blo…
When people say Stardew Valley is a counterpoint, are they saying publishers shouldn't pay developers at all until their game is a massive success? ConcernedApe spent 4 years working on the game on a pretty much ramen salary and then hit a success; I vastly prefer whatever dysfunction we have now, to publishers not paying any salaries unless you come with a 1-in-100 success. Games are a hit driven business; so if you…
Even with predatory monetization it is extremely hard to recoup costs caused by such budget - there is a market for only so many Worlds of Warcrafts or similar long running games where the huge costs can be amortized over millions of players and years of subscriptions.
If you don't build the game around the "AAA" assumption that requires you to ship (and have made!) hundreds of gigabytes of artwork, scripting and what not, then a lot of these monetization pressures go away - unless your producer pushes to put it back in, because, hey, free money!
Re: Gamedevs not baking in monetization are “fucking idiots”, says Unity CEO
#134Earlier quoted context omitted.
Godot seems to gain popularity. Maybe it has a chance to become the choice for indies.
What's the current portability proposition of Godot? Unity and UE4 allow indies to cross-platform relatively easily.
Re: Gamedevs not baking in monetization are “fucking idiots”, says Unity CEO
#135> “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…
Re: Gamedevs not baking in monetization are “fucking idiots”, says Unity CEO
#136The 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…
I don't think the full context does him any favors. The way he talks of gamedevs that are not engaging in predatory behaviour ("beautiful and pure, brilliant people") is incredibly condescending. Like, "yes children, once you grow up you'll realize how foolish your idealism has been and you'll stuff your game full of gems you can overpay for!". These are his customers he's talking about. And later talking about "comp…
As someone who has worked at a start up that really took off, didn't truly think out monetization and prayed at some point the free users would be willing to play assuming we gave the right features and benefits, I would say you're incredibly naïve. So in retrospect, this isn't that poor of a take.
Re: Gamedevs not baking in monetization are “fucking idiots”, says Unity CEO
#137Chasing what 'works' the best has little to do with stickiness. Yeah, you can be addicted to Candy Crush and play it endlessly without any joy at all. But that kind of stickiness is a problem and not in the soul of gaming.
Real stickiness comes from some kind of authentic joy. And coders and marketers don't know how to put that on screen.
Re: Gamedevs not baking in monetization are “fucking idiots”, says Unity CEO
#138The 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…
I don't think the full context does him any favors. The way he talks of gamedevs that are not engaging in predatory behaviour ("beautiful and pure, brilliant people") is incredibly condescending. Like, "yes children, once you grow up you'll realize how foolish your idealism has been and you'll stuff your game full of gems you can overpay for!". These are his customers he's talking about. And later talking about "comp…
In that case, it's obvious why the Unity CEO would say this. He has a financial incentive to get game developers to try and milk gamers for profit (because Unity gets a cut).
I think that this could ultimately push gamers and developers to use other engines/platforms. If you try to milk gamers for profit, it will eventually lead to unplayable games where the only way to compete online is to buy a ton of virtual power-ups and accessories.
Re: Gamedevs not baking in monetization are “fucking idiots”, says Unity CEO
#139Re: Gamedevs not baking in monetization are “fucking idiots”, says Unity CEO
#140Earlier quoted context omitted.
Godot seems to gain popularity. Maybe it has a chance to become the choice for indies.
What's the current portability proposition of Godot? Unity and UE4 allow indies to cross-platform relatively easily.
If you want to publish on consoles you need to pay someone who ported the engine to the console you want to target (or port the engine yourself). The code can't be open source because of licensing issues.
From: https://docs.godotengine.org/en/stable/tutorials/platform/co...