Earlier quoted context omitted.
As someone who’s played a lot of games… I disagree. These days I specifically avoid Unity games because they always feel janky, and yes it absolutely is the engine.
Do you think Rust and Escape From Tarkov are janky? (just off the top of my head) https://rust.facepunch.com https://www.escapefromtarkov.com
The Death of Unity
71–80 of 242 posts
Re: The Death of Unity
#72Before the popularity of commercial game engines, each game was built bespoke, which had some advantages, but took a lot of time, and made each port a chore. One of the greatest things Unity provided was a relatively easy pipeline to console releases, making ports more about platform quirks than full recoding. This heavily implies Unity was responsible for the advent of commercial game engines and game engines being…
It's not unlike the library vs. framework debate of the modern JS world. Unity & Unreal are more frameworks, while most other engines are libraries.
Re: The Death of Unity
#73IPO's are usually the beginning of the end as far as a company being responsive to its customers and producing quality. From the time an IPO is made, the company is responsive only to its shareholders and that's it. Thanks, Bork and Friedman!
But legislators aren't exactly forbidden from creating new types of companies. As ignorant as I am of most things business, there is today more than just the "Inc." and LLC. They've even created various non-profit and charitable corporations that are prohibited, by law, from distributing profits.
This being the case, why not a new type of corporation that was somewhere in the middle? Able to distribute profits (perhaps even with limitations on when they can withhold them, like so many of the big tech companies). Ones where the shareholders still get some (statutorily defined, so that case law can't come in and fuck it up) priority, but that when shareholders are acting only in short term interest, they can be overruled by those in charge of managing it.
Re: The Death of Unity
#74>Imagine releasing a game for 99 cents under the personal plan, where Steam takes 30% off the top for their platform fee, and then unity takes 20 cents per install, and now you're making a maximum of 46 cents on the dollar. Not only that, but with this predatory practice of taking any percent (steam, apple) or fix dollar value, makes just having a game up a potential liability. If you need to refund anyone you are re…
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You seem to have the same thought process that people had about computer animation. For some reason, many people were under the impression that just because it happens on the computer, you can simply ask Maya to create a full-length animated feature.
The platform the game was made on cannot take credit for the story, level design, character design, world design, game mechanics, game balance, art direction, vocal talent, cut scenes, and myriad of other assets and elements belonging to the game.
Re: The Death of Unity
#75>Imagine releasing a game for 99 cents under the personal plan, where Steam takes 30% off the top for their platform fee, and then unity takes 20 cents per install, and now you're making a maximum of 46 cents on the dollar. Not only that, but with this predatory practice of taking any percent (steam, apple) or fix dollar value, makes just having a game up a potential liability. If you need to refund anyone you are re…
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This has been standard practice in retail for a long time. If you want to sell your wares in a brick-n-mortar store, the store takes a sizable slice of the money the customer pays.
Re: The Death of Unity
#76The thing is it's still far cheaper than Unreal, so unless Unreal is dying too calling it death doesn't make sense.
AFAIK, UE is completely free until you make your first $1,000,000 revenue? (then a 5% royalty rate beyond that). These new Unity per-install fees could hit developers who aren't making money - for example F2P games, free demos, very cheap games (e.g. charity bundles), potentially even pirated copies (if Unity intend to track installs via analytics sent from the runtime?) In reality, most indies fail and won't hit the…
Re: The Death of Unity
#77>Imagine releasing a game for 99 cents under the personal plan, where Steam takes 30% off the top for their platform fee, and then unity takes 20 cents per install, and now you're making a maximum of 46 cents on the dollar. Not only that, but with this predatory practice of taking any percent (steam, apple) or fix dollar value, makes just having a game up a potential liability. If you need to refund anyone you are re…
It's also catastrophic for services like Game Pass where the developer gets a flat fee regardless of how many people install the game. You can take a flat fee that seems reasonable based on an expectation of 100k installs, but then your game turns out to be a smash hit and it gets a million installs. Now you're on the hook for a massive amount of money to Unity but the money you got is barely enough to cover it, if i…
Re: The Death of Unity
#78Earlier quoted context omitted.
Oxygen Not Included is a _significantly_ more complex simulation than Satisfactory is as ONI is doing gas movement & thermal transfer mechanics across a large 2D grid. Now compare Satisfactory to its actual genre-appropriate competitor, Factorio, and suddenly Unreal looks like a pathic joke. Factorio scales _so_ much better it's absurd, but that's really down to the quality & focus of the simulations being added by t…
Now imagine Factorio in Unity. Do you expect that to be better or worse than factorio on unreal?
The engine is not simulating any of the factory logistics, that's all going to be bespoke code by the game dev and so there's no major reason to expect unity or unreal to behave meaningfully different here.
Re: The Death of Unity
#79Earlier quoted context omitted.
This change really only hits the small studios and especially solo game devs, game conglomerates can probably just go "k, that's another 100k on top of a several million budget, raise the unit price by another $5 and call it a day".
Medium and big devs have much better rates... This actually really hits hardest the solo and tiny devs that make reasonably successful game. 200k revenue is not that much in over a few years or split between couple people.