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“This Is a Disaster:” Game Developers Scramble to Deal with Unity’s New Fees

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Re: “This Is a Disaster:” Game Developers Scramble to Deal with Unity’s New Fees

#111
post #82

How do they know I've installed a singleplayer offline game?

How do you download and install a game without internet?

Even the last few games sold outside Steam still need some launcher whether it's from Epic, Ubisoft or whatever. Sure, you can install a game from 2004 completely offline but that's not a Unity game.

Re: “This Is a Disaster:” Game Developers Scramble to Deal with Unity’s New Fees

#112
post #80
post #48

Choosing installs to collect revenue on is stupid because it isn't tightly correlated to revenue for a game: Demos, bundles, free week-end tryouts on Steam, free-to-play games and other specific cases all lead to high install counts without necessarily generating the matching sales. It's especially stupid because Unity has good market share on mobile, which is a juicy market but with a fixed price per install, free-t…

Best part is you can bet people who don't like the developer of a game (for whatever reason) will "install bomb" the game.

It does look like there is a lot of potential for abuse, depending on how installs are tracked. If it's some DRM system, pirated copies might or might not be counted, and of course "install bombs" would potentially be possible in theory. Which means a need to find ways to potentially exclude those installs from counting towards the count. This introduces crazy complexity when really you could have simple revenue share which is much more easily auditable.

Re: “This Is a Disaster:” Game Developers Scramble to Deal with Unity’s New Fees

#113
post #79
post #53

2nd time I'm saying this...2023 is the year of the greedy CEO.

Unity has lost $455 million dollars in the first 6 months of the fiscal year 2023. They lost $919 million in 2022. I don't think they have ever made a profit. Companies are not charities; they exist to make money, and Unity doesn't by a mile. https://www.sec.gov/Archives/edgar/data/1810806/000181080623...

> Companies are not charities; they exist to make money

Funny you're saying that when so many US companies are losing billions if dollars and viewed as successful :)

Re: “This Is a Disaster:” Game Developers Scramble to Deal with Unity’s New Fees

#114

I never was a fan of Unity. To me it felt like its selling-point was that it could run on multiple platforms, but not at optimal performance compared to other engines (basically like Android and Java). My introduction to Unity was with Hearthstone (the card game), and even then it didn't natively support Linux. On that presumption, I found it incredibly surprising people latching onto it for VR dev, and considering m…

You have to understand where it came from. Unity was the simple easy to use indie darling for years when it first came about. The corporatization and financialization of the company ruined it, but once upon a time it occupied the same space Godot does today.

Re: “This Is a Disaster:” Game Developers Scramble to Deal with Unity’s New Fees

#115

> but the fact they are applying this retroactively to every game every made in Unity that also seems like it should not be legal no matter what you put in your TOS, at least in some jurisdictions it probably isn't (in the same way that e.g. conditional auto-termination contracts are no actually auto-terminating in many jurisdictions even if it's written in the contract)

Not sure you read the article. Unity explicitly states they are NOT applying this retroactively.

Not sure you read the article. They apply it to games already shipped, just new installs. This is a retroactive change to already developed games.

Re: “This Is a Disaster:” Game Developers Scramble to Deal with Unity’s New Fees

#117
post #82

How do they know I've installed a singleplayer offline game?

How do you download and install a game without internet? Even the last few games sold outside Steam still need some launcher whether it's from Epic, Ubisoft or whatever. Sure, you can install a game from 2004 completely offline but that's not a Unity game.

> Even the last few games sold outside Steam still need some launcher

The vast majority of indie games do not require a launcher.

Re: “This Is a Disaster:” Game Developers Scramble to Deal with Unity’s New Fees

#118
post #112
post #80

Earlier quoted context omitted.

Best part is you can bet people who don't like the developer of a game (for whatever reason) will "install bomb" the game.

It does look like there is a lot of potential for abuse, depending on how installs are tracked. If it's some DRM system, pirated copies might or might not be counted, and of course "install bombs" would potentially be possible in theory. Which means a need to find ways to potentially exclude those installs from counting towards the count. This introduces crazy complexity when really you could have simple revenue shar…

I mean, there's going to be a web endpoint that gets hit to count one installation. That is definitely going to remain a secret, so no one could possibly run wget in a loop to say their steam account installed it a million times.

Re: “This Is a Disaster:” Game Developers Scramble to Deal with Unity’s New Fees

#119
post #7

I think it's absurd that Unity can push a new pricing scheme on existing customers regardless of circumstance and essentially little to no warning. Games are in development for years and they're basically telling people 3 months beforehand. How is this okay? This is something I'd expect when switching to a newer version of a service/product. Not a randomly changing contract for what I've already been using at no faul…

This is the warning. They only start to bill from Jan 1 2024.

Re: “This Is a Disaster:” Game Developers Scramble to Deal with Unity’s New Fees

#120

I never was a fan of Unity. To me it felt like its selling-point was that it could run on multiple platforms, but not at optimal performance compared to other engines (basically like Android and Java). My introduction to Unity was with Hearthstone (the card game), and even then it didn't natively support Linux. On that presumption, I found it incredibly surprising people latching onto it for VR dev, and considering m…

I think they were just pretty early in the VR space with good libraries/support/tutorials etc. I cannot say for sure because I have only done one Unity-VR tutorial "back in the day" but in the AR space there was a time window where they were pretty clearly #1 (imo). I shipped a couple of small projects based on their Vuforia integration (quite costly) and then later without Vuforia. Nothing big, mostly trivial product vizualizations for customers that had upcoming trade shows/excibitions with somewhat creative markers.

100% of my lifetime AR profits are based on Unity such a strange wild west time but I got out of that market very quickly when it became a lot easier to build these simple demo apps. I still remember the "wow factor" and people running around the office showing all their colleagues how you could see their products through a tables/phone.

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