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Unity’s new pricing: A wake-up call on the importance of open source

ramatak.com

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Re: Unity’s new pricing: A wake-up call on the importance of open source

#581
post #578

Earlier quoted context omitted.

Depends what they jump to ; godot, for instance, should be similar AIUI?

Godot is never going to be able to ship for consoles due to license incompatibility. That's a pretty big dealbreaker for non-hobbyist projects that aren't exclusively targeting desktop.

Godot games have been shipped on consoles plenty of times

Re: Unity’s new pricing: A wake-up call on the importance of open source

#582

The logic that Epic and Unreal Engine will do something similar as Unity doesn't track for me. The argument hinges on the premise that Epic, who operates their own game store and is courting developers aggressively with generous revenue split, is willing to burn their bridge with developers for questionable increase in profit; in addition it presumes that the plain old revenue share model that Unreal Engine utiltizes…

> Epic is privately held, Valve is too, Unity is not and we ended up here. I think that says a lot. I've been thinking a lot about private versus public companies. Most of my favorite products come out of privately held companies. There is something about the incentives for publicly traded companies that encourages them to make poor choices. I think it is because there are effectively two forms of revenue: selling pr…

>My current theory is to focus more on revenue sharing instead of stock price. For example, dividend stocks. I don't think it completely solves the problem, but it at least moves things in the right direction.

This can't be directly enforced. You can't make laws for what people to "focus" on.

Though there is a way to indirectly push this notion: Restrict all stock ownership to be a minimum of 10 years. This indirectly puts more focus on dividends.

It also puts more focus on the core misalignment you're alluding at but failed to see explicitly: The misalignment between short term gains and long term gains.

In the end whether private or public they care about profit over customer. But private owners tend to care about customers because customers represent an overall bigger gain in the longer term and private owners are playing the long game.

If all stocks had a minimum 10 year ownership requirement it will change all corporations to focus on long term gains. I believe this one change can fundamentally fix the problem we have with corporations.

Maybe we can test this.

The other thing that needs to be changed is public responsibility. If a company dumps illegal nuclear waste in some river, directly ask for minimum fines from all shared holders. First divide the fine by the shareholder amount, charge each shareholder. Then if it's below a 500 dollar minimum add the remaining amount to get it up to 500.

Pissed off share holders paying 500 will definitely get corporations to stop doing random crap. Maybe even funnel jail time to board members or C-level execs. If a corporation is responsible for deaths it's justice to place actual people responsible rather then giving "jail time" to a corporate entity that doesn't actually exist.

Re: Unity’s new pricing: A wake-up call on the importance of open source

#583
post #528

Earlier quoted context omitted.

Unity seems to be attempting this in the most deceptive and deceitful way possible, establishing the new Runtime Fee and then offering a temporary 100% "waiver" of the fee if you use their other (presumably inferior) products. As soon as the pressure fades, the waiver will be reduced to 50% and then eventually dropped completely - but of course the new fees will remain. They must think the average game developer has…

> Unity seems to be attempting this in the most deceptive and deceitful way possible, establishing the new Runtime Fee and then offering a temporary 100% "waiver" of the fee if you use their other (presumably inferior) products. I looked into it a bit more and unless I did some bad maths or misread their terms, the whole Runtime Fee looks like a badly disguised sales funnel to me: https://blog.kronis.dev/articles/uni…

How are you calculating .50 cents personal vs .10 cents pro?

Re: Unity’s new pricing: A wake-up call on the importance of open source

#585

Every ToS-style contract has a "we can change anything about this at any time, screw you" clause, but they also almost never use it except to change their privacy policy.

There are limits to what sorts of changes are enforceable, though most of those documents also say the vendor gets to choose the arbitration firm that decides what is enforceable.

Re: Unity’s new pricing: A wake-up call on the importance of open source

#586

Earlier quoted context omitted.

> The Licensed Technology licensed to you under this Agreement includes all Unreal Engine code and related content that is copied to your computer when you install Unreal Engine. Have you read it? You literally get read access to their entire GitHub repo.

Notice that you can't even access the repo without them authorizing you to do so. Notice that there aren't any public mirrors for the current version of the code. They say you can fork but also point out that you can't distribute the code without the people you are sharing with also having a license.

Whatever floats your boat. I am not here to get into Stallman level discussions about what is open and what is not. Point is we get to work with the sources if we want/have to, tied to a license with all its privileges ... and of course restrictions. Just like with any other open software sources.

Re: Unity’s new pricing: A wake-up call on the importance of open source

#587
post #578

Earlier quoted context omitted.

Depends what they jump to ; godot, for instance, should be similar AIUI?

Godot is never going to be able to ship for consoles due to license incompatibility. That's a pretty big dealbreaker for non-hobbyist projects that aren't exclusively targeting desktop.

Linux doesnt run on consoles though and the comment was about linux, which godot supports quite well. Once it gains popularity it will also sort out console issues.

Re: Unity’s new pricing: A wake-up call on the importance of open source

#588
post #578

Earlier quoted context omitted.

Godot is never going to be able to ship for consoles due to license incompatibility. That's a pretty big dealbreaker for non-hobbyist projects that aren't exclusively targeting desktop.

Godot games have been shipped on consoles plenty of times

There are paid, non open source forks that support console.

Actual godot does not, and never will.

From their own docs:

“ Godot does not officially support consoles (save for XBox One via UWP) currently.

The reasons for this are:

To develop for consoles, one must be licensed as a company. Godot, as an open source project, does not have such a legal figure. Console SDKs are secret, and protected by non-disclosure agreements. Even if we could get access to them, we could not publish the code as open-source. Consoles require specialized hardware to develop for, so regular individuals can’t create games for them anyway”

Re: Unity’s new pricing: A wake-up call on the importance of open source

#590
post #563

I think at this point, the real question is who in their right mind would ever build a game in Unity again? I'm sure this will make their company a short term gain in profits, but in very short order no more Unity games will be made . Even if you accept the terms they're proposing, you know damn well they are willing to change the rules at any time at your expense. Unity just became an extinction-level-event liabilit…

Realistically - how locked in are developers to their current engine? I imagine >50% of video game development is art. And I imagine some decent percentage of code can be translated without nearly as much effort as the original implementation. Still, I doubt many developers are going to switch engines mid or late development. But a lot of times, developers re-use much from their old games in development of their new…

I think you’re grossly trivializing the effort needed.

Let’s take art as an example. Art doesn’t exist in a vacuum. It’s targeted to explicit engine behaviour. It’s symbiotic with the code. You can’t just go from Unity’s universal pipeline to Unreals.

And code is even harder. Forget language choice for a second, but logic itself is very tied to the engine. Unity’s monobehaviour architecture is very different to how one would write it in Unreal or Godot. That’s not even getting into engine specific optimization.

what might be fast in one render pipeline will be slow in another. Scheduling is different.

Also many developers rely on third party tools that aren’t engine agnostic either.

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