Live data from Hacker News

Game developers turning off all IronSource and Unity Ads monetization

docs.google.com

101–110 of 154 posts

Re: Game developers turning off all IronSource and Unity Ads monetization

#101
post #98
post #51

> We are the collective voice of the game development industry—developers, game designers, artists, and business minds. Passionate about our craft, we've invested years in shaping an industry that touches the lives of millions worldwide. Clearly the "our craft" is "business minds" and the problem with increased Unity fees is that their add business is at risk despite all these "business minds" invested years to shape…

Our Craft = Coding what the resident psychologist came up with that will have the greatest likelihood of addicting players to buy our loot boxes.

I am wondering at what point will governments step up and regulate social media, loot boxing, and other such digital-based addictive things just as they regulate other addictive things like drugs, alcohol, and gambling?

Re: Game developers turning off all IronSource and Unity Ads monetization

#102
post #70

I’m feeling some sort of fatigue related to community hostile actions and campaigns against them. Twitter, reddit, unity, I’m sure there were others too. On the bright side, issues like this bring more attention and appreciation to open platforms.

The problem is seeing yourself as part of a “community”. You’re the customer/user of a business. They owe you nothing other than what you’ve paid for.

Oh, capitalism. The ol' people are simply resources to be mined approach.

People also do have the prerogative to buy from somewhere else, you know. It's up to the company if they'd like to keep customers or not.

Re: Game developers turning off all IronSource and Unity Ads monetization

#103
post #101
post #98

Earlier quoted context omitted.

Our Craft = Coding what the resident psychologist came up with that will have the greatest likelihood of addicting players to buy our loot boxes.

I am wondering at what point will governments step up and regulate social media, loot boxing, and other such digital-based addictive things just as they regulate other addictive things like drugs, alcohol, and gambling?

When the current generation of politicians are dead or when something sufficiently drastic happens. It took EA being incredibly abusive with lootboxes in a game from a series as popular as Star Wars and the resulting backlash on Reddit going viral for some politicians to consider some investigations. Actually getting them to work on it seriously would take something even more drastic than that.

Re: Game developers turning off all IronSource and Unity Ads monetization

#104

Earlier quoted context omitted.

Funny, because Google denied my Hole genre game that was real multiplayer. Their reason was that it was too similar to Hole.io, which was single player.

Is competition not allowed in the marketplace? That seems weird.

Voodoo spends big $$ on advertisement. Special treatment.

Re: Game developers turning off all IronSource and Unity Ads monetization

#106
post #105
post #85

Id recommend anyone who can to move to https://godotengine.org/ and give it an honest try

What backend graphics API does Godot use? As far as I can tell it is OpenGL on all platforms.

Godot 4 is Vulkan (and I believe the plan is/was to add OpenGL ES3 back at some point)

Re: Game developers turning off all IronSource and Unity Ads monetization

#107
post #105

Earlier quoted context omitted.

What backend graphics API does Godot use? As far as I can tell it is OpenGL on all platforms.

Godot 4 is Vulkan (and I believe the plan is/was to add OpenGL ES3 back at some point)

Thanks! I assume on macOS that means they use MoltenVK?

Re: Game developers turning off all IronSource and Unity Ads monetization

#108
post #85

Id recommend anyone who can to move to https://godotengine.org/ and give it an honest try

I'd recommend trying to make a game "from scratch", using only libraries, instead of an "engine", if you haven't done it before, and have only used fully-featured game engines. it's good to learn how to solve problems using structs and pointers and memory, instead of thinking only in high-level primitives like Entities and Components and Prefabs and Scenes and Nodes. not only will you level up your knowledge of how c…

> (if any downvoters could explain why they find this post to be disagreeable, I'd love to hear it.)

Making it from scratch takes enormous amount of (expensive) more to make any graphically competitive game.

Sure, you can make 2D games even with vector graphics, but when you need anything more realistic without making every asset or 3d animations with collision checks manually yourself, you are in trouble and never deliver your game without AAA budget.

There is a reason why game engines exists. They solve very difficult problems, in tested, reusable scenarios, providing cross-platform support out of the box.

If your libraries calculate collisions, velocities etc. all or even add ray tracing, they are already engines.

Re: Game developers turning off all IronSource and Unity Ads monetization

#109
post #108

Earlier quoted context omitted.

I'd recommend trying to make a game "from scratch", using only libraries, instead of an "engine", if you haven't done it before, and have only used fully-featured game engines. it's good to learn how to solve problems using structs and pointers and memory, instead of thinking only in high-level primitives like Entities and Components and Prefabs and Scenes and Nodes. not only will you level up your knowledge of how c…

> (if any downvoters could explain why they find this post to be disagreeable, I'd love to hear it.) Making it from scratch takes enormous amount of (expensive) more to make any graphically competitive game. Sure, you can make 2D games even with vector graphics, but when you need anything more realistic without making every asset or 3d animations with collision checks manually yourself, you are in trouble and never d…

Writing rendering and collision code honestly is pretty easy compared to coding a game. Difference is that rendering, collision, etc shenigans is "solved problem", theres lots of papers. Game is the creative part, and there is no solution.

Re: Game developers turning off all IronSource and Unity Ads monetization

#110

Earlier quoted context omitted.

In EU it's indeed illegal and in 90% of EU countries it won't even go to court. But they can probably force you to not upgrade anything cause of licensing of the new software or if you upgrade they'll make you pay fees from that moment onwards. But in US im pretty sure it is open for the legal battle that will cost tons of cash for both sides.

Not to be that guy, but do you have a source for this? As scummy as what they're doing is, it's also completely typical for damned near 100% of companies to reserve the right to be scummy. They all have a clause in their terms that states, 'We can do whatever we want, whenever we want, for any reason we want. If you don't like it, your only recourse is to stop using the software.' I'd love for this to be true, but I'…

"Unfair contract terms" its pretty easy in most cases especially if its something as blant as changing price backward without acceptance of other site.

Also every country can have different interpretation (It is possible that some countries are very limited and you have to try EU level help) In some cases its even illegal to write non-competition into your contract without providing payment for the time of this being in-place ( there were tons of cases when contract was voided by that and I have even one of my contract ended on my account after single lawyer visit cause of this :] )

I would assume Unity won't even try to enforce it in EU.

But ofc. after update its over and games not yet released can most likely be forced to pay.

Post reply on HN