Earlier quoted context omitted.
OSS isn’t tenable as a competitor to any real engine you want to ship big games on. Just the QA testing budget alone that is required to support all consoles, PC/Mac, iOS and Android outstrips the budget of even Godot. What we need is a VC backed, for profit engine, that is up front about taking 2% of revenue after $1mm for perpetuity. And only being an engine company. Period. And like Unreal, source available, just…
I’m not a game developer nor do I plan to become one but the thing that seems strange to me is all of this talk of revenue sharing with the development tools. If I create a successful app or website using Visual Studio, Microsoft isn’t going to take a percentage of my revenue. Even Apple won’t take a percentage to use Xcode and only charges to publish on their platform. Why is game development different?
Unity's Just Not into You, Indie Developer
41–50 of 84 posts
Re: Unity's Just Not into You, Indie Developer
#42Because a lot of the posts I've seen on reddit around this whole thing sound alergic to the idea of paying for a game engine.
Re: Unity's Just Not into You, Indie Developer
#43Earlier quoted context omitted.
OSS isn’t tenable as a competitor to any real engine you want to ship big games on. Just the QA testing budget alone that is required to support all consoles, PC/Mac, iOS and Android outstrips the budget of even Godot. What we need is a VC backed, for profit engine, that is up front about taking 2% of revenue after $1mm for perpetuity. And only being an engine company. Period. And like Unreal, source available, just…
QA costs could ultimately be paid off by people who actually use the engine, no? If they contribute back or, at least, create an issue things could work out.
Source: I have an OSS project that's vastly less complex than a game engine and worked on dozens of other OSS projects.
Re: Unity's Just Not into You, Indie Developer
#44Hopefully this will encourage the use and development of Godot and other open source engines. If Unity doesn't back off, I don't see any other possible reality.
OSS isn’t tenable as a competitor to any real engine you want to ship big games on. Just the QA testing budget alone that is required to support all consoles, PC/Mac, iOS and Android outstrips the budget of even Godot. What we need is a VC backed, for profit engine, that is up front about taking 2% of revenue after $1mm for perpetuity. And only being an engine company. Period. And like Unreal, source available, just…
Half the Unity games are complete and utter garbage anyway. Most people don't need the complexity of a full-blown engine for the kinds of games they put out there.
Re: Unity's Just Not into You, Indie Developer
#45I could be wrong here, but wasn't it said that it'll be mostly big studios that will face the brunt of the burden here?
Re: Unity's Just Not into You, Indie Developer
#46Earlier quoted context omitted.
I don’t think VC-backed engines can avoid enshittification. Unity is really demonstrating that now. OSS is the only way.
Depends on who the backers are I guess. Perhaps not the classic kind — like say, convince MS, Apple, and Sony to pony up $10mm each. It’s a good play for them to not be caught in this Unity fiasco and $10mm is a rounding error.
And you wont manage to achieve anything with that. Maybe Unity could spinoff its ad business (together with some major liabilities like Ricitelo and other execs) and then MS could buy the engine part.
Re: Unity's Just Not into You, Indie Developer
#47Earlier quoted context omitted.
> OSS isn’t tenable as a competitor to any real engine you want to ship big games on. Indie and big games in the way you mean are pretty much mutually eclusive.
"Indie," or indepedent, just refers to the studio. Indie studios can work on ambitious titles. Subnautica is a good Unity example, but there are others
Some people also say that indie also means small, otherwise the most indie studios out there would be the likes of Valve and (Microsoft-)Activision-Blizzard.
Re: Unity's Just Not into You, Indie Developer
#48Earlier quoted context omitted.
I’m not a game developer nor do I plan to become one but the thing that seems strange to me is all of this talk of revenue sharing with the development tools. If I create a successful app or website using Visual Studio, Microsoft isn’t going to take a percentage of my revenue. Even Apple won’t take a percentage to use Xcode and only charges to publish on their platform. Why is game development different?
Microsoft and Apple get their cut by charging 30% on their game platforms.
Re: Unity's Just Not into You, Indie Developer
#49Earlier quoted context omitted.
OSS isn’t tenable as a competitor to any real engine you want to ship big games on. Just the QA testing budget alone that is required to support all consoles, PC/Mac, iOS and Android outstrips the budget of even Godot. What we need is a VC backed, for profit engine, that is up front about taking 2% of revenue after $1mm for perpetuity. And only being an engine company. Period. And like Unreal, source available, just…
I’m not a game developer nor do I plan to become one but the thing that seems strange to me is all of this talk of revenue sharing with the development tools. If I create a successful app or website using Visual Studio, Microsoft isn’t going to take a percentage of my revenue. Even Apple won’t take a percentage to use Xcode and only charges to publish on their platform. Why is game development different?
Re: Unity's Just Not into You, Indie Developer
#50Earlier quoted context omitted.
VC backed for profit engine is precisely what Unity is though? So is Unreal and CryEngine. Both of which only survive on graphical fidelity, which is not what Unity was touted for. Unity was for filling that small-to-medium sized games in terms of man power, if you got 15 years of experience then you should know that. I think it would be more interesting to see a Coop backed engine, where the COOP has to listen to it…
> Since my biggest annoyance with proprietary software or in this case game engine is that you can create the most elaborate sub-engine (for example a fully-dynamic RPG) and see it all come crashing down because some dimwit at Epic Games reeeeally wants to push the latest eye candy that breaks your sub-engine. Uf, feel that one. If the engine isn't designed with your genre in mind you may be making some significant s…
And here I thought industry is that one programming market with no awful grinds. I do sympathize though, webdev frontend+backend is just hellish (but you do have some tools to alleviate the pain, but when you have to rewrite the app 6+ times it really breaks you).