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> So it's a one-time pain versus a monthly pain. I disagree, these requirements refresh regularly and are applied per-game (note, I'm not saying that Unity is
by danShumway 3y ago
> So it's a one-time pain versus a monthly pain.
I disagree, these requirements refresh regularly and are applied per-game (note, I'm not saying that Unity is charging per-month, I'm pointing out that if you make $200,000 one year and $180,000 the next year, you dip back under the threshold and don't have to pay.)
This is still going to be a continual fight. Sure, I buy that you save some effort for studios that are clearly over the threshold, but it sounds like you're primarily talking about smaller companies anyway, and (correct me if I'm wrong) I don't see how it would be harder for a company to say "last year our 5 games each only made $190,000, it was a slow year for us".
> They're going to miss x% of the installs and have y% of spurious extras, and whether or not this approach advantages one side or the other is going to depend on a lot of factors down in the noise. If there's a large enough error it's going to end up as one more factor in the conversation with the account rep I'm sure they'll be having anyway.
> Then the fight's just about install numbers, which are published and which I'd guess they have the ability to check on via instrumentation.
I don't think these statements agree with each other. In any situation where it's simple to check install numbers (ie, Steam) -- Steam will also be tracking revenue. Where sales numbers are hard to track would be across multiple storefronts where... I mean, installs are also going to be hard to track. Unless they're planning to require an Internet connection for installing GoG games and Itch games because those installs aren't otherwise tracked. But I feel like that's going to be an issue for users if they do. Tracking revenue on a platform like GoG should be significantly easier than tracking installs, GoG has very little infrastructure I'm aware of to track installs of DRM free games.
I'm not an accountant, I don't want to make a serious claim, I could be wrong about the complexity, but it sounds like there is still going to be fighting over what installs failed, what was and wasn't pirated, etc... is that fight easier to have than "how much revenue did you take in?" :shrug:
Also bear in mind that this is not "you cross the threshold and then pay us for all installs", it's "you cross the threshold and pay us for installs after that point." So it's not just enough to ask if a company is making $200,000. When did they hit $200,000 in the current calendar year? How many installs happened specifically after that point? You still have to have that conversation with the company's accountants and you still have to try and confirm dates. And you have to do that yearly, and if you're already going to companies yearly and working with their accountants per-game to figure out when exactly installs start costing money... I don't know, again I'm not an accountant. I see that as a similarly complicated problem. Maybe I'm wrong.
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My take is that Unity isn't saying that this makes their accounting easier, they're saying that it's going to encourage more "deep collaboration" with developers who purchase additional services, and that it supports the "continued investment" of the runtime. I'm inclined to believe the motivations that they're saying publicly. I'm sure that if they're pressed they won't reject a framing of accounting/ease of use, but it strikes me that it's not the motivation they're leading with. But I can't read their mind.
- strobe 3y agotheir terms also not about game profits. Let's say in case if $300k spent on Ads to get 200k+ installs and as result you made only $200k back as in-apps payments Revenue from game (so your profit is loss of $100k+fees+taxes) then Unity will demand you to pay them $40k+ just to cover installs amount and you almost won't have control to stop new charges because even if you will shutdown a game then some installs continue to happen from various pirate sources or some small app stores. It looks completely insane terms for lot of mobile games where monetization is huge challenge and difference between profitable game and company bankruptcy measured in cents per user.
- jay_kyburz 3y agoThe FAQ suggests that once you cross the install threshold, you keep paying. The thresholds are "lifetime" >The Unity Runtime Fee will apply to this game, as it surpasses the $1M revenue and 1M lifetime install thresholds for Unity Pro. Let’s look at the game’s installs from the last month: Prior month installs (Standard fee countries) - 200K Prior month installs (Emerging market fee countries) - 100K The fee for install activity is $23.5K USD, calculated as follows: (100K x $0.15 (first tier for standard fee countries)) + (100K x $0.075 (second tier for standard fee countries)) + (100K x $0.01 (fee for emerging market countries)) = $23.5K USD
- danShumway 3y agoWait, that can't be right, it would be ludicrous. Once a game passes the threshold it pays per-install permanently? That's so wildly horrible of a pricing model that I just have to assume that's not what they intend, even a completely out-of-touch exec should be able to see the problems with that. Have a game that's profitable enough to pass the threshold and then interest drops off? You're suddenly incentivized to completely take it off of the market and remove the game from people's libraries since you'll keep racking up fees from installs even if no one ever buys another copy. I'm not denying that the quote does seem to imply what you're saying, but I have to believe that's a misprint or bad writing on their part, the implications of the threshold being lifetime sales are so bad. The policy is bad, but there's no way Unity is that comically out of touch, is there?