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Most Unity games are mobile apps. Some suits probably saw the numbers on installs and saw dollar signs, but never thought about if it was a viable pricing mode
by bcrosby95 3y ago
Most Unity games are mobile apps. Some suits probably saw the numbers on installs and saw dollar signs, but never thought about if it was a viable pricing model for most of their actual customers.
- qwytw 3y ago> pricing model for most of their actual customers I guess they don't really value customers who can only generate $0.01-1.0 or less per install. Not saying it's right but it's not like this group of developers is really paying them that much anyway (and noncommercial games/apps don't seem to be affected at al).
- starburst 3y agoYou'd be surprise how HUGE that market is and also Unity's foothold as the engine of choices for those games. So this makes this decision even more baffling because instead of sharing the revenue these developers will just change to a different engine (it's not like that market will disappear, so if using Unity is unprofitable or too big of a dent in the revenue, they won't stop making those games, just use a different engine)
- qwytw 3y ago> instead of sharing the revenue I'm sure one reason Unity did this is that are pretty certain that many of those developers won't be willing to share their revenue. In countries like China where even relatively large studios would just pay for 1-5 licenses for 100 employees forcing them to give you a share of their revenue seems hardly possible.
- starburst 3y agoThey will have the same problem trying to get them to pay per installs as well, whatever punishment can happens for not paying their cost to install tax they can do the same tactic for those not paying their revenue share.
- qwytw 3y ago> They will have the same problem trying to get them to pay per installs as well If they are already clients and paying for Plus/Pro/etc. subscriptions that shouldn't be too hard (much, much easier anyway).