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> pay Unity whatever they want, or get out of the business I guess it's down to how the video game/engine market works. A tiny proportion of their users make
by qwytw 3y ago
> pay Unity whatever they want, or get out of the business
I guess it's down to how the video game/engine market works. A tiny proportion of their users make massive amounts of money while essentially paying peanuts to Unity (well.. I guess at least in relation to what value it provides compared to storefronts/ad companies/platform owners etc.), while the bulk makes barely anything.
They don't want to go with a rev. share model due to various (pretty valid reasons) and therefore they seem to be really struggling with monetization. So they came up with this Frankensteinian compromise/abomination which hardly solves anything:
- most of their biggest customer will continue paying pennies (as % of revenue).
- most users are under the 200k/1000k limit so these changed don't even affect them in short term (of course it might make them reconsider whether they really want to continue using Unity)
- the not that large but very vocal (their corporate won't go around complaining on twitter/reddit/etc.) group of mainly indie developers in between is kind of screwed (at least if they make F2P or cheap mobile games). However it's not like they pay Unity that much money currently, so their executives who obsessed with maximizing short-term revenue growth don't have any reason to care about what happens to them.