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I wouldn't even care if they switched to Epics model and asked for 15% of revenue after the first 1M - For games making use of Unity 2024 of course.
by jay_kyburz 3y ago
I wouldn't even care if they switched to Epics model and asked for 15% of revenue after the first 1M - For games making use of Unity 2024 of course.
- nonethewiser 3y ago… do you have a game doing 1M in revenue?
- jay_kyburz 3y agoYes. And we are switching to Unreal. The price is not why we were using Unity in the first place. I don't like Blueprints and I don't like C++. Verse looks like it's going to be super weird. Unity is more versatile, smaller, easier to use. Faster to iterate. I've worked with both engines for many years, on the Bioshock games in Unreal and Void Bastards in Unity. But Unity has shown time and time again that they have no respect for us, so we really can't continue to do business with them.
- ffhhttt 3y agoBut for most games Unreal still seems to be significantly more expensive after you actually start making significant money?
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- loupol 3y agoPredictability of costs is important. If I use Unreal, if my game generates 2M$ revenue, I know exactly what I'll need to pay Epic. With Unity's model it's a coin toss. Are lots of people going to reinstall my games ? Am I going to get install bombed ? I have no idea.
- 015a 3y agoKingdom Hearts 3, Hellblade, Gears, FF7R, Borderlands, Sea of Thieves, Fallen Order, and countless others all use Unreal, in all likelihood made over a million dollars, and many made sequels using Unreal as well. Its also absolutely necessary to clarify that Unreal's revenue share is 5% over $1M, not 15% (and, weirdly; its 5% over $5M for games distributed on the Oculus Store, believe it or not).
- MattRix 3y agoEpic’s model is 5% not 15%. 15% would be absurd.
- jay_kyburz 3y agoYes sorry, think I got confused about the store rev share, which I think is 12% now anyhow. :)
- johnnyanmac 3y agoa big jump but not unheard of. remember that the biggest store platforms take 30% already; Apple, Google, Sony, Valve, Microft, and Nintendo. In a vacuum it's not unthinkable to suggest that the engine you make your game on and leverage many features for (networking, porting, collaboration, etc) is at least half as valuable as the store you're hosting the game on. Personally I think it's the store takeaways that are way too high. And in some cases overstep their boundaries in what they allow an app to do or how to sell it. But that's a big tangent.
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