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I 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?
by 0dayz 3y ago
I 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?
- fanpu 3y agoYes, but it is precisely because they are trying to get a slice of the pie from large studios that whatever happens to indie devs with their changes are just collateral damage
- lelandfe 3y agohttps://blog.unity.com/news/plan-pricing-and-packaging-updates https://blog.unity.com/news/plan-pricing-and-packaging-updat... I'd wager it won't affect most small studios, since most games never get close to the prerequisite $200k revenue in a year. But the thought that if you finally do see success you have to start paying danegeld to Unity...? Far worse is that Unity apparently has the ability and desire to do things like this. What's to stop them in the future from altering the deal further?
- 0dayz 3y agoOh I 100% agree, it's a bit refreshing to not just be told "don't worry if you're an indie dev" - like you get told oh so many times like the trap it is.
- deleted 3y ago[deleted]
- qwytw 3y ago> $200k revenue in a year. But the thought that if you finally do see success you have to start paying danegeld to Unity You already had to upgrade to Pro if your company (now it's per game which in theory might be a significant discount) had more than $200k in revenue. So yes, but you still had to earn over 1 million per game and the fees are not that bad with Pro (since you get 1 mill for free).
- stuckinhell 3y agoMost big studio's have the power to switch engines, which they will eventually. It's not uncommon to hire teams to port games to other engines.
- qwytw 3y ago> which they will eventually Unity will still likely be much cheaper than Unreal. Zero respect for customers and unpredictability (what they might pull off next?) would seem like much better incentives and cost for most.