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They also donate 1000 USD each month to each project moving forward. I still wonder how the discussions at Unity went, thinking that a per-install fee for alre
by MrGilbert 3y ago
They also donate 1000 USD each month to each project moving forward.
I still wonder how the discussions at Unity went, thinking that a per-install fee for already released games would be a great idea. Sounds like the result of a compromise.
- rychco 3y agoThese are the kind of decisions that I (almost) can’t imagine happening at a private company. When the developer of a product you use goes public, you can expect with absolute certainty that it will become measurably worse over time. It might not happen quickly, but it will happen.
- cinntaile 3y agoYou changed from private to public, I assume you mean public in both cases or this doesn't make sense.
- lubutu 3y agoNo, they're saying they can't imagine it happening at a private company, but can once the company has gone public.
- ozim 3y agoMBAs rolling in to milk the cow dry, run it to the ground and sell scraps for profit can happen in private company as well.
- sparrowInHand 3y agoThe sea-people of our times are the CEO people..
- martijnvds 3y agoBronze age civilizations were wiped out by the sea-suite.
- mschuster91 3y agoIt's rarer though. These MBA beancounter types get attracted to public companies like flies to a pile of bull dung because it's far easier to get compensation tied to stock prices/valuation there, and it's easy to direct a stock's price upward (headcount reduction is the most common thing that will send it upwards).
- drumhead 3y agoThey do it because it succeeds. How many shitty things have we seen normalised and spread because consumers just accepted it and paid up?
- huijzer 3y agoExactly. I agree. I also find it surprising when people talk negatively about certain companies or capitalism in general, but then continue to spend a lot on various products including the companies they criticize. Companies are not making money up (apart from some fraud cases like Enron).
- drra 3y agoIn the '90s, a friend of mine was in the pharma industry. During a training session, the question came up: "Is it possible to market a useless drug as a panacea?" The straightforward answer, according to the trainer, was "Yes—if the projected profits surpass the potential liability costs." All of the outcry was likely anticipated when they made that decision.
- dharmab 3y agoInversely, heard at a very large AdTech company when a room full of engineers was told about then-upcoming GDPR requirements: "Can't we just pay the fines?" "No. The fines scale as a percent of revenues."
- adastra22 3y agoIf the percent is less than the profit margin…
- theshrike79 3y agoThe "percentage of global revenue for the whole parent corporation" was the genius bit in GDPR. Otherwise Facebook could've just founded Privacy Violation Inc and done all the bad shit there. There's just one employee, Frank, and he's paid minimum wage. Now if, for example, Youtube fucks up the GDPR fines are calculated on the global annual revenue of all of Alphabet Inc.
- hackerlight 3y agoI can't fathom the logic. Why not do a slice of revenue like Unreal does, and calibrate the percentage so you make the same amount of money as you would have otherwise made had you done it per-install? Happier customers and identical revenue.
- alphager 3y agoTheir USP was that they had no revenue share. Somehow they thought that the current retroactive per-install model would go over better than reneging on that promise.
- hutzlibu 3y agoBut how little can you know about your own product and your customers, by suddenly treating an AAA game that is sold for a fixed big price, where a fee per install might make sense or is affordable, the same as all those little games, where many are free to play (add financed, or as a free demo with full version unlockable)? I mean, how can you not see that? Or was the thinking, screw that market, we are only catering for AAA games now? Even then it makes little sense as the revenue share like Unreal does, would make more money. It likeley was something along the lines of: "they need us, they will have to find a way to pay us, if they want to continue existing."
- deafpolygon 3y agoIt was more a heavy-handed tactic to get small ad-supported game developers to switch to using Unity's ad network rather than their competitors.
- noirscape 3y agoNot AAA games - the real target here is mobile games. Those far exceed any profits the AAA industry generates. Indies are a necessary casualty in the eyes of Unity (or more accurately: they're just not considered). Unity is the engine behind some of the most popular mobile gacha games. MiHoYo (Genshin/Honkai Impact) uses it for everything, so does Type/Moon (Fate Grand Order). They want a slice of that pie. That's where the real money is. Those games rake in hundreds of millions of dollars every month. Hence also why the charge is by install and can be waived if you use Unity's adtech offerings.
- herbst 3y agoThere is one 'good' aspect I can see. Nearly all worthless trash games on steam, those that need more resources than anything else, those where you easily get stuck, those with generally no gameplay. Shine a very bad light at unity. A unity splash screen is and always was a sign that the game might won't work on my setup. Maybe this will drive away all these shitty games. That's definitely mostly just good for the brand, but IMO kinda necessary as the brand stands for shitty games for some.
- hnben 3y ago> Maybe this will drive away all these shitty games but why? when the cost scales per install, it shouldn't hit small trashy games harder, should it? (or am i missing something like large one-time payment?)
- Auracle 3y agoIt was only after you hit $200,000 in sales for a year.
- herbst 3y agoIf it doesn't even help against that issue then I have no theorie either
- coolelectronics 3y agothe ability to make "worthless trash games" is the only reason that the indie industry can exist at all. there are huge communities around sharing small lower-effort projects (which countless well-received games started out as) and gatekeeping an engine to enterprise customers only would be a far far worse decision than what they've already done besides, the rates only kick in after your profit reaches 200k so it wouldn't do anything
- herbst 3y agoTo be fair I am not talking about small indie games with creative gaming aspect. Go to steam, sort any 3d category by price and be amazing by the amount of reskinned unity shooters, RPGs, whatever.