3 ms·
Unity was different because the pricing was insane for F2P titles. Some successful titles only manage $0.50/install, going from 0 to 40% revenue share was insan
by Guvante 3y ago
Unity was different because the pricing was insane for F2P titles. Some successful titles only manage $0.50/install, going from 0 to 40% revenue share was insane.
Way more importantly making it retroactive was unheard of. Unity even had promised to support "pick your license" for released titles in perpetuity but then during this change said "we never said the runtime was free in perpetuity".
Charging more for your product isn't great but it always happens.
Also on that topic Unity got started as the "no revenue sharing" option and was paid for by very expensive per seat costs. So there was a bit of "you are double dipping" feeling too.
In this case Unreal is charging for a new market is the goal which makes sense.
Certainly the bait and switch of free now not is a bit sour but how sour depends on the cost.