You’d think Microsoft would calm down on the cloud after the massive Xbox One failure and underwhelming results of their live service games like Halo Infinite. Guess they never learn.
What are you on about? Xbox one literally tried to sell itself as a cloud console with games like Crackdown 3 leveraging cloud computing. Nobody wanted it and it failed. That’s literally what they’re suggesting the new console is.
So your think crackdown 3 failed because of the cloud computing element? And not because it was a second sequel to a game, which was only popular because it exposed the Halo 2 multiplayer beta?
Or that Microsoft, putting a new feature in the game is them trying to sell the whole console based on that feature?
Well it’s a leak so they’re not suggesting a single thing. It will probably be closer to how certain GamePass games are playable in the cloud and that works rather flawlessly but go on and complain about nothing.
Xbox One as a whole failed because it’s not at all what people want. Aside from the fact that you need amazing internet for games that would support cloud computing, it felt like a gimmick and still does now. I brought up their live service games because that’s where they’d want to do something like that on, and if they can’t make a good live service game now they won’t with The Cloud™
It will probably be closer to how certain GamePass games are playable in the cloud and that works rather flawlessly but go on and complain about nothing.
You’re the one arguing… And the article says otherwise…
it wants to develop a “hybrid game platform capable of leveraging the combined power of the client and cloud to deliver deeper immersion and entirely new classes of game experiences.”
Microsoft said it envisions the next-gen device as being “optimized for real time gameplay and creators,” with the company adding it will “enable new levels of performance beyond the capabilities of the client hardware alone.”
Wow, you really drank the capitalist tea haven’t you? You’re sitting over there with how much capital to your name? Probably absolutely nothing and saying that some a company selling 58 million units is a failure. But go off keep sucking that capitalistic cock and buying their shit.
The arrested Roblox developer was later identified as Mikhail Jacob Olson, also known as Simbuilder. Per the Chronicle, Olson was taken in (and later charged) for having a concealed firearm in his vehicle, along with “possession of armor-piercing munition and a large capacity magazine activity.”
Fuck, the dude was ready to commit mass murder. Anyone got more details on him and/or why he might have wanted to kill people there?
Do you know how little that narrows it down? There was also the controversy around them essentially exploiting free child labor - www.youtube.com/watch?v=_gXlauRB1EQ
That really doesn’t do anything at all to explain why one of the devs would get arrested for brandishing(?) A handgun. Literally conveys no other information other than “Roblox devs bad”, same thing is true of the rest of this thread now that I think of it.
Like just going off the title, that could be describing a would-be mass murderer who got foiled as easily as it could be describing some guy who just forgot to take off his conceal carry and the wrong person realized before he did.
I have to wonder what kind of ammo that is really, I’m a firearms enthusiast and have never seen armor piercing ammo for sale anywhere. Pretty sure it is illegal everywhere.
I heard from a friend that, allegedly, Riccitiello sold a load of his shares in Unity last week, almost like he knew those shares would be worth less this week… No idea if there’s any truth to it. You know how rumours can be.
I’m starting a game design degree on Monday, and I know Unity is on the syllabus (though not until later in the year). Guess it’ll be interesting to start the term with a conversation about how useful knowledge of Unity will be long term. Since the majority of graduates from this university go into or start indie studios (due to geography), how Unity treat smaller developers is definitely going to be relevant.
I don't quite get how the changes are so bad for indies. You must have both $200k revenue and 200k installs before the fee starts ticking on the excess installs. Do indies really sell that kind of numbers?
I can see how the flood of ad-based mobile F2P games are hit, but I don't feel sorry for those that run that kind of model.
Some do and can you risk to be one of them if Unity takes that much after the first week?
Terraria, a game that got fresh content for years, meaning people were each update reinstalling the game, installing it on multiple platforms etc.
During its first week of release, the game sold over 200,000 copies. That number increased to 12 million by June 2015. As of the end of 2020, the game has sold over 35 million copies worldwide. Read more: tuko.co.ke/421556-top-20-selling-indie-games-time…
The reality is that it’s a lot of fuss for a game development company to switch engines but for an experienced individual developer it’s not a huge deal to switch engines. If you learn game development and design today using Unity then 100% of the game design knowledge is exactly transferable and 80-99% of the game development knowledge (depending on exactly what you’re doing) will transfer to Unreal or Godot or whatever else you might need to use later.
It’s like a musician switching from one audio production suite to another. The musical theory stays the same and while the exact details of how to make each bit of software do stuff is different, the actual stuff you’re making it do is broadly the same.
Correct me if I’m wrong but lots of game developers simply do bootcamps or short courses where they learn Unity. They don’t have background in software development and switching tools/languages will require lot of learning from them. They will only switch when using Unity will actually become unaffordable. Bigger studios that can afford to retrain people/hire new experts can change tools like that, smaller studios will just keep using Unity.
Sounds like those game developers are about to become unemployable without further education
Also, I don’t really know how one can be a good developer without that necessary foundation. Maybe you can use a tool, but how would you know what to do with it…?
I think the game “development” industry is run by people who don’t understand the difference between a game designer and a game developer. As such there’s lots of people who only know as much about game design as the average developer does being tasked to do game design work and vice versa.
Really sucks to be a Unity developer right now. I’ve been working with mostly Unity for around 10 years now, and while I’m not directly affected by the recent changes, it really feels like the engine has been dying a slow death for a few years now. Hopefully Ricitello will leave eventually and they can turn this around, otherwise many of my skills will be useless in a few years…
If I were running a Unity project, I'd be tempted to just jump to Unreal. No matter what promises Unity makes you don't have any actual guarantee that they'll keep them while Unreal has the "non-retroactive" clause directly in their contract. However painful the switch is, you'll only have to do it once.
"non-retroactive" clause directly in their contract
I also wonder how Unity‘s approach will work in countries where that is the legal default. I have a feeling that we will be seeing quite a few lawsuits next year, if they actually go ahead with their plans.
Nintendo would probably prefer the 20 cent per copy license fee to a percent based one. New Pokemon games are sold at 60 dollars in the US and sell millions of copies. This is a bigger issue for indie developers looking to sell for a cheaper price to bring in sales.
are unity and unreal so different that your 10 years of experience in one isn’t helpful for the other? i’m not a game developer but I had assumed it was similar to web frameworks - definitely high switching costs for porting an existing project, but as a developer looking for a job there are still many portable skills.
i’d guess it also depends on what parts of the engine you are working in?
To an extent I can apply my knowledge to other engines, sure. I’m working on my third Unreal project currently, and while it’s not like starting from scratch, I’m definitely way slower working with it. It also doesn’t replace Unity completely. It’s great for high-spec 3D stuff, but almost useless for mobile 3D/AR apps, which is a lot of what I do (not making games but mainly industrial interactive 3d applications).
Hey same here, although I’m just getting started in the industry. I’ll look into Unreal soon I guess, been wanting to do that for a while anyways, and maybe also experiment with godot
Unreal is good if you want to work on big expensive projects at big companies. Godot is good if you want to work on your own projects today and potentially but not definitly work on small to middle-sized projects at small to middle-sized at small to middle-sized companies in the future. Unity is fine if you want to work on small to middle-sized projects at small to middle-sized companies now and potentially in the future.
Which sucks. There ought to be a clear and unambiguous path to chose for someone moving into game development today but since Unity keeps making weird choices that are hostile to developers whilst not continuing to improve at a good pace, it’s hard to say for sure which engine will fill in the not-Unreal Engine part of the market unless you have a crystal ball.
Realistically the best thing is to have as strong a foundation in programming generally as you can so that switching engines is minimally disruptive (as there will always be a need to do so eventually. There’s very little chance one single engine will continue to be the standard over the 40+ years of a career.)
I’m not so sure about that. Godot is fantastic for making the sorts of projects they are describing. But if the relatively minor difference between Unity and Unreal’s workflow are a turn off for them, then the consciously different workflow in Godot is probably going to be a significant barrier. Personally, whilst I love Godot because it’s FOSS and lightweight and a great platform for building smaller scale games: a big part of the appeal for me is that I find the Unreal and Unity ways of doing things stupid, confusing and clumsy and the Godot way clever, clear and elegant. I know lots of people feel the exact opposite.
Or, you know, Unreal if you are after making a 3D game. Between that and Godot, I wonder if Unity is just slowly strangling themselves to death? They don’t have much to offer. Perhaps most of what they have is existing tutorials, community and general knowledge of the engine, but if you piss off those people and/or they have to learn something else because you make it harder for them to profit, that could disappear fast.
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