@realcaseyrollins Regardless, the developers are now increasingly wary about "their" tools not being truly theirs anymore. Same goes for most of the infrastructure they rely on - social media, storage, distribution, the tools they use to design their assets with...
Not quite sure why they would think there was any confusion. People read the new terms, saw they were a complete and utter cash grab and then spoke up about it. I have no idea how anyone that has the means to switch to another engine isn’t doing that right now. Whatever Unity says next will not be trusted.
That is a pretty substantial subscription base, no wonder it’s profitable even if it at times feels like a really good deal. Like now when Starfield launched on Game Pass.
Its an open world first person shooter but with magic instead of guns, it happens in a Shibuya where all the humans have banished and the city is taken over by spirits/yokai both good and bad and the protagonist has to find its sister while posessed by a spirit that has his own goals but at the same time is what gives him powers, all around the story is simple but decent but the open world and lore is where it shines, a lot of missions where you get to know classic japanese folklore and help spirits trapped in this world for a reason or another. All around i enjoyed my time with it and the “gunplay” is pretty decent after the free dlc that they added when the game was released on gamepass which added a side ability to all three different guns/powers.
No problem! It didnt get the best reception when it was released as it was a sony exclusive that didnt get much marketing at first, but its a nice experience all around and if you decide to go for the story it doesnt overstay its welcome and if you have gamepass you can play it there as i did, so glad i made it interesting for you!
I had just never heard anyone speak about it, the premise and Japanese mythology already interest me, and it's developed by Tango, the studio ran by Shinji Mikami, so I'm definitely interested to check it out (though I know he's not directly involved, it lends a pedigree to their studio, to me.)
Much like Darkest Dungeon, game development is a dynamic and challenging effort where tough choices must be made using imperfect information. Making and releasing a game is an uncertain endeavor, with treasures never guaranteed. But that uncertainty should lie in the marketplace, not with fundamental business terms around which a project was built.
We believe Unity has made a grave misstep in introducing a poorly thought out fee mechanic and then compounded that threefold by making it apply to games that have already been released. We are sympathetic to the idea that companies must sometimes change how they operate, but these changes should be carefully planned, communicated, and enacted in such a way that partners may choose whether they wish to accept these new rules for their next projects.
We built Darkest Dungeon II using Unity, and a large part of our decision to do so was the relative cost certainty around the license and subscription model. We’ve spent hundreds of thousands of dollars on licenses, and far more than that in engaging Unity to help us with parts of development. It is hard for us to imagine building another game with Unity unless we know we are protected from the possibility of massive changes to how we pay for that technology being introduced at the whims of executive management.
Part of game development is knowing when a mechanic is not working and then having the courage to swallow your ego and undo the mistake. We call on Unity to recant this blunder.
We at Red Hook know something about madness… Much like Darkest Dungeon, game development is a dynamic and challenging effort where tough choices must be made using imperfect information. Making and releasing a game is an uncertain endeavor, with treasures never guaranteed. But that uncertainty should lie in the marketplace, not with fundamental business terms around which a project was built. We believe Unity has made a grave misstep in introducing a poorly thought out fee mechanic and then compounded that threefold by making it apply to games that have already been released. We are sympathetic to the idea that companies must sometimes change how they operate, but these changes should be carefully planned, communicated, and enacted in such a way that partners may choose whether they wish to accept these new rules for their next projects. We built Darkest Dungeon using Unity, and a large part ofour decision to do so was the relative cost certainty around the license and subscription model. We’ve spent hundreds of thousands of dollars on licenses, and far more than that in engaging Unity to help us with parts of deve lopment. It is hard for us to imagine building another game with Unity unless we know we are protected from the possibility of massive changes to how we pay for that technology being introduced at the whims of executive management. Part of game development is knowing when a mechanic is not working and then having the courage to swallowyour ego and undo the mistake. We call on Unity to recant this blunder.
(used Google’s text detection to copy/paste, so may not be perfect)
We at Red Hook know something about madness… Much like Darkest Dungeon, game development is a dynamic and challenging effort where tough choices must be made using imperfect information. Making and releasing a game is an uncertain endeavor, with treasures never guaranteed. But that uncertainty should lie in the marketplace, not with fundamental business terms around which a project was built. We believe Unity has made a grave misstep in introducing a poorly thought out fee mechanic and then compounded that threefold by making it apply to games that have already been released We are sympathetic to the idea that companies must sometimes change how they operate, but these changes should be carefully planned, communicated, and enacted in such a way that partners may choose whether they wish to accept these new rules for their next projects. We built Darkest Dungeon I using Unity, and a large part of our decision to do so was the relative cost certainty around the license and subscription model. We’ve spent hundreds of thousands of dollars on licenses, and far more than that in engaging Unity to help us with parts of development. It is hard for us to imagine building another game with Unity unless we know we are protected from the possibility of massive changes to how we pay for that technology being introduced at the whims of executive management. Part of game development is knowing when a mechanic is not working and then having the courage to swallow your ego and undo the mistake. We call on Unity to recant this blunder. Red Hook
ETA: Ah, shit sorry I didn’t see someone else had already posted
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