Honestly, does anyone really know about the CEO? I feel like she’s got a free ride. No one is going to say she tanked Twitter when Elon publicly announces everything stupid thing he wants done and says he picked it and he’s the brains behind it. If Twitter fails, it’s because Elon is a self absorbed moron, not because the CEO made a mistake. Which is kinda “doing it wrong” from the “we’ll hire some lady as CEO and blame her for the drop in revenue and engagement and then fire her for some cheap good will” idea that boards tend to go with.
Honestly I feel like if the CEO of Twitter made a mistake, it’d be an improvement over Elon’s changes.
The same board of directors who put him there are in charge. The same corporate culture that let him push these decisions is still in place. The same critical mass of people in leadership who would care enough to block such crap still don’t work there.
Greedy out of touch old fuck.
Then again, it’s s not like the board is much better.
He’s gonna be their golden fall guy now, but it’s shit all the way up.
If the changes were launched this way, being tied to a new version in 2024 then this would have been a perfectly fair approach, you could stick with 2022 / 23 LTS for your projects and only if you want ‘new’ features would you pick up 2024 LTS and agree to the new terms.
I’ve honestly not seen much difference between major versions e.g. 2021 - 2022 LTS, so unless these new versions come out with amazing new features, devs can still stick to these old reliable versions.
It’s much better overall but the way they’ve handled this has been shithouse
It might now win any new developers but people who work many years to build things like custom simulations have no way of switching to other platforms.
It depends on a lot of factors though. Creating your own engine is by far not an easy task. The more feature rich it shall become, the more work it will need. Especially if it should have high 3D graphics quality while also running performant. That alone can cost a good team at least 2 to 5 years.
Switching engines also depends on how portable your work from the old engine is with regard to the new engine. It may not be impossible but can still be a lot of work. The earlier that decision is made, the better.
If the devs are determined enough they can surely do a switch. But they might sweat a lot. And especially for smaller studios, or studios without sufficient funding, this quickly becomes a matter of financial survival.
So it’s not impossible, yes. But don’t take that lightly as well.
Switching engines also depends on how portable your work from the old engine is with regard to the new engine. It may not be impossible but can still be a lot of work. The earlier that decision is made, the better.
Not to mention I’m guessing a good amount of indie devs are not abstracting every detail of interacting with the engine from the getgo in the chance they want to swap engines down the line. I’m sure some more experienced studios due for that just incase measure or to make migrating past breaking changes a bit easier when they crop up. But generally speaking I can’t imagine that’s a common tactic. But even if it did your still going to have to recreate every new implementation for your interfaces and there are bound to be differences here that are gonna take some time.
That works for consumers because they don’t have nothing to lose. Smaller devs will still gravitate towards Unity because the various fees don’t apply to them, but any big studio won’t touch it with a ten feet pole. Immagine putting the salaries of a full studio in the hands of a company that might decide out of the blue to ruin your business model, it’s a nightmare scenario for any CEO! More so when there are viable alternatives
It’s times like this I wish we did things more like china. The one person who is actually responsible for this change is going to get a huge payout, but the same can’t be said for everyone else at the company whose lives are going to be completely thrown off from the incoming layoffs.
They have over 7,000 employees they need to lay people off anyway. The reason they’re not profitable is because they’ve massively overextended themselves. Why did they buy Wetter, utterly bizarre purchase choice.
If they had a sensible number of employees and didn’t buy random companies every 5 minutes they’d be profitable.
Honestly, Unreal has been in a different league ever since Epic started dumping Fortnite money into it. That’s probably why Unity tried to start charging more, because they’ve been falling behind for the past few years and can’t afford to keep up. Not that I think it’s good to leave Epic/Unreal without decent competition, but I’m more inclined to blame Fortnite for the downfall of Unity than the indie devs Unity just scared off with their desperate cash-grab.
Unreal has been in a different league basically since its inception. Compare the original Unreal engine to its contemporaries like Quake or Half Life and it’s amazing what they could do, if you had a box that could run it.
The difference between Unreal and Unity is Unreal has a sustainable viable business model (I think I’ve come to the conclusion that there are no “sustainable” business models under capitalism, what with demanding infinite growth and lal that). Epic Games develops their own games; the development of Unreal Engine has pulled its weight as a component of Fortnite and such. Same thing with Valve; I don’t think they ever bothered to charge for developing a game in the Source engine because they made their money for engine development through Half Life 2, Portal, TF2, Left 4 Dead etc.
Unity on the other hand doesn’t make and sell games, so they have to either directly charge developers (which they both do and don’t) or they operate their own adware nonsense. And neither of those revenue streams are enough. Which means they don’t have a viable business model. So they pull a stunt like this to hasten their inevitable bankruptcy.
Yeah I was a game programmer in the early 2000s. Unreal made my jaw drop back then already. They’ve always been state of the art (although arguably CryEngine had the lead for a while), long before Unity came around. As you might remember, it started out in 1998 as the game Unreal (and then Unreal Tournament) which was a kickass first-person shooter. It has been around for 25 years now.
Unreal is now also selling their engine to Hollywood productions that want to replace green screen with real-time effects for the actors to play against. It’s impressive stuff, and I bet they’re going rake in tons of money through that channel as well. Unity is just not in the same ballpark.
That said, there’s room for Unity if they’re willing to find a business model where they don’t compete head-on with Unreal. As the article indicates there is (was) a strong community providing tons of cheap or free-of-charge assets, and it’s been very appreciated among indie devs for these reasons. Unity excels in support for mobile and web platforms. They don’t need to make their engine support all the latest cool technology. They just need good developer relations and tools that make it easy to turn cool ideas into fun games. The fact that they squandered their biggest asset (the community) shows that the leadership does not comprehend Unity’s value proposition. It is being lead by fucking morons.
Good. The terrible marketing team who made this decision is still there, and they still want this end result. They just learned they need to approach that goal more slowly.
wired.com
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