gamesindustry.biz

scrubbles, do games w Unity adding a fee for devs for each time a game is installed, after certain thresholds
!deleted6348 avatar

This makes sense to me, it looks like it’s $0.20 for each install, only if

  • you have passed a threshold of installs
  • you yourself are charging for your game

Which, I know Lemmy has issues with proprietary software, but if you are charging for your software and it’s built off this, I don’t think $0.20 is too much to pay them. Unreal takes a percentage I believe, sounds like this is a “keep the lights on” charge.

makatwork,

Except steam will let you un/re-install something infinite times.

Carnelian,

Is that really how it works? That seems like a pretty egregious oversight if so, couldn’t groups of people bankrupt devs, especially small ones with small file size games that are easy to reinstall over and over?

delcake,
@delcake@kbin.social avatar

Nah, it's per device install. So unless you modify your PC enough to generate a different hardware fingerprint or go install a game on a fleet of laptops or something, most people won't be running up that counter too much.

aggelalex,

Virtual Machines.

colonial, (edited )
@colonial@lemmy.world avatar

Depending on how they generate a hardware fingerprint, fabricating random ones every check is a single LD_PRELOAD (or equivalent) away.

delcake,
@delcake@kbin.social avatar

After Unity's clarifications, I'm honestly kind of expecting the old "null-route the web address in the HOSTS file" to be a valid method to prevent their installer from phoning home to increment the counter. It's gonna be incredible if people start trying that just to frick with Unity.

The fact that we can even have this discussion should be proof enough to Unity that it's a complete non-starter of an idea to let user behavior influence the developer bottom-line.

colonial,
@colonial@lemmy.world avatar

I wonder if distributors could get away with doing that automatically. My gut instinct tells me that Unity isn’t stupid enough for that to be feasible long term, but… like you say, the C-suite bozos clearly aren’t listening to the engineers.

TwilightVulpine, (edited )

How many reinstalls? Because I have games I have bought 4 PCs/laptops ago, not counting some few more when I installed them in family members' computers to play with them. What about OS updates? Windows keeps insisting to move to 11.

Frankly, this doesn't sound reasonable at all. It's not even like Unity is doing any of the hosting to justify squeezing devs like this.

edit: Now it has been confirmed it's not measured on an unique hardware basis, any reinstall counts. It's just madness.

BURN,

They’ve clarified this is not the case. Reinstalling counts as a new installation

delcake,
@delcake@kbin.social avatar

I saw that a short while ago and actually laughed out loud. The only thing left is to get the popcorn ready I guess because this is going to be hilarious.

Fylkir,

especially small ones with small file size games that are easy to reinstall over and over?

Wouldn’t even need a small game technically. I’m pretty sure the only way to properly calculate would be running a postinstall script and someone could presumably just keep running that script

chemical_cutthroat,
@chemical_cutthroat@lemmy.world avatar

Hearthstone runs on Unity. I’m ok setting up a little something to let people constantly install and uninstall Hearthstone to bleed Blizzard dry… hell, once it’s discovered how your installs are tracked, I could see that leading to insane exploitation.

PixxlMan,

That’s without a doubt not what Unity means here though

Ktanaqui,

It is exactly what Unity means; they have doubled down on the clarifications. The precise point is to charge the developer for any install a user makes once they earn a (paltry) $200K.

It’s not rocket science to see that this is a very bad, very abusive idea and its targeted to hurt indie developers the most (as larger studios like EA would be on the enterprise plan and therefore on the hook for only 1/20th of the same usage).

Some simple math says that you would have to uninstall and reinstall a $5 game 20 times to completely nullify the earnings from your purchase.

It’s surprisingly easy to rack up installs; between multiple devices, uninstalls for bug fixing / addressing, the OS breaking it, modded installs having to be reset, making space for other games, refreshing a device… and so on. And that’s not even accounting for bad actors actively trying to damage a company.

PixxlMan,

Honestly I just can’t believe it. It’s so unbelievably stupid and prone to fraud. How did they come to this decision??

Ktanaqui,

Clearly without consulting anyone with a modicum of common sense.

It’s also possible its a move to deliberately piss of the customer base, so they can “back off” and implement a solution that still satisfies them, but looks like they let the “customer” (mostly) win.

For example: “We will charge $.20 for over 200K installs!” Backpedal: “We will charge $.05 for only the initial install after 500K installs!”

Pretty sure there are many documented instances of exactly this occurring, especially in the game dev industry unfortunately. (The goal was never the first offer, but rather to overshadow the real goal.)

hyperhopper,

But they already changed it from $0 to 0.2, how do you know it won’t be 10 dollars next year after you’ve already spent 5 years making your game?

What if you only were charging a dollar for your game and people like it so much they install it 5 times over the year? Easy to do with multiple devices or reinstalling OS’s

The problem is unity is forcing this on people who may have spent years and lots of money entering into a different kind of business agreement.

Justdaveisfine, (edited )

There are a lot of cases where this might suck if you’re a full time Unity dev. Getting on Gamepass was already a bit dicey as it cannibalizes sales, but now you got an extra Unity tax on that. (And you may get a LOT of installs on Gamepass)

Give a bunch of keys to a charity auction? Guess you’re paying extra. Got a demo that’s doing wonders on Steam NextFest? Those are installs. Is your game being pirated? Those look like installs, gotta pay up.

I don’t think this will bankrupt any dev, but all those above decisions will hurt.

schmidtster,

I think gamepass doesn’t fall under you charging yourself for the game, so those devs may not be affected.

Justdaveisfine, (edited )

I’m not a lawyer who can properly interpret the legalese but I don’t think this is the case.

Selling your game to a publisher or a third party to distribute it counts as the developer making revenue off the game.

Edit: Actually I may be incorrect - The apparent wording of the license says the publisher or distributor would pay the per install fee. I’m not sure how that would work, unless they’re planning to send a bill to Steam/Microsoft/EA/etc. I will have to reread the terms.

TwilightVulpine,

Charging "per install" as opposed to "per sale" will be goddamn awful. At best it might lead to DRM where you'll have a limited number of installs before you lose the game you bought.

neshura,
@neshura@bookwormstory.social avatar

Or more cases of devs saying “Just pirate the game, it’s cheaper for us that way”

Natanael,

Unless pirate installs trigger the fee

TwilightVulpine,

We don't know how they are measuring it. If it's baked into the engine and not removed by cracking groups, it just might cost more for the devs.

vrighter,

as already confirmed by others, it is per install, not per sale. Meaning that if you uninstall your game and mhen reinstall it, the dev has to pay twice. You buy the game and install it on your pc, and your steam deck so you can play it whenever you want? developer pays twice.

that sort of thing

Floey,

The model makes no sense.

Consider how it affects $60 AAA games vs close to free $1 games, it’s wildly disproportional and somehow the $1 game dev starts paying significantly earlier. Now consider how it affects games that make far less than a dollar per user, this is true of many free-with-in-game-purchase mobile games.

Then consider demos, refunds, piracy, and advisarial attacks.

It would have been simpler, more balanced approach, and have none of the pitfalls if they had just gone with a profit share scheme.

TwilightVulpine, do games w Unity adding a fee for devs for each time a game is installed, after certain thresholds

This might kill entire indie projects.

9point6,

There’s other engines, this will kill unity

TwilightVulpine,

I know and thank goodness for that... but there will be projects that simply won't be able to afford to move to entirely different engines. It's a lot of work that might have to be redone.

9point6,

There’s going to be a lot of money on the table for another engine that can build a unity migration or abstraction tool

I don’t see that being left on the table for long

echo64,

… not really, and for what a few years? Indie devs don’t have a lot of money, and there is a huge discrepancy between unity and other engines. They work in fundamentally different ways.

9point6,

There are some pretty big games built in unity, the money on the table is coming from them, (assuming reasonable licensing terms) not the small indie games.

I may be entirely off the mark, as I don’t work in that part of the industry. But I’ve messed around with unity and it’s not particularly unique compared to any other engine it competes with in my experience, particularly when it comes to actual runtime. Assets will need conversion and sure, the API shim will probably give a performance hit, but there’s no reason I can see that unity is fundamentally different.

Asifall,

I’m sure someone will try, but it seems nearly impossible to do this in a way that’s actually useful. Most game engines are going to have fundamental differences that won’t easily map to the unity way of doing things

captain_aggravated,
@captain_aggravated@sh.itjust.works avatar

Art assets, sound effects, storylines, that sort of thing transfers pretty easily.

Rigging, animations, scripting, physics…these pretty much don’t and would have to be rewritten from scratch.

WhiskyTangoFoxtrot,

I’m in the middle of a project right now that’s going to be released on an out-of-date engine because the newest versions broke backward compatibility and I’m too far along to port everything. If I had to change engines entirely at this point I’d have to cancel the entire project.

BURN,

Honest question though, what other small engines have the support and features of unity while also having the permissive licensing they used to have?

At least when I was looking into engines unreal and unity really stood out as the only useable free engines.

Defaced,

There’s unreal, Godot, and a couple others I can’t think of off the top of my head. They’re not as widely used because they lack the feature set of unreal and unity, but they’re out there.

BURN,

That’s pretty much what I thought. Unity is so big because it offers a ton of features with a pretty permissive license. There’s not something comparable except unreal, which has an even worse licensing situation

Aux,

The thing about Unreal is that you can always negotiate with Epic Games. And if they like your project, they can even invest or provide tech support.

BURN,

True, but you also have to deal with Epic, which is a downside for many. It’s a great engine without a doubt, but it does come with its downsides too

EnglishMobster,

I dunno if Epic’s licensing is worse. At least it’s a cut of revenue and not charging per install.

Not to mention that Epic gives sweetheart deals to indies periodically. They make their money from Fortnite, not the engine.

theterrasque,

Unity got popular because it was simpler than unreal, and way more feature complete than Godot.

Was… these days unreal is easier to work with, and Godot is much more capable. So it’s mostly inertia at this point. And now everyone is going to take a real hard look at the alternatives.

9point6,

I’m not a game engineer, so someone else who’s actually in that segment of the industry can probably give more answers, but Godot and Bevy seem to be making some waves.

And if they’re not enough for what a dev needs, given these license changes, I don’t really understand why someone wouldn’t pick unreal or something much more comprehensive over unity now.

Correct me if I’m off the mark, but unity always seemed like what you’d go for if you wanted something like unreal, but (completely understandably) didn’t want to pay the fees associated with it

AWittyUsername,

I only prefer unity for 2 reasons, 1. I have assets that I’ve purchased. 2 I like c#.

Vittelius,
  1. You can actually import assets from unity into godot using a 3rd party add-on (If the assets license allows is)
  2. Godot has C# scripting
captain_aggravated,
@captain_aggravated@sh.itjust.works avatar

It depends on the game you’re making.

Godot has a dedicated workflow for 2D games, so I’d rather make one of those color sorting puzzle games that’s all people play on mobile these days in Godot than Unity or Unreal.

ahornsirup,
@ahornsirup@artemis.camp avatar

It's probably still going to take some projects with it. If you've sunk hundreds or even thousands of manhours into a project you can't just... do it again, or at least not always. Especially not if you've invested money as well as time, which is probably the case for most indie projects that aren't literal one-person shows.

BURN,

There’s not really anything other than unreal that has the same capabilities. This isn’t just going to kill unity, it’ll kill a ton of indie developers

TheRagingGeek,

I have a friend who has been moderately successful in the game creation space and he is saying he wants to just give up at this point because of this change.

BURN,

I can’t even blame him. I would too. This is essentially a situation where the only option is going to be a rewrite from the ground up in a new language and new engine.

If I was an indie game dev I’d be questioning my future right now too.

The_v,

This will kill new development on the engine and older games without who have a limited number of users.

The ones halfway or more through development to recently launched will have to move to subscriber model or a shit-ton of ads.

In the next 3-5 years however their profits will likely be up. So some larger company will likely buy them out.

Touching_Grass,

I think we need to kill everything so this is a good start. Snake blisken LA

TwilightVulpine,

Indies are the ones who deserve to die the least.

MargotRobbie, do games w Unity adding a fee for devs for each time a game is installed, after certain thresholds
@MargotRobbie@lemmy.world avatar

You guys should check out Stride if you are looking for another C# based engine. It’s open source, but pretty rough around the edges right now.

Or, go for Godot for something more mature.

NocturnalMorning,

Don’t know that I’d call Godot mature exactly. It’s still missing a lot of major features that both Unity and Unreal have.

ICastFist,
@ICastFist@programming.dev avatar

Can you name some? Honest question, I don’t know either Unity or Unreal in depth, I’m just aware that Godot still struggles with performance in the 3D department

NocturnalMorning,

This is a bit old now, but has a good break down of stuff that’s missing for large games. Godot 4 works well for smaller 3D games just fine, it just doesn’t do stuff like level streaming. Also it’s missing a landscape tool. (Though there is a third party one, not sure if it was ported to Godot 4 yet or not)

godotengine.org/…/whats-missing-in-godot-for-aaa/

QuadratureSurfer,
@QuadratureSurfer@lemmy.world avatar

What about Open 3D Engine? Basically an updated version of Lumberyard. o3de.org

MargotRobbie,
@MargotRobbie@lemmy.world avatar

I’d imagine Unity user would most likely be looking for a C# based engine instead of a C++ or Python based one, and O3DE doesn’t support C#.

CileTheSane, do games w Unity adding a fee for devs for each time a game is installed, after certain thresholds
@CileTheSane@lemmy.ca avatar

Well this is bullshit but is there anything I as a non-developer can do about it?

liara,

This will probably use some well-defined api endpoint to do their telemetry check-in, so this could probably be effectively circumvented if users were willing and able to do host level overrides to specifically prevent the unity engine from phoning home

paris,

You could also imagine a malicious actor phoning home to that API to drive up “installs” for a game and make a small studio or individual deal with massive fees. If a company is making these kinds of changes against the better judgement of their user base AND their internal analysis (lots of stock was sold two weeks ago), I’m doubtful they even care to properly deal with those kinds of problems.

grue,

is there anything I as a non-developer can do about it?

Choose to play games written in Godot instead.

CileTheSane,
@CileTheSane@lemmy.ca avatar

And how do I know which ones those are?

puffy,

Barely any commercially successful games are written in Godot right now. But Godot keeps getting better and Unity keeps getting worse, things could look very different in a couple of years.

Angius,

Go to Godot’s website and take a look at the showcase of… pixelart platformers and PS1-graphics boomer shooters. Hope you like those two genres!

CatZoomies, (edited )
@CatZoomies@lemmy.world avatar

I checked out their site and found that Cassette Beasts was made in Godot!

godotengine.org/showcase/cassette-beasts/

This is a game I’ve had my eye on, since after playing Pokemon Scarlet and Violet, and then Zelda: Tears of the Kingdom, it was a further slap in the face just how crappy the Pokemon games continue to get with each new release (it’s basically downhill after X and Y). Sure the story was good, but Scarlet/Violet was tough to enjoy with stutter, frame drops, hitching, and making me motion sick (and that’s just visuals, gameplay itself in a boring open world with no incentive to explore is also a factor). I’ve never played a video game that made me motion sick. I needed an alternative and heard about Cassette Beasts being a better game than Pokemon. I played the demo, loved it, and I was waiting for a sale. Now I’m gonna pay full price for this game to support the devs and their work with Godot.

derpgon,

Sail the high seas 🌊

EnglishMobster,

This actively hurts the developers and helps Unity.

The devs will be charged for every install. Even if that install wasn’t legitimate.

So if you pirate a Unity game, it’s no longer a victimless crime. You’re actively making the developer pay for your piracy.

Like normally, I am totally cool with piracy. But giving piracy as a solution here is actually detrimental to the developers and doesn’t hurt Unity the company at all.

kuneho, (edited )
@kuneho@lemmy.world avatar

I don’t think a pirated copy of the game would call home, that’s something that hackers should patch really quickly IMO

derpgon,

Like others said, I am sure it will be one of the patches applied to the Unity games. Crackers are not really bad people, and turning off some telemetry should be a piece of cake.

MBM,

That’s even worse for the devs, because they might still need to pay Unity for your install.

TWeaK,

Don’t buy Unity games, encourage developers you like to not buy them. Not much you can do really, but hopefully the financial disincentive will put them off. Users don’t want install limits to be placed on their games, and they certainly won’t pay developers for every install.

smileyhead,

As a player, no. And I don’t recommend doing anything, this is developer tool among them.

You can donate to Godot I guess? But of course you are not the one using it.

OsrsNeedsF2P, (edited ) do games w Unity adding a fee for devs for each time a game is installed, after certain thresholds

I work for a small (15 people) Unity gaming company. Will let you know what the CEO says, just shared the actual Unity blogpost

Edit: Update - CEO added a gravestone emoji and said “yikes”

https://lemmy.ml/pictrs/image/1e5f2e17-fb28-4d31-bdbd-9bea20207c23.png

colonial,
@colonial@lemmy.world avatar

For the sake of your sanity, I hope there’s a resolution to this that doesn’t involve a rewrite.

AWittyUsername,

This is the problem with being a whole company on the ecosystem of another, they can pull the rug at any time.

jackoid,

Yeah this is why many bigger studios just use their own Engines even if they’re shit.

reversebananimals,

The problem is that its so expensive to build from scratch. All Unity does is build just the engine, and that’s enough to make it a 7000 person company. Trying to build a game engine and then an actual game on top is a herculean effort.

This is why open source software is so important. It enables these small companies to pool their resources and share an engine as long as they each contribute fixes back.

Floey, (edited )

7000 people is misleading. Being a general purpose game engine it has to be everything for everybody. An engine developed for a single game can be simpler, and once it is done, making the game will be simpler than it will be in Unity. Also those 7000 people are doing way more things than develop an engine.

That said, an engine like Unity can save a massive amount of time, especially for games that are medium scope. It’s these games where developing engine code and tooling would both take a lot of time and the advantages would likely go unnoticed.

Alpharius, do games w Unity adding a fee for devs for each time a game is installed, after certain thresholds
@Alpharius@lemmy.dbzer0.com avatar

Unity’s CEO was EA’s CEO too. He is the guy who shaped EA into the greedy company that it is today. I’m literally not surprised

Lemminary,

No wonder the article smelled like wet rats reading it

mintiefresh, do games w Unity adding a fee for devs for each time a game is installed, after certain thresholds
@mintiefresh@lemmy.ca avatar

Man I was just getting into game development and learning Unity.

I guess it’s time to pivot into Unreal or Godot or something.

Anybody have recommendations?

ICastFist,
@ICastFist@programming.dev avatar

Godot, definitely. Or GDevelop, if you want an experience akin to Construct3 and an end product that’s entirely javascript+html, but with a FOSS alternative

lycanrising,

depends on your platform and your level of experience. Both unreal and godot have steep learning curves depending on where you come from. GDevelop is very accessible but also caps out quite fast. Great for making prototypes and getting simple games out there but depending on your level of ambition you will probably outgrow it sooner or later.

bennieandthez,
@bennieandthez@lemmygrad.ml avatar

Unreal has similar business model, so Godot.

lycanrising, (edited ) do games w Unity adding a fee for devs for each time a game is installed, after certain thresholds

This is absolutely mad vendor lock in. I’m doing the maths and if you create the next flappy bird and it goes viral and gets 50 million downloads in a month, you’d owe unity $10 million dollars before you’d even received your first monetization cheque (you did launch with a full monetization plan, right? right? oh.)

edit: i forgot they had moneitzation limits too, so no - this situation wouldn’t quite happen until they earned $200,000 in revenue. Though the potential to go viral and find yourself underwater because of the massive unity bill in comparison to your income is still a possibility

Buttons,
@Buttons@programming.dev avatar

So I only owe them 10 million if I’ve made $200,000?

NecoArcKbinAccount, do games w Unity adding a fee for devs for each time a game is installed, after certain thresholds
@NecoArcKbinAccount@kbin.social avatar

Switch to Godot or FTEQW, screw Unity.

ICastFist,
@ICastFist@programming.dev avatar

FTEQW

Quake world engine. Huh, wasn’t aware of that one! Speaking of which, you can do all sorts of silly stuff with Doom sourceports, so that’s also a valid alternative.

Gork, do games w Unity adding a fee for devs for each time a game is installed, after certain thresholds

This is a good way to incentivize game developers to just not use Unity and just some other engine that does this.

Great for short term profits which makes the quarterly statements look good, but bad for long term sustainability.

Skoobie,
@Skoobie@lemmy.film avatar

Short term profits making quarterly reports look better to stakeholders. Isn’t that how 80% of these bigwigs get their job in the first place? We should be calling it the Zaslav Model at this point 😂.

Gork,

Just because it looks better to shareholders now doesn’t make it a good business decision. I swear the majority of CEO types don’t give a damn if the company goes under in a few years because they either:

  1. Have a golden parachute in place by sucking up to the Board.
  2. Will move on to another CEO position at another company before it folds. Bonus points if they golden parachute on the way out.
Jajcus,

Modern corporate management model is just broken.

HBK,
@HBK@lemmy.dbzer0.com avatar

That’s what the golden parachute is supposed to be for: a payout long term so the CEO doesn’t make a short term decision that fucks the company up but pays out big. Ex: offering a stock package that you can’t sell for 5-10years.

A decision like this will pay out HUGE in the short term, but if they don’t change it I doubt many will be using unity in a few years.

commandar,

The CEO of Unity used to the the CEO of EA.

It explains a lot.

BarterClub,

A CEO who can’t manage. Shocker.

chemical_cutthroat, do games w Unity adding a fee for devs for each time a game is installed, after certain thresholds
@chemical_cutthroat@lemmy.world avatar

This is 100% targeted at bleeding indie game developers dry in hopes of taking some of that sweet viral cash from devs like the one who made Vampire Survivors. They see that indie devs are charging $3-5 for their games, and so they aren’t hitting the $200k threshold unless they go viral, so Unity is charging by install, not just by total revenue. I hope that the ESA or other interested groups take legal action against this retroactive greed.

Edgelord_Of_Tomorrow,

Has to be a smarter way than this. This is just going to make devs go back to activation limits.

chemical_cutthroat,
@chemical_cutthroat@lemmy.world avatar

After seeing the way WotC handled DnD and MtG, and the way Musk has been dragging Twitter through the shit, I really believe that shareholders are trying to take what they can while they can and peace out. No one is looking at the long term anymore. Everyone just wants theirs, fuck everything else.

LiveLM,

No one is looking at the long term anymore.

It feels like no one has been looking at the long term for ages now, and this is just the natural conclusion

MossBear, do games w Unity adding a fee for devs for each time a game is installed, after certain thresholds

Just a reminder that if Unity developers with pro licenses coming to Godot contribute even a small fraction of what they might have paid for those licenses on Unity, Godot can develop even faster.

Jargus, do games w Unity adding a fee for devs for each time a game is installed, after certain thresholds

Unity has really gone downhill after they got the former EA CEO.

ChaoticEntropy, (edited ) do games w Unity adding a fee for devs for each time a game is installed, after certain thresholds
@ChaoticEntropy@feddit.uk avatar

It is chargeable if you have made a certain amount of income on the game in the last 12 months, which should hopefully prevent too much impact on existing games.

Not content with their subscriptions, they now want a revenue share.

AlmightySnoo, do games w Unity adding a fee for devs for each time a game is installed, after certain thresholds

“Runtime fee” is the most idiotic thing I’ve ever heard im the programming world, I think we hit a new record of low

wizardbeard,

Beyond what this means for Unity and the indie gaming scene, I’m concerned about copycats.

With how big Unity is for hobbyists, I’m worried this might have an “Apple” effect, where other runtimes (even non-gaming related) begin to try this.

Natanael,

I’ve heard of proprietary code libraries before with expensive licensing, but still nothing this dumb

  • Wszystkie
  • Subskrybowane
  • Moderowane
  • Ulubione
  • FromSilesiaToPolesia
  • fediversum
  • esport
  • rowery
  • tech
  • test1
  • krakow
  • muzyka
  • turystyka
  • NomadOffgrid
  • Technologia
  • Psychologia
  • ERP
  • healthcare
  • Gaming
  • Cyfryzacja
  • Blogi
  • shophiajons
  • informasi
  • retro
  • Travel
  • Spoleczenstwo
  • gurgaonproperty
  • slask
  • nauka
  • sport
  • warnersteve
  • Radiant
  • Wszystkie magazyny