gamesindustry.biz

MaggiWuerze, do gaming w FromSoftware owner acquires Octopath Traveler developer

with that name they were basically begging for it

simple, do games w Ruiner developer Reikon Games reportedly lays off more than half its staff | GamesIndustry.biz

It’s mindblowing that the studio had 100+ people and their only game was apparently RUINER. I was convinced it was a smaller indie game, how could they have that many employees and only release one decently successful game in like 6+ years?

chunkystyles,

Patient investors, probably.

Alimentar, do games w Games industry leaders braced 'for up to two years of pain'

This would have happened sooner if it wasn’t for the cheap debt. Unsustainable businesses, hiring passionless staff and managers, mismanaging and producing sub par products.

Eventually people stop supporting these games.

When the money runs dry and it’s harder to borrow due to higher interest rates, you have to start cutting costs. And if your business is inefficient and bloated you have to downsize to survive.

If that doesn’t help, you go bust.

Omega_Haxors, do gaming w Unity announces layoffs despite increased revenue and reduced losses

Capitalism go brrr

nimmo, do games w Unity's self-combustion engine
@nimmo@lem.nimmog.uk avatar

Magic, thanks for posting this. I’ve been trying to find a good and clear explanation of that been going on since I started reading about people getting upset with unity during the week.

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.

saigot, do gaming w Survey finds more than half of game developers experience crunch

the other half are lying

Secret300, do games w Xbox backwards compatibility sends old Call of Duty games back into the Top Five | UK Monthly Charts

people finally realized that you don’t need 100GB of textures and micro-transactions to have fun. Never thought I’d see the day

ABCDE, do games w Switch hits 30m lifetime unit sales during July | Japan Monthly Charts

Thought that was very low until I saw that this is just in Japan. Wow.

sirico, do games w Ubisoft revenues decline 31.4% to €990m
@sirico@feddit.uk avatar

The Guillemot’s ego’s just keep on trucking

ElPussyKangaroo, do games w Bioshock creator Ken Levine discusses the future of narratives in games

Quick Question : What does it mean when they write like this? 83403

EonNShadow,

Brackets in a quote denote a change to what was actually said. In a perfect world, with quality journalism, they’re used to summarize or make the quote flow better in the piece without changing the intent or meaning of the quote

In this case, they very well could’ve changed “won’t be” to “will be”

I don’t expect that to be the case here, but it’s possible.

Also, using an ellipsis inside brackets like this: “[…]” Is an intentional omission by the author of the piece.

WammKD,

Usually, the brackets include a part of the sentence that wasn’t said but the interviewer believes the speaker meant or was implied.

In cases like this, maybe the speaker was speaking quickly (and, so, didn’t say the words during the interview) or were dropping implied parts is the sentence (like we all sometimes do when speaking casually; like if I say, “Quick thinking,” to someone. It’s implied that I was saying, “[That was] quick thinking”).

This also gets used often if the interviewee is talking about someone they know personally but we don’t so they’re usually just using the first name (e.g. “Yeah; me and [General] Howard [Zimmerman] go way back”).

AnarchistArtificer,

Your explanation is good and thorough.

I always struggle to know when to use the square brackets. The straightforward answer is to just quote directly where possible. But especially in interviews, someone’s answer may be jumbly, so the most honourable thing to do may be to use square brackets to make it easier for the reader to understand the speaker’s point, but you’re not being misleading.

For example, maybe this interviewee said something like “in the future, it — we might come to see that game development, and games overall, will end up turning out to be player-driven”, which could be straightforwardly shortened to what we see in the screenshot: “in the future, it [will be] player driven”. Square brackets, in the hands of a skilled journalist, can be used to manipulate a narrative through selectively quoting people, but they can also represent a speaker’s point far more authentically and cogently than the literal words.

"in the future, it will be player-driven

Elevator7009sAlt,

One I’ve had to do super often is injecting a name back in a sentence. Why say

Mary said the following about Jane: “She went to the store today.”

when I could say

Mary said, “[Jane] went to the store today.”

I mean, I could just paraphrase Mary and do away with the quotation marks and brackets entirely, but when I am trying to prove something (primarily that I’m not talking out of my ass) I like quotes because you can easily just take it as direct evidence, an exact citation of what the other person said that you can use as evidence yourself, instead of a paraphrase by some random person whose reasoning and motives you do not trust.

Of course, that doesn’t get into how people can manipulate quotes and take them out of context, or even just straight up write something in quotation marks that was never said, but…

pory,
@pory@lemmy.world avatar

There’s also just grammatical stuff that looks better in text. “In the future, it’s player driven” would conversationally flow perfectly well, but as written text the tense of “it’s” doesn’t line up with the statement being about the future. Hence the present tense being corrected to future tense.

fsxylo,

They’re editing the quote to add information they think is relevant. Ken Levine didn’t say “will be”.

mnemonicmonkeys,

Exceot this quote makes no sense without these 2 words. Did Ken just accidentally words?

fsxylo,

Or they replaced words. It’s possible he said “It’s” but since it’s not currently true, they changed it to [will be] but I’m just speculating.

skaffi,

We generally don’t notice, but normal speech is basically a broken mess for anyone, with ahs and uhms, and sentences that keep enveloping other sentences, and you never get back to the point you were making in the first place. It’s a basic part of a journalist’s job to filter the word soup that you end up with from a face-to-face interview - in an honest way, that truthfully reflects the points and opinions that were stated, of course. Usually, we have no problem understanding each others’ jumbled verbal messes, when we’re right there, and have context, tone, body language, etc., to make up for when the words are lacking - but those things obviously don’t translate to written interviews.

In all likelihood, what Ken Levine “really” said was probably something along the lines of:

In the future, it will be - you know, what we really want to do, and now we have the technology, and because, BioShock really showed that there’s an real desire among gamers for immersive experiences like this, so we’re actually now fully able to to really realise that full, ahead-of-its-time vision we had with the original BioShock, it’s about agency, player agency, that’s really what it’s about, you know, it’s player driven - that’s where we want to go. Because that’s what makes our medium unique.

overload, do gaming w New York Game Awards to honour Sam Lake

Great. The Remedy universe is really compelling, but they’ve always been a quiet achiever as a studio.

rubikcuber, do games w Who is subscribing to Game Pass, PS Plus and Nintendo Switch Online, and why?
@rubikcuber@feddit.uk avatar

Me. I work in video games, and I have kids.

Caligvla, do gaming w IGN Entertainment acquires Eurogamer, GI, VG247, Rock Paper Shotgun and more
@Caligvla@lemmy.dbzer0.com avatar

Well, if those publications weren’t already shit they’ll be very, very soon.

Caligvla, do gaming w Report: Saber Interactive buys itself back from Embracer in $500m deal
@Caligvla@lemmy.dbzer0.com avatar

This is crazy, between this and Gearbox leaving they’re almost dismantling in front of our eyes. I don’t think I’ve ever seen something like this in the gaming industry, at least not in this scale.

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