Mikina

@Mikina@programming.dev

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Mikina,

As someone who works in gamedev, I’m sure that some of the people there are passionate about it and it is gutwrenching to see your work fail so hard. I’m sad for every project that launches after years of work and fails to get any attention or sales, and I’m definitely sure there’s someone losing sleep due to that.

I never worked in super-large projects, but I did work for a AAA studio and even there, you got people invested into the project.

From how I’ve seen it, you wouldn’t work in gamedev unless you are passionate about it, because you can get drastically better pay for the same job in other, more business focused, industries. So, if all you cared about is money, you have better options.

Mikina,

This has to be illegal, right? It’s blatant manipulation.

Mikina, (edited )

I’d recommend Tyranny. Its a CRPG, where you play as an envoy of basically villains that are sweeping through the world, conquering almost everything. Most of the choices are pretty difficult, because from what I remember its usually “bad or different bad”, without it being clear what’s going to be worse. Because you’re an envoy for a dictator with the power to literally wipe an entire continent with a single sentence, you can’t just go " fuck this, I’m gonna ignore the orders and do good", and balancing the long term and short term consequences makes every decision pretty difficult.

For example, if you get an order to “capture this fortress within few days or I’ll wipe the entire island”, any small war-crime now may be the long term good option, if it helps you capture it in time, and helping the soldier asking you to help find his wife nearby may be lost time you can’t be sure you can afford.

Mikina,

This finally explains it. I was about to write something similar as the comment you are replying to, because it did felt like a totally unnecessary PR stunt of another corporation that only exploits the issue for publicity, and I really hate that.

But if the mod description was as bad as you say, then removing it was the right move.

Mikina,

Exactly. To me, this explanation sounds like they’ll just magically estimate the numbers without really being able to prove it. And that sucks.

However, we can be sure that developers will have their own analytics, that are probably way more accurate and they know exactly how many people have played or installed their game. And I’m betting that this number will be a lot smaller than the Unity “estimation”, and people will get even more angry.

Mikina, (edited )

I disagree. I’ve been/am working on several pretty large projects in Unity (some of them sold hundreds of thousands copies), and especially once you start porting to consoles, the experience goes to shit. Their support is vague, documentation is plainly wrong in some places - I’ve once spent few days figuring out how to use a documented and explained feature, only to find out later that there’s a closed few years old bug on their issue tracker that it’s actually not supported, and the documentation only does not explains it very well. (The feature was multiple hits per single Raycast in jobs, here are the docs. According to the bug resolution, only one hit per ray is supported, and the docs only don’t explain it very well. The docs are still the same.)

You also inevitably run into issues that you simply don’t have in other engines - it’s closed source. You have no idea how is something implemented, or whether something isn’t working because you are doing it wrong, or if it’s Unity bug/fault. In Unreal, if something doesn’t work, you can always just check the engine code, and either fix it yourself, or better understand why it’s not working. If you need to slightly modify some engine behavior, you’re out of luck with Unity - you have to resort to ugly hacks that sometimes work, but usually at a cost. In Unreal, you just modify the engine code and be done with it.

Trusting Unity with any feature is also a gamble. Have you started developing a multiplayer game on Unet? Tough, we don’t want to support that anymore. But, we will create a better multiplayer system, just wait for it! Then they removed Unet, and the new networking relacement is widely regarded as pretty much unusable - or at lest it was last time I checked. Thankfully, there are a few amazing open source networking addons.

In general, while Unity is an ok-ish game engine for smaller hobby projects (but for that, Godot is better), it’s really an awful and frustrating experience once your project size grows and you need to build bigger games, or if you start porting your games to consoles.

And it’s also really apparent from the way they communicate and threat you company that they don’t give a fuck and only want your money.

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