So if Microsoft published a Unity developed game on Windows, Microsoft could easily charge a $0.20 free to the unity team for installing the Unity Runtime on their OS.
Not being completely serious there. Honestly thought, did the CEO not realize if they start doing this, what’s to stop another company from doing that to them. Things like mp3, where developers need to pay a license for, could then be charged in a similar fashion for each install.
The problem here. Is that they’ve already started working on DLCs before the game has even launched. You don’t see a problem with that from a consumer standpoint?
Sort of a complicated scenario. Where do you draw the line for it being anti consumer? Say the people on the dev team who do: concept art, writing, modeling, etc. What should they be doing. At this stage most of the development going into the game is very final touches (if that) and bug squashing. I don’t think it’s out of line for those people to be working on future content. Seems a bit strange to hold them until the release date. It definitely is a tough line to find though, and can change depending on the context of when and how the dlc development started.
PSA: If you still have a Mojang account for Minecraft: Java Edition, you have less than a week left to migrate to a Microsoft account to avoid profile deletion angielski
Thought I’d share this in case there are people who are unaware or have been pending off the migration process....
Unity adding a fee for devs for each time a game is installed, after certain thresholds (www.gamesindustry.biz) angielski
Payday 3 is 14 days away and the devs have already revealed a full year's worth of DLC (www.gamesradar.com) angielski