![]() I would like to hear their logic for why they deserve anything for applications developed prior to this. It would be bad enough to say that moving forward all games developed with Unity will have a per install charge, but to try and apply that on previously developed games is complete bs. Those of us in the corporate world have seen it so ubiqutiously that it's shocking when it doesn't happen and not happening is almost always the result of an owner who refuses to give up control (See: Larian or Valve). ![]() Century-old companies were dismantled for parts because they were worth more dead than alive. It is, if I recall, where the idea corporate raiding came in as well. Indeed, it's one of the things I've most had to prove myself on in interviews, especially with companies that still have an external-customer focus (this is common in things like engineering and construction with billable vs non-billable people and work). I watched IBM think it could make more revenue if it charged itself more money for its services. If it is spyware hoo boy does that mean everyone should be getting off their engine ASAP.Ĭlick to expand.There is a literal school of thought, which IIRC comes out of Harvard Business School starting in like the 1980s that changes the view of running a business with this hyperfocus on specific and relatively misleading metrics along with ideas like "constant growth". If it's not spyware doing accurate counts but just "estimates" based on some ML statistical processes, they'll probably get laughed out of court. If they actually want to charge someone they should have to show their work and not just say "trust us, our system counted it." I suspect that if it ever gets that far a court is going to force them to show their work and explain just how they actually have counts of all of the installs. I'm actually very curious about this whole "we have a way to count installs" claim that Unity is making. ![]() Because how else is Unity so sure it knows how to count how many installs a game has? Again they aren't going to be getting that info from Steam, or Google Play, or the iOS store, or any of the other places where people buy games because they aren't the publisher and aren't entitled to those stats (and if it turned out those places were supplying the stats to a third party every game publisher on the planet would be calling their lawyers to find out if they had a case against the game stores). But it’s the best description of what’s happening here.Ĭlick to expand.The inference being made here is that the Unity Runtime Engine is itself collecting stats and "calling home" when installs happen. Bait and switch is usually a retail scam. Some developers could end up owing money for games that came out years ago, that they aren’t even seeing any revenues from anymore. It’s madness and it’s cruelty to try to apply it to games already in the marketplace whose entire monetization scheme was designed based on the previous license terms. It’s madness, particularly at the low-end of the market (eg indie). It creates a situation where the developer could owe unlimited amounts as users keep installing their 99 cent game on their latest computer forever. Plus you’re missing the point: no one in this relationship charges per install. Unity has no part of this relationship, and no way to make Steam report the numbers which is why they’re not relying on any voluntary reporting. And even if they did, the developer isn’t Unity. So I guess I'm glad I read Ars comments cause I had never heard of Godot but am going to check it out and maybe eventually I can actually start building my game idea instead of just testing out different engine options.Ĭlick to expand.Just because Steam knows doesn’t mean they share it with the developer (unlike sales). But their licensing already really sucked and this makes it completely untenable. So far, their tutorials have been massively helpful for someone super new to game dev like me and the tooling all seems to work well on Mac. I've run into some issues/crashes trying to do some pretty straightforward things so either Mac or AppleSilicon isn't super well supported currently and their docs aren't very noob-friendly nor have I seen a good end-to-end tutorial/sample game. I started with Unreal Engine because it has far better licensing and is a very powerful engine but isn't anywhere near as popular for Mac and iDevice development. My son and I came up with an idea for a game so I started trying to build it (targetting mobile, mostly iPad/iOS, at least initially).
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