[HN Gopher] Unity's new pricing: A wake-up call on the importanc...
       ___________________________________________________________________
        
       Unity's new pricing: A wake-up call on the importance of open
       source
        
       Author : TMM2K
       Score  : 655 points
       Date   : 2023-09-15 08:24 UTC (14 hours ago)
        
 (HTM) web link (ramatak.com)
 (TXT) w3m dump (ramatak.com)
        
       | bennyschmidt wrote:
       | Everyone told me "use Unity" "the biggest mistake you can make is
       | building your own engine". How well did that advice age?
       | 
       | Nobody needs Unity or Unreal.
       | 
       | My most recent game (playshadowvane.com) is built on 100%
       | proprietary technology, I built everything in-house down to the
       | physics.
       | 
       | Always ignore mainstream game dev advice, they are just trying to
       | sell you products. Build as much as you can in-house, it's not
       | only better for the look/feel of the game, but no company will be
       | able to rug pull you later.
        
         | Someone1234 wrote:
         | Obviously I won't defend the Unity situation.
         | 
         | Ultimately though it is all about time efficiency, solo or
         | small teams have little manpower and since they don't even know
         | if their first, second, or fifth game will sell any at all it
         | may not make strategic sense to spend months reproducing common
         | engine features in order to save a hypothetical percentage of
         | revenue that they may never ultimately make. You need to test
         | the gameplay concept as cheaply as possible.
         | 
         | Creating a game engine from scratch is FUN, and if game
         | development is a fun hobby then full steam ahead. If however it
         | is a business that you plan to make money on, you're unlikely
         | to recoup the time investment into a bespoke engine just to
         | test the market for your games. If the game turned out to be
         | successful you could always piecemeal replace the commercial
         | engine with bespoke via updates (inc. using money to hire
         | people from the success).
        
           | bob1029 wrote:
           | > You need to test the gameplay concept as cheaply as
           | possible.
           | 
           | There are some edge case concepts that I have found to be
           | completely impenetrable on commercial engines.
           | 
           | Multiplayer is the #1 thing in my mind. I've gotten the FPS
           | multiplayer examples to "work" for UE and Unity, but the
           | confidence I have in these solutions is not great. I've seen
           | what Unity _can_ do (BattleBit), but I don 't know how many
           | decades of game industry black magic and hackarounds it
           | requires to force a commercial engine to behave that well.
           | 
           | I really think the answer is that it depends. If you aren't
           | trying to have a "perfect" version of some gameplay aspect
           | (i.e. multiplayer in my case), then the commercial engines
           | will absolutely be the fastest path to validating your idea.
           | Put differently, I think some game ideas are _not possible_
           | to validate on commercial engines. But, I don 't think this
           | is very common.
        
           | bennyschmidt wrote:
           | It took me about 3 days to build the engine, including custom
           | physics, gravity/jumping, collision detection including
           | raycasting, and about 3 weeks to finalize it and start
           | working on the game. Game was released in under a month and
           | we already have a small community. It was definitely worth
           | spending a little up front time to avoid a service provider,
           | and have more control over the mechanics and look/feel of the
           | game.
           | 
           | By the way, you re-use a lot of the same code when you build
           | in-house, like you said often times your 1st title is not a
           | hit, but you improve upon a lot of that engine code and
           | release subsequent games. Most AAA developers do this.
        
         | doikor wrote:
         | Now try to hire 20 level designers and 5 engineers who know how
         | to work with your engine/tools.
         | 
         | Same applies to most software. It isn't that hard to make a new
         | programming language or a http framework. But once you make one
         | finding other people who know how to use it is a pain in the
         | ass.
        
         | [deleted]
        
       | gsuuon wrote:
       | They really should have trialed this pricing structure as opt-in
       | and then slowly rolled out (if at all) instead of wholesale
       | shoveling it on everyone with a quarter's notice.
        
       | bionhoward wrote:
       | I was crowing to my game dev buddy about how he (a Unity C-sharp
       | developer) ought to check out Bevy and Rust because the Rust type
       | system is friggin' awesome!
       | 
       | Code examples: https://bevyengine.org/learn/book/getting-
       | started/ecs/
       | 
       | License is Apache 2.0 OR MIT:
       | 
       | Apache 2.0: https://github.com/bevyengine/bevy/blob/main/LICENSE-
       | APACHE
       | 
       | MIT: https://github.com/bevyengine/bevy/blob/main/LICENSE-MIT
        
       | hcks wrote:
       | [flagged]
        
         | aabbccddee22 wrote:
         | [dead]
        
       | ribit wrote:
       | This is a straw man argument. The problem is not closed source
       | but lack of regulation and power asymmetry between the large
       | company and a small customer. These types of bait and switch one-
       | sided contract changes should be illegal. In fact, the way how
       | Unity approached this is likely illegal, since they have
       | retroactively changed the contract while attempting to hide this
       | fact from the customers.
       | 
       | We need to strive towards establishment of fair, enforceable
       | legal frameworks that prevent this kind of abuse from large
       | players, instead of magically hoping that open source will fix
       | everything.
        
         | __loam wrote:
         | I agree completely, but open source alternatives like Godot
         | make it easier for people to pack up their things and leave,
         | and you'll never need to deal with this issue if your business
         | uses open source software. Open source can be a part of how we
         | hold abusive corporations to account, and it's a way for
         | developers to take action without hiring a lawyer.
        
       | everyone wrote:
       | How is this tracked though?? It could work like this..
       | 
       | + When you build, Unity secretly adds your Unity account id to
       | the build.
       | 
       | + When the game is run for the 1st time it secretly calls home to
       | Unity server with your account id
       | 
       | + The server increments # of installs from your account by one..
       | 
       | But couldnt this be overcome by just creating a new Unity account
       | for every build?
       | 
       | I really want to know btw. I am a unity dev and have just
       | tendered for a contract assuming we'll build it in Unity.
       | Switching to Godot will take us time and reduce quality as we are
       | not experienced in it.
        
         | [deleted]
        
         | numpad0 wrote:
         | No way you'll be changing bundle id/package name on every store
         | release!
         | 
         | My guess of the original game plan was likely to just print out
         | a list of most installed games, manually work out package names
         | to developers, and pick up the phone at Unity's convenience for
         | negotiation talks, working out disagreements including knocking
         | out dupes and fraudulent counts. That should be technically
         | doable.
         | 
         | The real problems are, most devs just don't have the cash flow
         | to split for $0.20 per install, nor they believe they have
         | leverages to reach into agreement for mutual benefits(special
         | 99.9% discount or whatever), nor any viable paths for making
         | the full amount even as eventuality(just add those banners at
         | the top and bottom of your screen! On the launchers! People
         | love clicking those gifs right!? Ads!), and that total dead end
         | feeling had traumatized developers enough that they had formed
         | impression that Unity is a total showstopper with ropes
         | included.
         | 
         | But the part they cast int to dollar isn't the most problematic
         | part.
        
       | kypro wrote:
       | I kinda feel bad for Unity. The company is in a bad place
       | finacially. They're burning almost $1 billion a year and they
       | have no good solutions to this. Either they try to increase
       | pricing and piss off their customers, or they cut costs (which
       | they've been doing with mass layoffs) and risk losing ground to
       | other game engineers like Unreal.
       | 
       | For years the only thing really holding the company a float was
       | their valuation. So long as investors were willing to give them
       | money for growth and future profits they could continue to fund
       | their loses. But now their growth is slowing and investors are
       | less willing to pay up for growth generally what does Unity do?
       | 
       | I've felt for a while that they'd be a likely victim of this most
       | recent tech rut and that seems to be playing out. They have no
       | moat, slowing growth and are burning huge amounts of cash. Unless
       | the macro changes in their favour it's hard to how they get out
       | of this and stay on top.
        
         | cyanfrog wrote:
         | That reminds me. How is blender able to stay free. How is their
         | approach different?
        
           | Someone1234 wrote:
           | Aside from being OSS backed nonprofit, they also have a
           | relatively small full time staff:
           | 
           | https://www.blender.org/about/people/
        
           | mnau wrote:
           | Blender is GPL2+. It's impossible to have that license and
           | not be free. It's also basically impossible to change
           | license.
        
             | yjftsjthsd-h wrote:
             | Small nitpick: AIUI it is possible to sell binaries of a
             | GPLv2 program, provided you keep providing source for free.
             | (I think; IANAL, there's maybe some caveat about exactly
             | when you have to give source and to who.) That can actually
             | work if your users don't want to compile stuff themselves.
        
               | mnau wrote:
               | In theory. Show me one example (not service or support,
               | but selling actual software). You have a better chance of
               | winning a lottery, happens every day.
               | 
               | In theory, I can just walk through solid wall, using a
               | quantum tunneling effect.
               | 
               | The closes thing you will find are things like blender
               | release under GPL (i.e. pay me a money to release my
               | commercial software under GPL, but that's not selling GPL
               | software),
               | 
               | This whole line of thinking is disingenuous.
        
               | maccard wrote:
               | Simple mobile tools shows its definitely possible [0].
               | Simple gallery pro has 110k reviews, for example.
               | 
               | >You have a better chance of winning a lottery, happens
               | every day.
               | 
               | Agreed here, though.
               | 
               | [0] https://www.simplemobiletools.com/
        
           | tapoxi wrote:
           | Blender is nonprofit and funded by donations and grants. The
           | closest analog to this in the game engine space is Godot.
        
             | jwells89 wrote:
             | Blender is also managed exceptionally well for a FOSS
             | project, systematically polishing up rough edges and paying
             | close attention to the needs and desires of its userbase
             | which no doubt inspires larger donations from more donors
             | than FOSS projects usually have.
        
               | prox wrote:
               | Their biggest marketplace (blendermarket) also directly
               | contributes to the the Foundation as well.
        
               | breakingcups wrote:
               | It is incredible. Truly incredible. I know of no other
               | FOSS project that comes close.
        
         | JKCalhoun wrote:
         | > and they have no good solutions to this
         | 
         | Bought by Apple or Microsoft maybe?
        
           | spacebanana7 wrote:
           | Unity seem like a very valuable acquisition target. Any of
           | the American or Chinese big tech companies could put Unity to
           | good strategic use plus a few medium sized tech companies
           | like Adobe and Sony.
        
           | LordDragonfang wrote:
           | My money is on Meta. Unity powers the vast majority of VR
           | games and is (was) the favored API for Meta's dev tools, and
           | _even Apple_ chose it as their only officially supported 3rd
           | party toolkit for the Vision Pro.
           | 
           | Meta seems to enjoy throwing money into the VR space to
           | subsidize it at the low-cost end, I could easily see them
           | doing a hostile takeover of Unity "for the good of the VR
           | space"
        
           | kypro wrote:
           | Both Apple and Meta would love buy Unity, but my
           | understanding is that regulators likely wouldn't allow it.
           | 
           | If you haven't seen it already:
           | https://sriramk.com/memos/zuck-unity.pdf
        
         | raincole wrote:
         | > They're burning almost $1 billion a year and they have no
         | good solutions to this.
         | 
         | Unity acquired Weta at 1.6B. The solution is not to do this.
        
           | nick__m wrote:
           | Not Weta FX but Digital's Tools, Pipeline, and Engineering.
           | 
           | "Weta Digital's Academy Award-Winning VFX teams will continue
           | as a standalone entity known as WetaFX under majority
           | ownership by Sir Peter Jackson and helmed by CEO Prem
           | Akkaraju."1
           | 
           | 1- https://investors.unity.com/news/news-details/2021/Unity-
           | Com...
        
           | pilchard123 wrote:
           | Not even all of Weta - only the digital VFX bit.
        
         | 0xDEF wrote:
         | I don't understand their refusal to make games that will make
         | them money _and_ showcase Unity 's capabilities.
         | 
         | The only reason Unreal engine has so favorable license
         | conditions is because Epic Games earn billions from Fortnite
         | and Epic Games Store.
        
           | maccard wrote:
           | Unreal has had much more favourable license terms since ue4
           | in 2014, which is before Fortnite and the Store. To the best
           | of my knowledge, unreals terms have always been "good", which
           | is one of the reasons it's so popular.
        
           | cma wrote:
           | In some ways this is backwards, you could argue Fortnite was
           | a flop and became a success because of their license
           | conditions (pivot to cloning licensee PUBG).
        
           | raincole wrote:
           | Because to make the next Fortnite takes not just a lot of
           | money, but _luck_. What if they made a game and it flopped (a
           | techinically impressive game can definitely flop)? People
           | will be like  "oh see Unity engine is so bad, even the game
           | from the first party doesn't sell".
        
             | Already__Taken wrote:
             | but why aren't they investing in successes as they find
             | them. There was loads of room to invest in ksp1 to try and
             | get a chunk for themselves.
        
           | mschuster91 wrote:
           | I'm still sad there hasn't been a new Unreal Tournament since
           | 2007. It's all only Fortnite now.
        
             | 0xDEF wrote:
             | They seem to have something in the works:
             | https://www.epicgames.com/unrealtournament/en-US/
        
               | mschuster91 wrote:
               | I fear that this is the 2014 pre-alpha that got cancelled
               | in 2017 due to f..ing Fortnite.
               | 
               | [1] https://en.wikipedia.org/wiki/Unreal_Tournament_(canc
               | elled_v...
        
             | jakebasile wrote:
             | At least we'll always have the first, best UT.
        
               | mehlmao wrote:
               | UT99 and all the Unreal games have been delisted from
               | stores and they're shutting down the game's master
               | server. You can still play solo or in LAN but online
               | multiplayer is gone and there's no (legal) way to get new
               | copies.
        
               | ngc248 wrote:
               | UT 99 and Quake 3 Arena came out at the same time. But UT
               | with its modes and different game types was just amazing.
        
               | orliesaurus wrote:
               | as someone who has played so much of these two games:
               | both are incredible games, in their own way -
               | creating/testing maps, the weapons, the movements, the
               | game-modes, the moddability (skins, sounds, etc)...so
               | good
        
               | mschuster91 wrote:
               | Sadly, there's no way for those on Apple Silicon to play
               | it :'(
        
         | [deleted]
        
         | aniforprez wrote:
         | Honestly, if they just added revenue share like Unreal does and
         | tweaked their subscriptions a little, the backlash wouldn't
         | have been nearly as bad. The uproar is a combination of a
         | really badly announced system and details that don't seem to be
         | ironed out properly leaving devs ripe for abuse. Plus you have
         | one of the most tight knit communities of artists who all
         | reacted almost as one to this announcement and have experience
         | with abuse from gamers in terms of piracy, review bombs, refund
         | waves and so on. I guarantee most developers would have
         | grumbled but given in to a revenue share
         | 
         | I'm also completely baffled how poorly thought out this whole
         | thing has been. Unity has been used by the likes of Nintendo,
         | Microsoft and other massive game development studios. Do they
         | seriously think a fee applied on retroactive sales and revenue
         | numbers would be accepted without issue from them?
        
           | lelanthran wrote:
           | > Honestly, if they just added revenue share like Unreal does
           | and tweaked their subscriptions a little, the backlash
           | wouldn't have been nearly as bad.
           | 
           | They ran the numbers. If it was going to work they would have
           | gone that route, but I think the problem is that the clear
           | majority of Unity-users (indie devs) make no money anyway.
           | 
           | Revenue sharing with someone making $0 in revenue is
           | pointless.
        
             | shaftway wrote:
             | But they also aren't demanding $0.20 per install on free
             | games. So if your game has $0 in revenue and 50,000,000,000
             | installs, then they still get $0.
        
             | jonplackett wrote:
             | Asking someone making $0 to pay you X per download is even
             | more pointless.
        
             | fragmede wrote:
             | Okay, but when we're told to share our work for free "for
             | the exposure", we're supposed to buy that and just give it
             | away? They want _ed_ people to use their product for free
             | for the exposure. Changing their mind is one thing, making
             | it retroactive is another.
        
           | cfiggers wrote:
           | > Do they seriously think a fee applied on retroactive sales
           | and revenue numbers would be accepted without issue from
           | them?
           | 
           | Unity have not proposed a fee on retroactive sales. They have
           | proposed a from-this-point-forward fee that applies to new
           | sales/installs of any game made with Unity, including new
           | sales/installs of back catalog games.
        
             | jasonlotito wrote:
             | This is incorrect. They are basing the numbers in January
             | based on previous install numbers, not "from this point
             | on."
             | 
             | Note, it's not sales, it's installs. And it's not new
             | installs.
             | 
             | That you keep saying sales really means you aren't fully
             | informed about the changes and should spend some time
             | researching this.
        
             | ooterness wrote:
             | Sales and installs don't happen at the same time. If I buy
             | a game once on Steam, I might install it on any number of
             | unique devices. Per the Unity FAQ, every one of those
             | installation events results in an additional bill for the
             | game's developer.
             | 
             | In other words: This is absolutely a retroactive rug-pull
             | on new installs of old sales.
             | 
             | Update: Because of the way they're rolling this out, the
             | only way to avoid the retroactive license change is to
             | immediately stop using Unity's development tools. If I were
             | running a game studio, that's what I would do.
        
         | Rovoska wrote:
         | Only on hacker news will you find someone feeling bad for a
         | company, of all things.
        
         | enlyth wrote:
         | I wouldn't feel bad for their executives. They are the ones who
         | chose the 'growth at all costs' path, and this is what you get.
         | 
         | They could've probably been sustainable and profitable if they
         | mainly serviced their core audience of indie developers with a
         | smaller amount of employees and a simpler product, but it seems
         | they really wanted to brute force themselves into the AAA
         | market.
        
           | kypro wrote:
           | I suppose. There's quite a few companies in Unity's position
           | right now for a reason though.
           | 
           | For better or worse the "growth at all costs" strategy was
           | the strategy companies like Unity had to employ for the last
           | decade to attract investor capital so I tend to blame the low
           | interest rate "easy money" environment more than companies
           | like Unity being reckless.
           | 
           | Although that said, it does seem Unity made some stupid moves
           | in recent years. I don't follow the company that closely, but
           | I'm aware they made some large acquisitions funded in-part
           | with debt during the pandemic. It's one thing taking on debt
           | if you have a strong balance sheet, but it seems a little
           | short-sighted for a company losing billions to use debt to
           | fund an acquisition - especially at the elevated prices they
           | paid during the pandemic.
        
             | enumjorge wrote:
             | > I tend to blame the low interest rate "easy money"
             | environment more than companies like Unity being reckless.
             | 
             | As if the founders had no other options in life than to
             | start companies relying on business models where you
             | capture the market with investor money and then once you're
             | customers are locked in, you squeeze them as much as
             | possible. Unreal is in the same market. They also took in
             | investor money. They're not in the same situation.
             | 
             | The people behind Unity chose to play the game. The c-suite
             | is handsomely rewarded, and we praise their business acumen
             | when things go right, but if things go wrong suddenly
             | they're victims of circumstance.
             | 
             | They can take ownership of their decisions.
        
             | varelse wrote:
             | [dead]
        
           | artursapek wrote:
           | You can't stay small if you took a lot of investor cash. This
           | is why self-funded companies are usually the ones who avoid
           | these awful growth/layoff cycles.
        
           | Draiken wrote:
           | As far as I can tell that's the most common IPO company cycle
           | repeating itself.
           | 
           | The early investors and founders cash out first and the
           | public that bought into the unsustainable growth trajectory
           | are left with a failing company.
           | 
           | This is so common I truly don't understand why people still
           | buy into these companies.
        
         | educaysean wrote:
         | Everything you wrote paints a familiar picture: a company whose
         | leadership made poor financial decisions over and over. I won't
         | judge anyone for mourning the loss of their favorite corporate
         | entity, but I personally find it hard to feel pity knowing that
         | they dug their own grave.
        
         | alexvitkov wrote:
         | They spent like 6 billion on acquisitions that don't help make
         | their core product better. Literally just don't do that and
         | you'd be in the green right now.
        
           | nylonstrung wrote:
           | This isn't quite true as those acquisitions are paid for by
           | stock and debt to a large extent
           | 
           | It's not like they bought these with a pile of $6B cash they
           | had lying around
        
             | hyperhopper wrote:
             | > stock and debt
             | 
             | Yes, and now they are burning tons of money due to that
             | debt and having to make ridiculous decisions to appease the
             | stockholders. You just stated the exact reason this whole
             | thing is a problem.
        
         | JCharante wrote:
         | Losing a billion means they spent more than that, but on what?
         | I haven't used unity since 2016 and never in a professional
         | capacity but I can't imagine anything significant was improved
         | or added in the last year.
        
           | chefandy wrote:
           | I'm not going to say that they spend their money wisely, but
           | game engine development, in general, moves at breakneck
           | speed, and unity is no exception.
        
             | cfiggers wrote:
             | I'd love to read more about "game engine development, in
             | general, moves at breakneck speed," if you happen to know
             | of a blog post or something or might be willing to share
             | more.
        
         | rozab wrote:
         | Maybe they should stop acquiring a continuous stream of
         | startups that have nothing to do with their primary mission? I
         | would bet only a very small proportion of Unity employees work
         | on or even adjacent to the Unity engine.
        
         | superchroma wrote:
         | Why feel bad? They're a victim of deliberate bad choices. The
         | buck stops at the top. Nobody told Riccitiello to hit the gas
         | pedal, nor to enrich himself by selling shares prior to a
         | disastrous announcement, he did that all on his own.
         | 
         | I feel much worse for the thousands of developers he's holding
         | a metaphorical gun to with this awful policy, who now have to
         | stress about swapping engines.
        
           | okamiueru wrote:
           | He did? Is insider trading laws in the US non-existant? Wow
        
             | danjoredd wrote:
             | Insider trading laws exist, execs just like to ignore them.
             | Hopefully, the SEC takes a look into his dealings
             | considering how public this is.
        
             | ZekeSulastin wrote:
             | Yeah, 2,000 sold (~50,000 over the last year) out of
             | ~3,200,000 still held, under a trading plan filed in May.
        
         | delfinom wrote:
         | Not gonna lie, I was looking at their Q10 filing recently and
         | I'm dumbfounded they have spent $450 million for "sales and
         | marketing" so far this year.
         | 
         | ON WHAT AND WHY???
        
         | intelVISA wrote:
         | The Unreal thing is that Unity has/had ~8,000 employees last
         | year. Sounds like an awful lot for a mobile game engine.
        
           | unnouinceput wrote:
           | >...for a mobile game engine.
           | 
           | May I ask you if you ever heard of Rust? The game, not the
           | programming language. Online survive game, which has
           | thousands of active players every single day since like a
           | decade already, full 3D and quite awesome graphics I'd say.
           | It's written in Unity.
           | 
           | It's wiki: https://en.wikipedia.org/wiki/Rust_(video_game)
           | 
           | A gameplay of a rather popular youtuber that does daily
           | uploads: https://www.youtube.com/watch?v=WSXCI0rLvHg
        
             | Iulioh wrote:
             | Man, Rust is infamous for being reeeeaaaallly badly
             | optimized
             | 
             | I would have picked a different game.
             | 
             | I remember the minutes of loading of a new world..
        
               | steveklabnik wrote:
               | Loading into a new world takes a long time, but once I'm
               | in there, I get great performance.
               | 
               | That said I'm in the "dozens of hours" bracket and not
               | the "thousands of hours" one, so maybe I just haven't hit
               | that yet.
        
               | crysin wrote:
               | While I don't know the Rust code, this isn't necessarily
               | solely a Unity problem. Unity's C# API provides a lot of
               | footguns that game developers tend to not think about in
               | the near term. Lots of code bases I've seen in Unity
               | don't do a good job of caching component instances, or
               | just never opened the profiler to see their GC is off the
               | charts. Unity can run really well if the proper thought
               | and care is put into it.
        
           | Ekaros wrote:
           | That seems quite a lot. Compared to game development teams
           | with their own engines which they have kept modern while
           | releasing games...
        
             | RugnirViking wrote:
             | How many such game development companies actually are
             | there? I see a lot of aging engines out there, and
             | companies that jumped to unreal, but I have by no means
             | broad knowledge
        
               | devnullbrain wrote:
               | >aging engines
               | 
               | Gaming companies get a lot of crap for this - it seems
               | unfair. The OS I'm using to write this is a relative
               | newcomer at only 30 years old. Obviously, it has changed
               | a lot in that time, but so have the engines. Most
               | software doesn't get rewritten, it evolves.
        
               | ChoGGi wrote:
               | Off the top of my head, there's Larian Studios (bg3), and
               | Haemimont Games (ja3).
        
               | intelVISA wrote:
               | id Tech is pretty solid
        
               | aaarrm wrote:
               | I know the devs of Hades have a custom engine and they
               | are by no means a large studio
        
               | nylonstrung wrote:
               | That's a 2D single-player game-- it gets way harder if
               | you're trying to emulate the feature set of Unreal/Unity
               | 
               | Source: game dev using unreal
        
               | hokumguru wrote:
               | Certainly not an expert but top studios like Bethesda and
               | CDPR maintain their own engines with an order of
               | magnitude less employees. They make games too.
        
               | grumple wrote:
               | They also produce games that are very similar to their
               | other games, with similar mechanics, while Unity has to
               | support a far more diverse set of games (basically
               | anything 2d or 3d), and presumably has to continually
               | offer a wider set of cutting-edge features.
        
               | 0x457 wrote:
               | Given the state of Creation Engine, I wouldn't say that
               | Bethesda maintains their engine well. CDPR is switching
               | to Unreal. CP2077 launch issues were mainly due to their
               | engine not being capable of handling such large games.
        
               | derstander wrote:
               | CDPR seems to be switching to Unreal.
               | 
               | https://arstechnica.com/gaming/2022/03/the-witcher-will-
               | retu...
        
             | jasonlotito wrote:
             | To be fair, the difference here is that Unity is doing more
             | than just an engine for a specific type of game. Rather,
             | they are building lots of different tools for lots of
             | different games.
             | 
             | For example, Larian (BG3) and Wube (Factorio) each have
             | their own engine. They are specially built specifically for
             | the games they are making.
             | 
             | Also, you say "have been kept modern" but even that is
             | questionable. "Modern?" What does that really mean? It's
             | "modern" enough for the game. Starfield was just released,
             | and it was released without ray tracing.
             | 
             | And we are just talking about games. Unity and Unreal do
             | more than just working on the engine for games. So yes,
             | while it's a lot, it's not fair to compare the bespoke
             | engine use by game companies and engines like Unity and
             | Unreal.
        
           | Sohcahtoa82 wrote:
           | Where did you read that Unity is just a mobile game engine?
           | 
           | Unity supports basically all gaming platforms. Windows,
           | Linux, Mac, PS5, Switch, XBox, etc.
           | 
           | There are AAA desktop games that use Unity.
        
           | mcv wrote:
           | It's not just a mobile game engine, it's an everything game
           | engine. They support (nearly?) every platform. That does take
           | some work.
           | 
           | Even so, 8000 employees does sound a lot. And if they're
           | losing a billion per year, it sounds like they have no
           | revenue at all.
        
             | whatyesaid wrote:
             | Epic Games only had about 2,000 in 2020 and they also
             | develop games, store front (although really slowly), so
             | it's at least a 4x more than they need.
             | 
             | But also their previous monetization seems to try charge
             | per professional developer which is a limited audience
             | compared to consumers, especially if you want to maintain a
             | AAA engine (which it seems Unreal is favoured still) given
             | it seems fast pace techniques & improvements. Maybe by
             | selling cloud servers for networking, which I think maybe
             | they were too expensive compared to alternatives.
        
           | jwells89 wrote:
           | Between Unity's headcount and acquisitions it's hard to not
           | be reminded of the dril candle tweet.
        
             | RobKohr wrote:
             | Mentioning a tweet without quoting it is kinda annoying. It
             | isn't like it could be that long.
        
           | grotorea wrote:
           | Not not it's an everything engine it's the most popular
           | engine on steam by far from a quick search, although it does
           | leans towards indie.
           | https://infogram.com/1d560b7e-21a1-437a-91f4-198309bf3e25
           | https://www.gamedeveloper.com/business/game-engines-on-
           | steam...
        
             | olig15 wrote:
             | I'd probably bet that the majority of games on steam have
             | less than 1000 sales, so being a popular game on Steam
             | probably doesn't mean much compared to being a popular game
             | by daily active users viewing unity ads.
        
               | grotorea wrote:
               | The methodology on the site only includes games with a
               | minimum popularity, so the long tail of tiny indie games
               | isn't included. By the way, since steam has a fee to be
               | included, aren't most of those tiny indie games over at
               | itch.io anyway?
               | 
               | > Unless stated otherwise, we filtered out unreleased
               | games, free games, those that launched with less than a
               | $4.99 price point, and those that have fewer than 50
               | reviews.
        
               | ryathal wrote:
               | Someone dug into this recently, it's over 50% of steam
               | games haven't made $1k in sales. The vast majority of
               | steam by game count is complete trash.
        
           | 1323portloo wrote:
           | That's not their focus at all. They're trying to be an all-
           | things-entertainment company, currently, they are focusing on
           | movie animation and digital character creation.
        
         | maccard wrote:
         | Do feel bad for them but this is a problem of their own making.
         | Many parts of their current situation were avoidable.
         | 
         | That doesn't justify what they've tried to do here though. This
         | isn't just a price increase, it's a significant price increase,
         | and a poorly thought out "revshare" model that applies
         | retroactively people who signed deals with them and built a
         | business model off of the deal they signed.
        
         | nickstinemates wrote:
         | > I kinda feel bad for Unity.
         | 
         | I don't. They could have sold to Meta and didn't. If they
         | didn't have a plan that didn't involve fucking their users,
         | that's on them.
        
         | grotorea wrote:
         | > They have no moat
         | 
         | How easy is for a studio to change engine? Isn't that a decent
         | moat?
        
           | yard2010 wrote:
           | So they get to hold their current customers hostages and get
           | no new customers.
        
           | nylonstrung wrote:
           | It's extremely difficult- it's going to break your pipeline
           | and all of your programmers and tech artists essentially need
           | to learn a new language
           | 
           | If you were switching Unity -> Unreal you'd honestly be
           | better off firing your team and hiring Unreal devs
        
           | maccard wrote:
           | I think we're about to find out.
        
           | whatyesaid wrote:
           | Maybe Godot is similar enough where you'd be able to consider
           | this. Otherwise this move is more harmful in the long term of
           | Unity and it's about future games and not current ones. Long
           | term matters more, always.
           | 
           | It may also make AAA invest away from Unreal as it looks like
           | a monopoly now.
        
         | PeterisP wrote:
         | Is Unity-2023 version a billion dollars better than Unity-2022,
         | or even close to that?
        
           | sumtechguy wrote:
           | Some of the stuff looks pretty cool that they are adding but
           | would probably take a retooling of many workflows to use
           | correctly. They had some very compelling items they were
           | adding in that would make people pick it over others. But
           | with those license terms. That will be a hard pass by many.
           | My guess is they are hurting financially but took cues from
           | their weta tool stack for installs. Where in that industry
           | per install cost is decently normal and just rolled into a
           | production budget. But on the games side that is not going to
           | fly. As it is a one time cost vs recurring. I feel bad for
           | the shops where they are 2 years in with this thing and just
           | had the rug pulled on them.
        
           | IdiranVibe wrote:
           | Not at all... lots of people still run unity 2021
        
         | somenameforme wrote:
         | Unreal is technically orders of magnitude ahead of Unity, and
         | they have around 4000 employees spread across multiple
         | continents. And I'm referring to the entirety of Epic, so
         | that's also the Fortnite teams and everybody else. Unity, by
         | contrast, has about 8000 employees. Many companies seem to be
         | hiring far more employees than they realistically need - often
         | to the point of their own detriment, and I don't entirely
         | understand why. Even for successful companies like Google, it
         | seems unlikely that they _need_ anywhere remotely near 180k
         | employees.
        
         | mrtksn wrote:
         | > They're burning almost $1 billion a year and they have no
         | good solutions to this
         | 
         | Maybe they should have something to show for this $1B/year and
         | take a cut of this $250B+ industry to cover the costs? They
         | appear to have about %30 market share, so they need to capture
         | less than %2 of the value created with their tool to break even
         | and if they can't do that or they are providing tech for the
         | less than average profitable part of the industry they should
         | shift focus or reduce costs.
         | 
         | AFAIK it's only natural for businesses to go out of business if
         | they can't capture more value than they consume.
        
           | baobabKoodaa wrote:
           | (deleted)
        
             | mrtksn wrote:
             | It appears that the video gaming industry size is 242B as
             | of this year: https://www.grandviewresearch.com/industry-
             | analysis/video-ga...
             | 
             | None of this is attributable to engines, it's the size of
             | the products built using the engines and it appears that
             | the ad revenues are not included and that appears to be
             | another $80B.
             | 
             | The game engine market is the market of supplying the game
             | developers with the tech to build their games. That's where
             | the game engine makers that spend 1B per year and hold %30
             | of the engine market need to charge about %2 of the
             | products made using their engines to break even.
        
         | babypuncher wrote:
         | They brought this on themselves. They never needed 7700
         | employees just to maintain an indie-scale game engine.
         | 
         | Epic maintains their far more advanced engine with 2200 people,
         | and they _also_ run a AAA live service game.
        
           | maccard wrote:
           | Epic is way more than 2200 people. It was 2000 people when I
           | worked there almost 3 years ago.
        
             | shrimp_emoji wrote:
             | Why'd ya leave?
        
       | numlock86 wrote:
       | > While Unreal engine currently does not have terms like Unity's,
       | there's nothing stopping them from doing something similar. In
       | fact if Unity manages to get away with this it seems likely they
       | will follow suit.
       | 
       | I sense a lack of arguments if people make up pure speculation
       | like that without any foundation. Also Unity's business model had
       | a negative tendency over the last couple of years already ...
       | with Epic having clear statements and an ethical roadmap in
       | response. Oh, and by the way: Unreal Engine is open source. The
       | more you know.
        
         | adultSwim wrote:
         | > Unreal Engine is open source
         | 
         | It doesn't look like it to me. https://www.unrealengine.com/en-
         | US/eula/unreal
        
           | numlock86 wrote:
           | > The Licensed Technology licensed to you under this
           | Agreement includes all Unreal Engine code and related content
           | that is copied to your computer when you install Unreal
           | Engine.
           | 
           | Have you read it? You literally get read access to their
           | entire GitHub repo.
        
             | adultSwim wrote:
             | Yes. Having access to the source is not the same as open
             | source. I encourage you to re-read it. They also have an
             | FAQ clearly outlining the restrictions.
             | https://www.unrealengine.com/en-US/faq
             | 
             | "Can I copy and paste Unreal engine code into my own
             | project or engine?
             | 
             | If you use any Unreal Engine code in your product (even
             | just a little), then your entire product is governed by the
             | Unreal Engine EULA, and is subject to 5% royalties when
             | your gross lifetime revenues from that product exceed $1
             | million USD."
        
               | numlock86 wrote:
               | > [...] and is subject to 5% royalties when your gross
               | lifetime revenues from that product exceed $1 million
               | USD.
               | 
               | That's part of their general license and business model
               | anyway, and not specific for source code usage, but the
               | engine (parts) itself. How is this relevant?
               | 
               | > I encourage you to re-read it.
        
             | c-cube wrote:
             | That's called source available, not open source.
        
             | adultSwim wrote:
             | Notice that you can't even access the repo without them
             | authorizing you to do so. Notice that there aren't any
             | public mirrors for the current version of the code.
             | 
             | They say you can fork but also point out that you can't
             | distribute the code without the people you are sharing with
             | also having a license.
        
               | numlock86 wrote:
               | Whatever floats your boat. I am not here to get into
               | Stallman level discussions about what is open and what is
               | not. Point is we get to work with the sources if we
               | want/have to, tied to a license with all its privileges
               | ... and of course restrictions. Just like with any other
               | open software sources.
        
       | phkahler wrote:
       | Why not charge $1 for your game? Problem solved. If you're making
       | a game with a fancy commercial engine I would hope what you're
       | offering is worth a buck. Let's get some quality in this world.
        
         | alpaca128 wrote:
         | With $1 paid to the developer the player only needs to
         | (re)install the game 6 times on their computer to cost the
         | developer more than they earned.
         | 
         | This pricing is _per install_ , not per player. Installations
         | are an unrestricted functionality which can be abused. If you
         | care about quality games: this pricing causes the opposite.
        
           | hcks wrote:
           | They literally stated it would not affect reinstalls.
        
             | alpaca128 wrote:
             | From their FAQ[0]:
             | 
             |  _> We treat different devices as different installs. We
             | don't want to track identity across different devices._
             | 
             | This allows malicious actors to fake the device identity,
             | which leads to the exact same problem.
             | 
             |  _> We are not going to charge a fee for fraudulent
             | installs or "install bombing." We will work directly with
             | you on cases where fraud or botnets are suspected of
             | malicious intent._
             | 
             | This roughly says "trust us bro". They will "work directly
             | with you" in cases of fraud? How nice, but that could just
             | mean an automated response email with generic advice,
             | followed by radio silence. No promise that they will
             | resolve the issue, no promise they will work on it before
             | your dev studio is bankrupt, this is just a collection of
             | words built on trust they don't have right now.
             | 
             | [0] https://unity.com/pricing-updates
        
             | PM_me_your_math wrote:
             | There is what they say, which is often not exactly what
             | they do. And even if the intentions are good, behavior or
             | scenarios not conceived may emerge.
        
         | Archipelagia wrote:
         | The difference in conversions between free and $1 is not a
         | matter of price. The hard part is getting someone to pay in the
         | first place.
         | 
         | That's why a model of free game with paid addons/extras/pay-to-
         | win/etc. works so well - once someone already tried your game
         | and gets invested in it, they're more likely to spend anything.
        
           | Archipelagia wrote:
           | And in mobile gaming there's also the matter of looking for
           | "whales". Basically, while majority of people will never
           | spend anything, there's a minority willing to pay hundreds or
           | thousands of dollars. Then, the difficulty comes from showing
           | your game to enough people to find whales.
           | 
           | (Whether that model is ethical in the first place is a whole
           | different matter. I don't think it is, so maybe eliminating
           | it will be a net positive in the world.)
        
         | aabbccddee22 wrote:
         | Because mobile games that aren't free do not sell (except
         | Minecraft). In mobile F2P space you can end up with tons of
         | downloads, with less than 20 cents per download, because
         | majority of the players are free casual ones, who play few
         | hours or even minutes, and 99% of your revenue comes from the
         | so called 'whales' (players who spend a LOT of money). If you
         | hate this business model - good for you, I do too and I don't
         | do mobile gamedev, but it's a reality there and Unity knows it.
         | 
         | Unity also doesn't give a crap about quality unless by quality
         | you mean microtransactions, milking players and ads/adware. The
         | engine is associated (partly unfairly) with lagginess, low
         | performance, high ram usage, and crappy games and assets flips.
         | Unity is famous for how slowly new features come and how buggy
         | it is in parts. They also scrapped their own game on Unity that
         | was supposed to show how to use Unity right, it's an engine
         | company that never made games (unlike Epic or id Software, who
         | made games first, engine seconds, and even when being in engine
         | business they kept making games). Unity users who just slapped
         | few assets together basically created the asset flip genre, the
         | opposite of quality. As CEO of EA Riccotello supported always
         | online online DRM that shut down singleplayer games on release
         | day due to servers dying, as CEO of Unity he said you are a
         | "fucking idiot" (direct words) if you don't want to maximize
         | your monetary return from your players. Unity bought an adware
         | company, Unity has an ad network (and if you use it to put ads
         | in your game, they waive the install fee, curious..).
        
       | JackMorgan wrote:
       | This should also be a wakeup call to anyone using closed source
       | tools at all: DynamoDB, MongoDB, Elasticsearch, AWS Lambda,
       | Azure, AWS, Azure Devops, SqlServer, Oracle, etc.
       | 
       | While some of these tools are best in class, it's borrowed time
       | until the owner decides to change the terms, stop offering it, or
       | raise prices enough to damage your business.
       | 
       | Closed source software tools are a liability, and the benefits
       | often are only minor compared to the risks.
       | 
       | I've been on several teams where entire projects with dozens of
       | person years of effort had to be thrown out because tools stopped
       | being supported or were made prohibitively expensive. This isn't
       | about open source posturing. Relying on closed source software
       | you can't easily switch off of just isn't worth the risk.
       | 
       | (As an aside, I'm not a purist, I'll use tools like JetBrains,
       | because I could easily switch off to open source tools if I had
       | to without any disruption to my business)
       | 
       | Edit, I do not suggest writing your own tools, I suggest using
       | great open source tools: postgres, apache, Linux, mariadb, open
       | source languages, Redis, couchdb, etc.
        
         | fragsworth wrote:
         | > DynamoDB, MongoDB, Elasticsearch, AWS Lambda, Azure, AWS,
         | Azure Devops, SqlServer, Oracle, etc.
         | 
         | At least with these individual tools, it's usually not your
         | entire codebase written around that thing. For instance, you
         | can generally switch from one database to another if they
         | decide to overcharge you. You can even switch from one cloud
         | service to another. In other words, they (usually) don't have
         | you nearly as locked in.
         | 
         | With Unity, it is a much bigger ordeal to switch to something
         | like Godot and Unreal and most people who have already finished
         | their games can't even really consider it as an option. This is
         | why it was so egregious.
        
           | pastor_bob wrote:
           | I've heard (sarcastically) that MongoDB's business model is
           | relying on companies who have it entrenched via tech debt and
           | can't get out.
        
           | JackMorgan wrote:
           | Of course you can switch databases, but in practice it is
           | extremely expensive. That's a big reason why it is pretty
           | rare. Why use a closed source tool and take on that risk when
           | great open source ones exist?
        
             | fragsworth wrote:
             | Usually the only good reason is because you already have
             | developed lot of experience with with it.
             | 
             | I'm just saying it's not as bad because it's quite a bit
             | easier to switch a database than to switch a game engine.
        
               | dan_mctree wrote:
               | For a lot of companies, switching databases is
               | effectively impossible. Perhaps not quite as impossible
               | as switching game engines, but certainly impossible
               | enough that it would kill the business. A lot of
               | companies use database specific functionality that's far
               | from trivial to replicate in another database. A lot of
               | that database specific functionality can also be legacy
               | that no one really understands anymore. Migrating without
               | an option to keep these poorly understood but critical
               | systems will set you up for unexpected data loss,
               | corruption or availability issues. And that's after
               | spending a year on your migration. If Oracle pulls
               | anything like Unity here, this will kill off a lot of
               | companies
        
               | bgirard wrote:
               | It took Amazon several years to migrate away from Oracle:
               | https://aws.amazon.com/blogs/aws/migration-complete-
               | amazons-...
        
               | BlueTemplar wrote:
               | Yeah, also that's why the article's Word and Google Docs
               | example strikes me as weird : you shouldn't be using
               | these either, for similar reasons !
        
               | johnnyanmac wrote:
               | Yeah, but LibreOffice is the perfect example on why
               | people pass up on Open Source projects.
        
               | zymhan wrote:
               | > it's quite a bit easier to switch a database than to
               | switch a game engine
               | 
               | _presses X to doubt_
        
             | johnnyanmac wrote:
             | >Why use a closed source tool and take on that risk when
             | great open source ones exist?
             | 
             | in the case of servers: because open source servers
             | literally can't support your scale of business. That's one
             | of the few places where Open Source can never truly
             | succeed: when you need a lot of hardware and the operating
             | costs exceed any income coming in.
             | 
             | By that point it is a lot better to roll your own servers.
             | But that is of course crazy expensive. Even other
             | multibillion dollar corporations choose to leave some
             | server management to places like Amazon/Microsoft.
        
         | wilsonnb3 wrote:
         | It is a wake up call, I don't think open source is the only
         | solution though. You just need good business practices.
         | 
         | Work with vendors that you trust, vet your dependencies, decide
         | how much risk you want to tolerate, pay attention to the
         | licenses that you are using.
         | 
         |  _Especially_ for something as critical as a game engine is to
         | game development companies.
        
           | tombert wrote:
           | I agree that it's not the only solution, but it's the only
           | way to (somewhat) _guarantee_ a lack of bullshit.
           | 
           | There are companies like The Omni Group that I think are,
           | generally speaking, bullshit-free. They make (in my opinion)
           | pretty good products, I can buy them once, I get the
           | normally-expected number of updates, and it's about as ideal
           | a transaction you'd want. I don't mind them charging money
           | for a good product, and I'm grateful that products like
           | OmniFocus exist.
           | 
           | That said, one thing that continues to bother me is that Omni
           | could change things _whenever they want_. They could decide
           | to start charging 10x the price if I use OmniFocus for
           | anything involving business, or they could make it so that my
           | flat-fee purchase of OmniFocus no longer works.
           | 
           | Do I think Omni is going to do that? No, I think they're
           | generally pretty decent people, but open source _guarantees_
           | that I can always take a snapshot of the  "current state" of
           | the project, and also guarantee that there's not retroactive
           | strings being attached to things I'm making with that
           | software.
        
         | manquer wrote:
         | > MongoDB, Elasticsearch
         | 
         | > Redis
         | 
         | You suggest that mongo and elastic search are not open source
         | and redis is ?
         | 
         | While all three have a company backing them and sell or have
         | some restrictions (usually targeted towards cloud providers not
         | self hosting ) i would have said all of them are open enough in
         | their current versions not to have a vendor lock in risk
        
           | yjftsjthsd-h wrote:
           | Redis is open core (that is, redis itself is Open Source,
           | only extensions aren't), the others are outright not Open
           | Source. That's a meaningful difference, depending on whether
           | you're using the non-FOSS extensions.
        
         | onethought wrote:
         | But history has shown them get cheaper and more capable over
         | time for nearly every example you gave.
        
           | JackMorgan wrote:
           | Survivorship bias. These are the ones that haven't _yet_
           | gotten worse and are still currently popular. I'm listing
           | them so people won't get blindsided when they do eventually
           | bite their users.
           | 
           | There isn't enough space to list the closed source software
           | tools that didn't make it. Off the top of my head: Adobe
           | Flash, MS Basic, SourceSafe, ActiveDesktop, FoxPro, J#, Oslo,
           | IronRuby, and Silverlight.
        
             | Iulioh wrote:
             | The problem is that behind OS software there isn't a lot of
             | incentive to develop.
             | 
             | I mean, sute, but there is a reason why really good and
             | complex software is usually closed.
        
             | lowbloodsugar wrote:
             | It rather looks like it depends on who makes the product.
             | One thing to look at is who has established trust and (so
             | far) maintained that trust. For example, AWS has said that
             | their products will get cheaper over time and that they
             | wont deprecate any. The fact that they've managed to do
             | that for 15 years or so means they have a built a lot of
             | trust - which is itself an investment that they would be
             | foolish (financially damaged by) a decision to break that
             | trust.
             | 
             | Meanwhile, Google has firmly established that they will
             | destroy any product at any time, and you would be insane to
             | build a business on their products.
             | 
             | Adobe and Microsoft make meh products that dominate
             | industries, and you are at their whim, and look, these two
             | companies provide all your examples. (And to be fair,
             | SourceSafe went away because it was not reliable and any
             | sane business paying for a VCS switched to perforce before
             | eventually moving to git like everyone else).
             | 
             | IBM will sell you anything as long as it's called "Watson"
             | so who knows which Watson has been discontinued or not.
        
               | johnnyanmac wrote:
               | > which is itself an investment that they would be
               | foolish (financially damaged by) a decision to break that
               | trust.
               | 
               | Yup, Unity also had that same trust for 15 years. Never
               | underestimate greed.
        
         | tschellenbach wrote:
         | While it's true that this can happen to external tools, it
         | doesn't happen very often. Companies have a very strong
         | incentive to ensure their products are supported long terms and
         | work well. For in-house developed software it happens
         | frequently that past employees leave the codebase in a state,
         | where new team members end up rewriting it.
         | 
         | So it's a bit weird to say you shouldn't use closed source
         | since there is a small chance things change in a way we don't
         | like, and then your alternative is to use in-house software,
         | where maintenance issues in the future are pretty much
         | guaranteed.
        
           | Draiken wrote:
           | >Companies have a very strong incentive to ensure their
           | products are supported long terms and work well.
           | 
           | I would say that's not quite accurate. They have only one
           | incentive: profit.
           | 
           | Long term supported products are one way of getting money,
           | but it's most definitely not the only way. Many times it's
           | not the most profitable one either.
           | 
           | Companies don't make shitty decisions because they are
           | scheming on how to screw customers up. They do it because
           | when push comes to shove, only profit matters.
           | 
           | One guy will plot a chart saying if we screw customers this
           | way (with pretty words, of course) we can get X% more profit.
           | Then they get promoted and this cycle repeats itself. Or a
           | pandemic hits and suddenly your margins decrease drastically.
           | Now screwing the customer is back on the table.
           | 
           | Unless your company only plans to be running for a few years,
           | those are not as rare as we may think.
        
           | dehrmann wrote:
           | If AWS actually tried to abuse its power, it would really
           | damage the tech industry. Tech companies would see the risk
           | and start treating the cloud as rented machines (EC2), and
           | stop realizing all the benefits of their provider managing a
           | complex system on their behalf.
           | 
           | If I were AWS, I'd willingly write into contracts that costs
           | can go up no faster than the PPI + 5%, barring some sort of
           | force majeure. Hardware gets cheaper, so I'd expect costs to
           | come down, but this essentially "we're not going to screw
           | you" clause.
        
             | Sohcahtoa82 wrote:
             | If AWS tried to abuse its power, people would switch to
             | another CSP.
             | 
             | While certainly, the shift would not be easy, but if AWS
             | increased their prices enough, it could still be a savings
             | in the long run.
             | 
             | EDIT: On the other hand, publicly traded companies are
             | often _extremely_ short-sighted because they have to make
             | those quarterly reports, so maybe they would be unwilling
             | to spend $X over the course of a year in order to save $X
             | every year after that.
        
             | JackMorgan wrote:
             | Such a platform should be a co-op owned by all the users,
             | designed for the public good. It really is almost like a
             | piece of infrastructure.
             | 
             | But AWS is a business, and businesses are there to make
             | money. They are there to extract as much money as possible
             | from users. I doubt they'll ever do a big change like
             | Unity, but I bet they end up with a slow boil of raising
             | prices.
        
           | JackMorgan wrote:
           | My alternative is to use battle tested open source software.
           | I don't suggest writing a database in house.
           | 
           | Also, I would say the opposite, it happens all the time.
           | There's only a few closed source software tools that have
           | been around for more than fifteen years, and countless that
           | didn't make it.
        
           | nitwit005 wrote:
           | > Companies have a very strong incentive to ensure their
           | products are supported long terms and work well.
           | 
           | This is only sometimes true. If a company knows their
           | product's growth phase is over, they may decide to milk the
           | existing customers as much as possible. That's the right
           | choice for maximizing profit.
           | 
           | I believe that's what happened with a previous company I
           | worked at. Vendor of an old software product started suing
           | about licensing violations trying to extract more. They
           | couldn't harm future sales, because no one was going to buy
           | the thing anymore. A team spent a year replacing it.
        
         | bastardoperator wrote:
         | That's great in theory, but most people don't have the funds
         | for a rack, let alone a cage, or people to stack and maintain
         | it all. The hardware alone to run a proper DB cluster is going
         | to be prohibitive for most startups.
        
         | fendy3002 wrote:
         | While I support using the open source counterparts, most of the
         | time the closed source tools price change doesn't happen
         | retroactively. It's usually go together with new version or new
         | contacts.
         | 
         | Unity pricing though, happens retroactively in a sense that
         | older, released games will be tracked the install numbers too.
         | As if when SQL Server having the price changes to gb-based
         | pricing happens too to 2005 version and forward. I can assure
         | that even government will decline that kind of retroactive
         | change.
        
       | pxoe wrote:
       | >It's like if Microsoft decided that you had to pay per person
       | who read your document made in Word.
       | 
       | funnily enough, isn't that literally what figma does with their
       | surprise 'editor fee' charges
        
       | gareth_untether wrote:
       | Sets a bad precedent if they can. Even if they backpedal now,
       | trust has been broken.
        
       | hnthrowaway0315 wrote:
       | Eventually Godot will need to find a way to finance its
       | development if it gets enough popularity.
       | 
       | I'm in general sketchy about OSS revenue generation if the devs
       | don't collect $$ proactively but rely on goodwill.
        
       | Eumenes wrote:
       | These platforms just pigeon hole developers into a corner. Yeah I
       | get it - it makes game dev 'accessible' but what are we really
       | missing out on? I'd take quality of quantity any day. Entire
       | generations of programmers are being boxed into being tool
       | dependent. Same goes for web frameworks and mobile ecosystems.
       | Obviously building a game engine from scratch is a massive work
       | of labor and requires vast knowledge in alot of things, but
       | outside of AAA studios, is anything building engines from the
       | ground up?
        
       | supermatt wrote:
       | Is Godot feature comparable with unity? Why would someone choose
       | unity over godot?
        
         | wccrawford wrote:
         | Until recently, Godot was practically unusable for 3D. They're
         | still actively adding features that other engines already have.
         | It also exports for consoles, where Godot doesn't.
         | 
         | Having said that, I've been looking at it recently and it looks
         | like it has everything I need. I'm definitely going to try it
         | out before deciding between it and UE5.
        
         | RugnirViking wrote:
         | unity ecosystem is enormous. so many resource packs, assets,
         | tutorials, extensions, etc etc etc.
         | 
         | Big network effects
        
         | Havoc wrote:
         | I think the art asset library is a big part of the difference
        
         | dgb23 wrote:
         | Unity has a large asset and plugin ecosystem.
        
       | qwerty456127 wrote:
       | To me (not really into gamedev actually so chances are I'm
       | completely wrong) it seems like nowadays, when physics and
       | reneding is done in hardware and game engines bundle so much
       | logic and are shared among so many games, creators will soon be
       | able to give up coding (anything except scripts) and concentrate
       | on selling pure content. Users will then purchase compatible
       | engines from engine developers or use open-source engines.
        
       | [deleted]
        
       | seaourfreed wrote:
       | We need nVidia and AMD to help godot engine to get the high end
       | things in Unreal engine.
       | 
       | I'd love academics working on 3D to submit things that can roll
       | into godot.
        
       | sproketboy wrote:
       | [dead]
        
       | adultSwim wrote:
       | Games make a lot of money. It makes sense that studios would make
       | for the world they profit from. Changing the deal mid-stream
       | seems like the big problem here.
        
       | jonplackett wrote:
       | I wonder if Apple knew about this, or have been blindsided by
       | this - having just teamed up with Unity for Vision (although
       | mostly just because they hate Epic).
       | 
       | Either way it's interesting.
        
       | amelius wrote:
       | Honestly, the pricing model sounds awfully close to what Apple
       | has been doing for years in the app store.
        
       | philipov wrote:
       | There is no indication that Unreal would follow suit, and no
       | corroboration for such a claim is given in the article. How does
       | the author get off saying that?
        
       | chipsrafferty wrote:
       | [dead]
        
       | zoogeny wrote:
       | I think we are starting to see the cracks in the utopic vision of
       | open source.
       | 
       | I know it sounds very harsh, but I feel the vast majority of
       | people complaining about these kind of situations are people who
       | want the benefit of the tremendous engineering accomplishment of
       | a game engine like Unity without contributing or paying in any
       | way.
       | 
       | Somehow people have convinced themselves that just using a
       | technology is equivalent to supporting it. I'm not immune to
       | this. I just considered how I would feel if React or Golang
       | suddenly changed so that I had to pay to use them. React is
       | supported by Facebook and Golang by Google, both unimaginably
       | massive and wealthy corporations. Even though I have never
       | directly contributed a single thing to either project, I know I
       | would feel some combination of betrayed, angry and frustrated.
       | 
       | But I think about all of it. nginx, haproxy, redis, postgresql,
       | nodejs, python. I don't think I could even write out all of the
       | open source I am using in my projects within the confines of a
       | Hacker News comment. Just trying to wrap my head around how I
       | could even pay for all of that software if I had to is anxiety
       | inducing. I don't mean just the cost, even the logistics of that
       | many micro-transactions. Imagine trying to pay every YouTuber you
       | watch some fair value for the content you consume.
       | 
       | We are no where near an answer on this, I don't believe it will
       | be settled within my lifetime. But the current model to justify
       | the free-lunch we've all been served is crumbling. If the
       | corporations that we expect to bear the cost of our free-lunch
       | start to crumble then we are all in for a rude awakening.
        
         | f33d5173 wrote:
         | I don't think anything is "crumbling". Some companies got a
         | large amounts of investment and sky high valuations on a
         | product they were practically giving away. Now they need to
         | figure out how to make those valutions work and return that
         | investment. That sucks for them, but that doesn't prove that
         | its impossible to sustain an open source business to make a
         | certain piece of software.
         | 
         | I use open source software because quality of certain things
         | isn't very important to me, and I don't want to pay for them.
         | If push really came to shove, I could replace large portions of
         | my stack myself using something handrolled. If enough people
         | who want something for free and are willing to build it
         | themselves come together, they can make something that competes
         | with large companies. The large companies in turn can start
         | releasing their product for free in order to maintain market
         | dominance, or they can let themselves be replaced. There's no
         | "free lunch" here, its all simple econmics.
         | 
         | Youtube has largely the same struture: for a while, videos were
         | being made by people doing it as a hobby, then by people doing
         | it as a job, but alone in their bedroom. Now some of them have
         | large production teams and expensive facilities. It sure would
         | suck for them if they stopped being able to make payroll, but I
         | can go back to watching amateurs anytime. Your business model
         | is your problem, not mine.
        
         | berkle4455 wrote:
         | Nah, we used and paid for Unity because the licensing structure
         | we signed on with made sense. They're literally changing the
         | terms on us in a way we cannot push back against. Games made
         | years ago are subject to this new fee structure. Games which
         | are no longer sold at the same nominal price and a massive
         | existing install base who anytime they reinstall our game we
         | get the privilege of paying Unity each time forever.
        
           | paulmd wrote:
           | > Nah, we used and paid for Unity because the licensing
           | structure we signed on with made sense. They're literally
           | changing the terms on us in a way we cannot push back
           | against. Games made years ago are subject to this new fee
           | structure.
           | 
           | and you can still do this with the software codebase released
           | before april 3rd, you just don't get ongoing development.
           | 
           | this may, of course, involve rollbacks etc, you need to
           | rebase onto the older version not the one that's been out for
           | the last 5 months. But the license does explicitly allow you
           | to do this.
           | 
           | > Unity may update these Unity Software Additional Terms at
           | any time for any reason and without notice (the "Updated
           | Terms") and those Updated Terms will apply to the most recent
           | current-year version of the Unity Software, provided that, if
           | the Updated Terms adversely impact your rights, you may elect
           | to continue to use any current-year versions of the Unity
           | Software (e.g., 2018.x and 2018.y and any Long Term Supported
           | (LTS) versions for that current-year release) according to
           | the terms that applied just prior to the Updated Terms (the
           | "Prior Terms"). The Updated Terms will then not apply to your
           | use of those current-year versions unless and until you
           | update to a subsequent year version of the Unity Software
           | (e.g. from 2019.4 to 2020.1).
        
         | itsoktocry wrote:
         | > _But I think about all of it. nginx, haproxy, redis,
         | postgresql, nodejs, python. I don 't think I could even write
         | out all of the open source I am using in my projects within the
         | confines of a Hacker News comment._
         | 
         | That seems contradictory to your opening sentence though, no?
         | _Eventually_ an open source project will get to the point that
         | it 's so good (or even good enough) that a commercial product
         | is simply uncompetitive. That will happen with game engines to.
         | Decisions like this will only accelerate it.
        
         | dgb23 wrote:
         | More often than not, open source licenses are given for very
         | practical reasons that aren't directly tied to extracting money
         | directly.
         | 
         | Foundational libraries, tools, frameworks etc. is often open
         | sourced so people don't have to "reinvent the weel" every time
         | they switch jobs and positions. Additionally, large orgs can
         | benefit from having a larger talent pool to draw from, because
         | there's more people familiar with open source software.
         | 
         | Do you think Oracle is maintaining Java (etc.) for altruistic
         | reasons?
         | 
         | OSS is often also a vehicle for marketing, selling expertise or
         | ops services.
         | 
         | Stuff is open sourced so it gets used, built upon and to gain
         | mindshare, community and to find collaborators etc.
         | 
         | You using or building on the software doesn't in any way
         | detract from that value proposition and often adds to it in
         | indirect ways.
        
         | bigfishrunning wrote:
         | >But I think about all of it. nginx, haproxy, redis,
         | postgresql, nodejs, python. I don't think I could even write
         | out all of the open source I am using in my projects within the
         | confines of a Hacker News comment. Just trying to wrap my head
         | around how I could even pay for all of that software if I had
         | to is anxiety inducing.
         | 
         | Luckily, the licenses of these projects are all such that, the
         | minute the maintainer pulls the rug out, you are perfectly free
         | to fork the project and move on as if nothing happened. Open
         | source protects you.
        
         | tux1968 wrote:
         | I think you've completely misunderstood the situation. This
         | isn't people feeling entitled, rather it's people feeling
         | vulnerable to the whims of a private, self-interested entity.
         | 
         | While it isn't my reason, I think most people advocating for
         | open-source, actually see it simply as a way to keep such
         | private actors honest, and prevent them from becoming
         | corrupted. Like many people have said, this particular
         | situation would have been received much differently had the
         | changes not been applied retroactively.
        
           | [deleted]
        
           | [deleted]
        
         | manicennui wrote:
         | YouTube Premium is basically the answer to your hypothetical.
         | 
         | https://support.google.com/youtube/answer/7060016?hl=en
        
         | pxoe wrote:
         | >the cracks in the utopic vision of open source
         | 
         | what does unity, a proprietary engine that screwed over their
         | customers, have to do with this?
        
         | Matl wrote:
         | > I feel the vast majority of people complaining about these
         | kind of situations are people who want the benefit of the
         | tremendous engineering accomplishment of a game engine like
         | Unity without contributing or paying in any way.
         | 
         | I just want to point out that the biggest non-contributors to
         | open-source are the enterprise companies you either never or
         | barely heard about, whose entire stacks run on tons of open
         | source and yet it's those end user enterprise shops that are
         | making millions.
         | 
         | In many ways, this probably includes Unity themselves.
        
           | paulmd wrote:
           | just wrote a reply here that could have been a response to
           | this comment ;)
           | 
           | https://news.ycombinator.com/item?id=37525456
        
         | brnt wrote:
         | It helps to think of FLOSS as an ecosystem, not individual
         | components. Also those large companies use many parts of the
         | ecosystem and chances are some of your code, just not
         | necessarily the component you are using (most). Even only using
         | the ecosystem reinforces it for others and in turn the chances
         | support existing or publish new tools in it.
        
         | lelanthran wrote:
         | > I think we are starting to see the cracks in the utopic
         | vision of open source.
         | 
         | I don't get your logic. A proprietary company screws over
         | customers, and that is, to you, an indication that OSS doesn't
         | work?
         | 
         | Isn't it exactly the reverse? Anyway watching this saga now
         | would be mad to continue with Unity, and would be a little wary
         | of closed-source in general.
        
           | [deleted]
        
         | paulmd wrote:
         | > I think we are starting to see the cracks in the utopic
         | vision of open source.
         | 
         | we definitely are, and it's the inherent contradiction of "one
         | entity pays to maintain it, another entity makes all the money
         | from exploiting it". this is why there's such a commotion
         | around BSL and dual-licensing schemes.
         | 
         | GPL/AGPL itself is a coherent mechanism for sustaining
         | development. BSD/MIT tends to lead to an embrace-extend-
         | extinguish model where one company pays to write the software,
         | and then Amazon makes it an S3 service, extends and
         | extinguishes the original core by adding proprietary features
         | they keep to themselves, and public development ceases or
         | languishes.
         | 
         | we are lining up for a similar showdown in the CPU space with
         | ARM vs RISC-V. When Amazon and Google say they want an open
         | ISA, they certainly don't mean they're going to open up _their_
         | stuff. They want it to be open to them, they have proprietary
         | extensions they bolt on (to all those instruction fields left
         | as  "vendor-determined") and proprietary accelerators they
         | interface, and they will keep all that proprietary and never
         | sell it outside the company. And that's the return of this same
         | "proprietary vs GPL/AGPL vs MIT" battle. The ability for large
         | commercial entities to extract all the value from open-source
         | work and pay nothing and contribute nothing.
         | 
         | ARM already very much is a "lowest-common-denominator" company,
         | they thrive on designing architectures that are "good enough"
         | and then the actual secret sauce goes in the way you customize
         | it and what you bolt on alongside. And that's exactly what
         | RISC-V will cement, because google and amazon and facebook
         | don't compete on how fast they can make the CPU core, they
         | compete on how _cheap_ they can make it. Which is why vCPU
         | units are still specified in sandybridge-equivalent-cores, and
         | why we 're getting zen4c cores instead of faster ones, etc -
         | they don't care how fast it is, they care about selling you
         | more units, and that means being able to provide more units.
         | 
         | audiovisual (and I am including video games here) is a somewhat
         | unique space though because you _will not_ win this battle, the
         | effort involved in building unity or unreal from scratch is
         | _herculean_ , and all of the parties involved are used to
         | exorbitant spends to make the product happen (which I suppose
         | is also true of silicon!)
         | 
         | Sometimes this comes into conflict with the GPL community -
         | like NVIDIA's inability to open their legacy driver core, or
         | AMD's inability to get HDMI 2.1 working on their open driver
         | core (which seems to have stalled out again, the dev who said
         | "august or september" has gone radio-silent). Because if you
         | ask HDMI Forum or Dolby or Fraunhofer or Motion Pictures
         | Experts Group to license as GPL they're going to have a
         | sensible chuckle while clicking the delete email button. That's
         | not how this space works.
         | 
         | https://gitlab.freedesktop.org/drm/amd/-/issues/1417#note_19...
         | 
         | I am actually not opposed to proprietary in general, and
         | especially in this space it almost is a necessity given the
         | amount of work involved. Someone has to be paid to sit down and
         | write engine code all day, and they have to be very skilled and
         | specialized. And this applies whether it's Unreal or Unity or
         | your own in-house engine.
         | 
         | Companies obviously don't like to write a check, which is why
         | they keep doing in-house engines _even though it literally
         | keeps killing games_ , like the way frostbite killed ME:A and
         | Anthem. They would rather a game tank then to pay 2% of gross
         | to buy an off-the-shelf engine (and you best believe if you're
         | EA negotiating a license for all your games you're not paying
         | list price).
         | 
         | What unity is doing here is insane from a business perspective,
         | but they're not wrong either that it's a situation where
         | they're doing an equal share of the total work (there are a lot
         | of man-hours in an engine) and get paid jack shit. Just like
         | open-source software. And when you increase licensing fees
         | (like ARM, or like software going BSL/AGPL) then companies
         | start looking for the exits. Because they're used to extracting
         | all the profit, and at a certain scale it does become viable to
         | just do the work yourself anyway, rather than paying someone
         | else. And that's why you get ME:A and Anthem and BF2042.
         | 
         | edit: And I wrote all that without knowing that unity is
         | currently losing _a billion dollars a year_ , so... yeah.
        
         | timetraveller26 wrote:
         | I hoped that some kind of blockchain could solve this, but they
         | were too busy getting rich to solve actual problems.
        
       | thenerdhead wrote:
       | > By using an open source engine you can be sure that whatever
       | that "next thing" is, the engine won't keep you from taking
       | advantage of it. Nor would the engine be able to dictate your
       | monetization strategy for you.
       | 
       | We really ought to separate the fact that "open" does not always
       | mean "free" here. Especially given that it is fairly straight-
       | forward to change licenses on a whim.
       | 
       | Imagine you wake up one day and suddenly the company/OSS
       | maintainers put out a dual-license on the project. You now have
       | to pay $0.20 per install after your app has made $200,000 over
       | the past year. Now you're still using open source, but still
       | legally held to the terms of that license.
       | 
       | Licenses tend to be permissive enough that if such thing were to
       | happen or other factors(discontinued development/support/etc),
       | community forks can be created(which has its own set of
       | problems).
        
         | macspoofing wrote:
         | >You now have to pay $0.20 per install after your app has made
         | $200,000 over the past year. ... Now you're still using open
         | source, but still legally held to the terms of that license.
         | 
         | You can't retroactively pull an open source license ...
         | whatever the new license is, if it forces you to pay, it no
         | longer meets the definition of 'open source' [1]
         | 
         | [1]https://opensource.org/osd/
        
         | tpush wrote:
         | No, that doesn't work. You can't retroactively change a license
         | like that. What _could_ happen is that _future versions_ get
         | licensed differently (if either all contributors agree, the
         | project used a CLA or is permissively licensed).
         | 
         | Either way however then you could either stop using it or fork
         | the project.
        
           | thenerdhead wrote:
           | Sorry I wasn't clear enough. Yes I meant future use.
        
         | TMM2K wrote:
         | That's not possible with something that is open source. If it
         | has a "dual license" that means you can pick which license to
         | apply. You just pick the one that doesn't make you pay.
        
           | thenerdhead wrote:
           | There are a number of projects doing this today with dual-
           | license models(Permissive/Commercial). I'm not a lawyer and
           | have no idea if they hold up in court/can be enforced but it
           | absolutely is a thing today.
           | 
           | https://opensource.stackexchange.com/questions/5599/any-
           | succ...
        
             | rossng wrote:
             | This is specific to GPL-style licences. You would have to
             | meet the terms of the GPL anyway (i.e. provide your
             | modified source code under the same licence).
             | 
             | The commercial licence is just an additional option for
             | companies willing to pay to not adhere to the GPL terms.
             | 
             | There are certainly cases where maintainers have started
             | licensing _new_ versions of a project under different, non-
             | open source terms (Terraform, ElasticSearch etc.). But
             | you're free to continue using any code that was released
             | under the old licence.
             | 
             | There are some badly written licences which make it
             | ambiguous whether the licence can be revoked in future
             | (e.g. Wizards of the Coast with the OGL), but I have rarely
             | seen this raised as a concern in a software context.
             | 
             | (IANAL, this is not legal advice, etc.)
        
             | yMMe2WYE_D wrote:
             | It might exist but open-core model (
             | https://en.wikipedia.org/wiki/Open-core_model ) is much
             | more commmn. I went through QT project licensing FAQ and I
             | still don't see any situation when I would be forced to pay
             | for commercial license when creating commercial software.
             | Some SO answers suggest that complying with LGPL is harder
             | on mobile OSes. Anyway - if you release something on open
             | license, you can't really limit its use, no matter how your
             | second license is constructed. That is probably why paid
             | add-ons are so popular.
        
             | TMM2K wrote:
             | These are a little different. So these "dual licensed"
             | products work like this:
             | 
             | You get a GPL version of the code, which is free and nobody
             | can charge you for, ever.
             | 
             | If you want to use the software in a way that is not GPL
             | compatible you can opt for the other, paid for, license.
             | 
             | This works in some cases, but in the case of Godot
             | (assuming we were to do something like this) is the MIT
             | license, which already gives you the rights to do whatever
             | you want.
             | 
             | And even in the GPL case, if the other license terms became
             | too odious you could simply switch to the GPL version, and
             | not pay.
        
               | thenerdhead wrote:
               | Here's an example:
               | 
               | https://github.com/SixLabors/ImageSharp/blob/main/LICENSE
               | #L2...
               | 
               | https://news.ycombinator.com/item?id=33301518
               | 
               | Again, nothing stops someone from forking and
               | maintaining.
               | 
               | Are you saying this is not legally enforceable?
        
       | dcow wrote:
       | This essay lost the plot!
       | 
       | There's nothing about the whole situation that open source fixes.
       | Your champion open source project can change its license and
       | pricing too.
       | 
       | The only way to protect yourself here is to enter into a non-
       | ambiguous and non-shitty contract with your vendor.
       | 
       | If the software industry learns anything from this it should be
       | that it's not super smart to build your business on a technology
       | with variable pricing that you don't have control over (or
       | something to that effect).
        
       | mabbo wrote:
       | I think at this point, the real question is who in their right
       | mind would ever build a game in Unity again?
       | 
       | I'm sure this will make their company a short term gain in
       | profits, but in very short order _no more Unity games will be
       | made_. Even if you accept the terms they 're proposing, you know
       | damn well they are willing to change the rules at any time at
       | your expense.
       | 
       | Unity just became an extinction-level-event liability for any
       | game company. Who would dare touch it with a ten foot pole?
       | 
       | The leadership will be ousted by their shareholders quickly
       | enough, I expect.
        
         | onlyrealcuzzo wrote:
         | Realistically - how locked in are developers to their current
         | engine?
         | 
         | I imagine >50% of video game development is art. And I imagine
         | some decent percentage of code can be translated without nearly
         | as much effort as the original implementation.
         | 
         | Still, I doubt many developers are going to switch engines mid
         | or late development.
         | 
         | But a lot of times, developers re-use much from their old games
         | in development of their new games.
         | 
         | Is this realistically going to hold developers back from moving
         | future development to a new engine?
        
           | dagmx wrote:
           | I think you're grossly trivializing the effort needed.
           | 
           | Let's take art as an example. Art doesn't exist in a vacuum.
           | It's targeted to explicit engine behaviour. It's symbiotic
           | with the code. You can't just go from Unity's universal
           | pipeline to Unreals.
           | 
           | And code is even harder. Forget language choice for a second,
           | but logic itself is very tied to the engine. Unity's
           | monobehaviour architecture is very different to how one would
           | write it in Unreal or Godot. That's not even getting into
           | engine specific optimization.
           | 
           | what might be fast in one render pipeline will be slow in
           | another. Scheduling is different.
           | 
           | Also many developers rely on third party tools that aren't
           | engine agnostic either.
        
           | omarqureshi wrote:
           | I work for a hedgehog based studio for their supposedly non
           | existent mobile games arm albeit I don't work in engineering.
           | 
           | For us, it's a huge deal. It's that people have spent the
           | best part of a decade working with Unity, their support and
           | enterprise training is very good. Also we have a game out in
           | December which is also Unity based.
           | 
           | As of yet we haven't made a decision on what to do but legal
           | are looking at it, so, it's business as usual for now.
        
         | willcipriano wrote:
         | "I'll be gone, you'll be gone."
         | 
         | The good numbers will be in just in time to calculate the
         | bonuses and the bad numbers won't show up until the decision
         | makers work somewhere else, after all they are the guys who
         | doubled the profitability of Unity, so they will have lots of
         | options.
        
         | flashgordon wrote:
         | It is very very rarely case (at least in my limited years in
         | corporate world) that the leadership is _more_ evil than the
         | board (atleast for public for-profit companies. Even more rare
         | is the board not having this chat with leadership before the
         | announcement.
        
           | brightlancer wrote:
           | The problem is that this really screws the shareholders, and
           | _obviously_ so.
           | 
           | Most of the value of stock comes from the ability to sell it
           | to someone else who wants to buy it. Who wants to buy stock
           | in a company that has presented a plan to self-immolate?
           | 
           | The current stockholders may see some returns from short term
           | profits, but then they'll be left holding the bag.
           | 
           | This seems like a case where the shareholders are
           | incentivized to oust the board, because the company is going
           | to screw them.
        
         | makestuff wrote:
         | This is going to be an issue for the Vision Pro. I am kind of
         | surprised Apple hasn't stepped in and said this will not apply
         | to Vision Pro apps or something.
        
         | mschuster91 wrote:
         | > The leadership will be ousted by their shareholders quickly
         | enough, I expect.
         | 
         | Wouldn't be _that_ certain... there is a lot of stuff built on
         | Unity. The most common theme I heard was that they 're trying
         | to capitalize off of Genshin Impact [1], but there's also a ton
         | of other highly successful games like Among Us or Untitled
         | Goose Game that won't/can't (easily) be ported to another
         | engine.
         | 
         | In other words, they want to become the IBM of game engines.
         | Rent seekers for sub-par service.
         | 
         | [1] https://www.sportskeeda.com/esports/will-genshin-impact-
         | affe...
         | 
         | [2] https://www.create-learn.us/blog/top-games-made-with-unity/
        
           | 0cf8612b2e1e wrote:
           | Is there an easy way to determine what underlying game engine
           | is used on Steam or the Apple Store?
           | 
           | I would love to track new releases for the next N months and
           | see how it compares vs historical. Does utilization fall off
           | a cliff?
        
             | tracker1 wrote:
             | Considering game Dev is measured in years, it'll take a
             | while.
        
               | 0cf8612b2e1e wrote:
               | For sure, I bet many projects have too much momentum to
               | switch, but there are likely lots of smaller efforts
               | (mobile-flavor of the month) that are going to be
               | switching stacks as soon as possible.
        
           | saladprince wrote:
           | People keep bringing up Genshin without even knowing
           | anything. I don't even wanna read that sportskeeda article
           | because I'm 100% sure they also didn't research and I don't
           | want to give them any engagements.
           | 
           | The developers of Genshin is a major shareholders in Unity
           | China which is an offshot company based in China which has
           | different terms. They are separate entity from Unity
           | Technologies.
           | 
           | Source: https://blog.unity.com/news/unity-forms-new-venture-
           | to-manag...
        
           | LarsDu88 wrote:
           | Among Us can't easily be ported to another engine? LOL
           | 
           | I've been making a Unity VR game, and I can assure you, with
           | a bit blood, sweat, tears, and some ChatGPT assistance, it
           | can be done, especially for the vanilla 2d games which
           | represent the majority of Unity games in the wild.
        
             | norwalkbear wrote:
             | What engine did you port too?
        
               | LarsDu88 wrote:
               | Godot
        
           | EatingWithForks wrote:
           | This doesn't really address the concerns of the above-- that
           | people will not make new games in Unity. Unlike IBM, which
           | could arguably sell to large corps subpar product, Unity's
           | consumer base are flighty and don't have upper managers that
           | can be bribed with nice dinners.
        
             | mschuster91 wrote:
             | They have a sizable captive user base and will be milking
             | them until they're dry, at which point those responsible
             | for this disaster will jump ship with a massive golden
             | parachute.
        
           | hnthrowaway0315 wrote:
           | Yup, my opinion as well. Then there will be massive layoff to
           | cut R&D and UnityAds. It might go back to sub 5000 employees
           | but essentially IS is going to lead.
        
         | chimeracoder wrote:
         | > I think at this point, the real question is who in their
         | right mind would ever build a game in Unity again?
         | 
         | This is pretty unfortunate, because Unity is partly responsible
         | for the surge of Linux gaming over the last 10 years.
         | Supporting Linux comes nearly for free on Unity (compared to
         | many other engines), and fewer Unity games will likely mean
         | fewer Linux games.
        
           | maccard wrote:
           | Thankfully due to proton, unreal engine games (and home
           | rolled engines) should just work out of the box too.
        
           | bookmark1231 wrote:
           | In my experience Proton works so well now that the only games
           | that don't work are those with really invasive anti-cheat
           | systems
        
           | yjftsjthsd-h wrote:
           | Depends what they jump _to_ ; godot, for instance, should be
           | similar AIUI?
        
             | TylerE wrote:
             | Godot is never going to be able to ship for consoles due to
             | license incompatibility. That's a pretty big dealbreaker
             | for non-hobbyist projects that aren't exclusively targeting
             | desktop.
        
               | kevingadd wrote:
               | Godot games have been shipped on consoles plenty of times
        
               | TylerE wrote:
               | There are paid, non open source forks that support
               | console.
               | 
               | Actual godot does not, and never will.
               | 
               | From their own docs:
               | 
               | " Godot does not officially support consoles (save for
               | XBox One via UWP) currently.
               | 
               | The reasons for this are:
               | 
               | To develop for consoles, one must be licensed as a
               | company. Godot, as an open source project, does not have
               | such a legal figure. Console SDKs are secret, and
               | protected by non-disclosure agreements. Even if we could
               | get access to them, we could not publish the code as
               | open-source. Consoles require specialized hardware to
               | develop for, so regular individuals can't create games
               | for them anyway"
        
               | [deleted]
        
               | kevingadd wrote:
               | So your argument breaks down to "once I get access to the
               | closed source console SDKs and spend money for devkits, I
               | will need to use a closed source fork of Godot to ship my
               | closed source app on consoles"? What is the alternative?
               | The console vendors do not allow console ports to exist
               | in the open.
        
               | TylerE wrote:
               | Use Unity, Unreal, or anthoer commerical engine that
               | doesn't have a large upfront cost?
        
               | gcr wrote:
               | Unity, Unreal, and friends have these similar problems:
               | the console SDK isn't open and may require porting work
               | to integrate with the engine.
               | 
               | The difference is that lots of Unity and Unreal
               | developers go through the trouble to do this.
        
               | bananaboy wrote:
               | With unity you get the console version of unity when are
               | authorised by the console manufacturer. So it's not like
               | you have to do much to make at least the core engine work
               | on console. The work is in the game itself which is
               | different game to game.
        
               | flangola7 wrote:
               | Why would an SDK be secret?
        
               | patmorgan23 wrote:
               | Because the console manufacturers want to protect their
               | proprietary platforms.
        
               | flangola7 wrote:
               | Protect them from what?
        
               | TylerE wrote:
               | Reputational damage. Big part of the appeal of consoles
               | is "it just works". That falls apart of you start letting
               | random shovelware devs ship whatever.
        
               | throwaway7679 wrote:
               | https://en.wikipedia.org/wiki/Video_game_crash_of_1983#Lo
               | ss_...
               | 
               | TLDR A game market flooded with shovelware crap is a
               | disaster for everyone.
               | 
               | Modern day consoles intentionally add
               | hurdles/friction/cost to publishing in order to weed out
               | the less serious studios.
        
               | kibwen wrote:
               | No, that's a different concern entirely. Nintendo could
               | (though never will) open up Switch development to
               | everyone while still exercising judicious control over
               | which games are listed in their own store.
               | 
               | And in the meantime, there's already tons of crap
               | shovelware on the Switch storefront. Nintendo doesn't
               | filter for quality.
        
               | numpad0 wrote:
               | Security through obscurity(which is often enough btw).
        
               | gabereiser wrote:
               | Consoles no longer require specialized hardware to
               | develop for. There are test kits for ps5 but you can
               | compile on your PC. Where are you getting your
               | information from? The only requirement is a header or two
               | and a code sign. Godot OSS can't support consoles because
               | the SDK (those headers) are closed source, but there's
               | nothing stopping you from implementing the half dozen
               | header functions in Godot source yourself. There's some
               | companies trying to provide that support. I'm sure Godot*
               | (the company) will as well.
               | 
               | To dismiss Godot because you, a solo hobby dev, can't
               | target PS5 is hilarious.
        
               | TylerE wrote:
               | That is literally from the godot site.
               | 
               | https://docs.godotengine.org/en/3.0/tutorials/platform/co
               | nso...
        
               | gabereiser wrote:
               | Did you read it? It clearly backs what I just said. Godot
               | open source doesn't support consoles because console sdks
               | are closed source, but there's nothing stopping you from
               | publishing on consoles. They literally list a company who
               | is doing that, more are following. There's no restriction
               | at all other than you having access to the SDKs which you
               | get when you sign a contract to publish your game on
               | their platform.
        
               | matt3D wrote:
               | I think you're conflating two things.
               | 
               | To paraphrase the docs : You can ship games on consoles,
               | but the tools required to do so will never be included in
               | the open source code.
               | 
               | Eg. Just because you need to buy a tin opener to open
               | your can of beans, doesn't mean you don't have any beans
        
               | TylerE wrote:
               | You can carve a spoon into a can opener. That doesn't
               | make an unmodified spoon a can opener.
        
               | gumballindie wrote:
               | Linux doesnt run on consoles though and the comment was
               | about linux, which godot supports quite well. Once it
               | gains popularity it will also sort out console issues.
        
               | [deleted]
        
               | [deleted]
        
             | numpad0 wrote:
             | My humanGPT hallucination on the situation would be that
             | because Unity is proprietary and Godot is open source,
             | Unity runtime would be less diverse and more stable. How
             | much of this is correct, I don't know though.
        
         | ramraj07 wrote:
         | This is no different from Oracle. When tides change you can see
         | how a company like Microsoft reacted (make embrace OSS) vs how
         | Oracle reacts which is to double down on its expensive out of
         | touch offering. It's clear Oracle isnt fully irrelevant now
         | because there's a lot of legacy clients who have inertia. It'll
         | only be a problem for them a decade from now. Unity's
         | leadership likely decided similarly. If they thought about this
         | at all that is.
        
         | wly_cdgr wrote:
         | They may just not care about being the game engine of choice
         | for indie gamedevs anymore, or they may even actively want to
         | not be that anymore (as a branding thing). The way Unity
         | positions itself on their landing page is VERY different from
         | what they were doing 5 or 10 years ago, when (indie) games were
         | absolutely front and center (and there wasn't much else,
         | period).
         | 
         | I think being a AA game engine was just one early part of their
         | long term business strategy, and this last move is them
         | ejecting that stage of their rocket as a necessary part of
         | moving on to the next stage of their strategy.
        
       | codeulike wrote:
       | Seems to me, the bit where all these game frameworks get a bit
       | tricky is when you want to target iOS. Apple keeps moving the
       | goalposts (you must use some version of Xcode, or you must target
       | some version of iOS) and so the open-source frameworks have to
       | constantly faff about to support the latest apple things. A few
       | years ago I was building using LibGDX which used RoboVM to target
       | iOS but then Xamarin bought RoboVM and shut it down and etc etc
       | etc...
       | 
       | What Unity offers is a solid way to build cross platform and
       | target iOS. They're able to offer that because they have the
       | resources to keep up with iOS. Open-source alternatives
       | understandably struggle to keep on the iOS treadmill.
        
         | ilaksh wrote:
         | Which is why we should support open source mobile platforms
         | like those built on Linux etc. as well as supporting open
         | source hardware.
         | 
         | Not saying it's realistic that those types of things will get
         | very far, but the Apple monopoly and their activities is worse
         | than DC in some ways.
        
         | jarsin wrote:
         | Yup, in fact just 2.5 years ago everyone was switching from
         | Unreal to Unity. The reason? Apple threatened to revoke Epics
         | dev accounts that it needed in order to support ongoing
         | upgrades for ios.
         | 
         | Epic released statements through their attorney's that they
         | would consider the public version of Unreal a dead product if
         | they lost the ability to maintain ios.
        
         | bobsmith432 wrote:
         | I would have never thought in a million years iOS was
         | considered a large gaming platform.
        
           | saltymug76 wrote:
           | Millions of kids and their sticky iPads would like a word.
        
             | bobsmith432 wrote:
             | My mindset is stuck in 2008 so you're probably right
        
           | danjoredd wrote:
           | please tell me you have never had a kid come up to you like
           | this
           | 
           | https://i.imgflip.com/5aw95n.jpg
        
         | RobotToaster wrote:
         | At least half the problems in the mobile space can be traced to
         | apple being apple.
        
       | indymike wrote:
       | _" Our terms of service provide that Unity may add or change fees
       | at any time... Consent is not required for additional fees to
       | take effect." -- Unity spokesperson_
       | 
       | Never do business with a company that thinks this is OK.
        
       | coldtea wrote:
       | > _A Wake-Up Call on the Importance of Open Source in Gaming_
       | 
       | This is no "wake-up call" as there was never any doubt that all
       | things being equal, FOSS would be a better option.
       | 
       | There are already where plenty of FOSS options to build games.
       | The developers who didn't pick them up did it because
       | Unity/Unreal give them features and convenience and such they
       | don't get from them.
        
       | RunSet wrote:
       | In bygone days, I would say:
       | 
       | "In the future, all games will be Quake."
       | 
       | But it was easier for my audience to hear a joke than the truth.
        
         | [deleted]
        
       | jrmg wrote:
       | A commenter on the Ars article pointed out this from the Unity
       | FAQ (https://unity.com/pricing-updates) and I can't get over it:
       | 
       | ------
       | 
       |  _Will developers be charged the Unity Runtime Fee for
       | subscription-based games?_
       | 
       | No, in this case the developer is not distributing it so we're
       | not going to invoice the developer on subscription-based games
       | (e.g. Apple Arcade, Xbox Game Pass, PlayStation Plus, Netflix
       | Games, etc.)
       | 
       | ------
       | 
       | Surely Unity management can't think this will fly? Surely MS,
       | Apple etc. have contracts with developers that say they have the
       | _full rights_ to distribute the games under some arranged fee
       | structure. Is Unity now just going to go to them and say "Hey,
       | those contracts you have actually don't give you the right to
       | distribute the parts we own. You'll have to pay us too!". That
       | just seems so unrealistic.
       | 
       | And, further, even if that 'works' MS, Apple etc. would surely
       | then have a legal case against the developers, who represented
       | that they were assigning full distribution rights to the games,
       | to make them pay anyway.
       | 
       | This all just seems like a giant ill thought through mess, and I
       | think this 'subscription' question and answer is indicative of
       | how the entire thing was planned. Is Unity management really so
       | naive that they think this will work? Are they just following the
       | whims of a CEO with no legal input? Did they just not think this
       | through? Are they _trying_ to get all this into litigation?
       | 
       | Usually with things like this, where there's a lot of online
       | sound and fury, I can make a 'well, they probably intend for this
       | result, that's why they're doing it like this' judgement. But
       | this just seems like chaos and I am finding it so hard to
       | understand how any of this was decided.
        
         | Georgelemental wrote:
         | I think that means they just won't charge the fee for such
         | titles.
        
       | unsigner wrote:
       | Unity was a dream, or a lie, the lie that you can make games
       | without a somewhat competent software team.
       | 
       | Now TFA gives hope to another dream, or a lie, the dream that
       | magical open source fairies can let you keep getting away without
       | a competent software team. It won't.
       | 
       | Find those programmers, build a team, build a company where this
       | team has a place, adjust your business model (i.e. raise your
       | prices) to where you can afford to pay them.
        
         | translucyd wrote:
         | Excellent take.
         | 
         | People think that making good games is cheap and anyone can do.
         | 
         | Making games, maybe. Good ones? I don't think so.
        
         | zulban wrote:
         | Thousands of game studios have collectively made billions of
         | dollars using Unity over the past decade. Strange comment,
         | friend.
        
         | marcosdumay wrote:
         | Eh... You aren't supposed to have a competent software team to
         | use Unity? That's news.
        
       | makomk wrote:
       | Much as I love open source and the Godot engine, this seems more
       | like a wake-up call on the importance of corporations not being
       | able to unilaterally, retroactively change contracts in ways that
       | impose new charges and violate existing contractual commitments
       | that others have relied on. If they can do that then open source
       | doesn't offer much real protection.
        
         | jcarrano wrote:
         | Did they make a commitment in the first place? It is up to the
         | developers using the engine to make due diligence and inspect
         | the terms of the contracts and licenses of the software they
         | use.
         | 
         | I would feel very uneasy if my product was based on a
         | framework, where the provider makes no commitment and reserves
         | the right to change the licensing terms at any time.
        
           | makomk wrote:
           | Unity made a specific committment in their terms that if
           | those terms changed in a way that disavantaged existing
           | developers, those developers could carry on using the
           | existing annual release under the old terms, and also that
           | they would notify developers of changes to their terms. They
           | then sneakily removed that committment and almost immediately
           | imposed this licensing fee for use of the runtime, when one
           | of the specific advantages of Unity they promoted was not
           | having any such fees, and retroactively applied this to new
           | installks of all existing games. It was shameless and some
           | company offering open source software could jsut as easily
           | retroactively decide it wasn't open source at all.
        
         | nhinck wrote:
         | They don't though, if any developer had the means to take it to
         | court it is incredibly likely that Unity would lose.
         | 
         | While TOS are rarely worth the toilet paper they could be
         | printed on, I'm curious about whether arguments could be made
         | about whether existing subscribers from 2019 could now sue for
         | breach of contract and costs associated with (re)development.
        
           | isaiahg wrote:
           | Do you have the money to fight it because I sure don't
        
             | zulban wrote:
             | That's what class actions are for.
        
             | mcv wrote:
             | That's the big issue. This is going to hurt smaller
             | developers more because they can't afford to fight it.
             | 
             | The big question is: to what extent to Unity games need to
             | be able to talk to Unity's servers? If they're looking at
             | number of installs (and apparently that includes pirated
             | copies even?), serve ads, and probably provide other
             | services, that sounds like the games need a connection to
             | the server. In which case they may be able to disable your
             | game if you don't pay. And then even if you could sue them,
             | the real damage is already done.
        
         | marcosdumay wrote:
         | Copyright laws are all completely out of balance and stupid. As
         | a rule, corporations can not retroactively change contracts. If
         | this one is legal (I wouldn't try to guess), it will be because
         | of the EULA rules.
        
           | bigfishrunning wrote:
           | I am absolutely sure that the EULA stated they reserve the
           | right to make this sort of pricing change. Every EULA does.
        
         | TMM2K wrote:
         | Open source is that protection. There's no way for an open
         | source project to change their terms that drastically. The
         | whole hasicorp disaster is a prime example of that. Terraform
         | is forked and continues on like normal, users are not impacted.
         | 
         | For programming platforms (like game engines) this is even MORE
         | of an advantage, as with something like terraform you could
         | conceivably rewrite your stuff in a matter of weeks if you have
         | reasonable testing. For a game that is not possible.
         | 
         | Nobody can take away your rights under the MIT license, there's
         | no legal mechanism to do that. You are protected, fully, from
         | shit like this.
        
           | Spivak wrote:
           | > Terraform is forked and continues on like normal, users are
           | not impacted.
           | 
           | That's a _massive_ overstatement of the current state of
           | OpenTF right now. Plus they 're still dependent on
           | Hashicorp's hosting which also changed their license terms in
           | response to the project.
           | 
           | You're right that because it's OSS you can do this kind of
           | thing where it wouldn't be possible at all in a proprietary
           | system but "just fork" requires a community to organize
           | around it. Without a bunch of backing orgs this wouldn't have
           | happened.
        
           | ahoka wrote:
           | "There's no way for an open source project to change their
           | terms that drastically."
           | 
           | Like going from GPLv2 to GPLv3 or straight to AGPL, so now
           | you are stuck with an old version forever? Yeah, that would
           | never happen!
        
             | pxc wrote:
             | That's only a problem for you if you yourself have a
             | business model that depends on curtailing the freedom of
             | your users. Playing the victim when a license prevents you
             | from victimizing your own customers and users in the way
             | that has happened in this incident is pretty rich.
        
             | josephcsible wrote:
             | Contrast "you are stuck with an old version forever" with
             | "you can't use the program at all anymore, not even old
             | versions of it".
        
             | Takennickname wrote:
             | You're not stuck with an old version forever, that's very
             | hyperbolic and you purposefully ignored OP's example of
             | Hashicorp and Terraform and instead responded with sarcasm.
        
           | johncolanduoni wrote:
           | Nobody can take away your rights if the contract you sign
           | with the engine developer doesn't allow it, as people have
           | been pointing out is the case for other engines. IIRC
           | Unreal's contract gives you access to a particular version of
           | the engine in perpetuity, with source and the permission to
           | make your own additions/changes to that source. It doesn't
           | guarantee updates, but neither does the MIT license.
        
             | mattdesl wrote:
             | Apparently this is exactly what is happening with Unity[1],
             | where the TOS previously said that you can continue using
             | an old version, but now they are walking this back and
             | trying to apply fees retroactively. Whether this is legal
             | or not might be debatable, but unless users mount a legal
             | challenge they are probably stuck paying or finding another
             | engine.
             | 
             | [1] https://news.ycombinator.com/item?id=37499731
        
               | dmvdoug wrote:
               | Honestly, the first thing I thought when I heard the
               | story was "sounds like a lawsuit."
        
         | simion314 wrote:
         | The problem is today everything has ToS, you get a ToS update
         | in the email and if you do not like it you have to stop using
         | the product, and lot of software this days require an account ,
         | and has online features or requirements.
         | 
         | I got burned by Steam, I have a super old laptop with some old
         | games on it, Half Life, so one day I got the laptop out, Steam
         | updates and f** itself, the old system is no longer supported
         | but they had to f** things up s the games won't work.
         | 
         | I agree, open source is not required, but we need to own our
         | software not rent it.
        
           | Woodi wrote:
           | > I agree, open source is not required, but we need to own
           | our software not rent it.
           | 
           | That's just a start but also require freezing your OS and
           | have lots of spare hardware or have rights to emulate it :)
           | 
           | And same with data - buyed songs for example :) Big industry
           | already is killing media you can own - cd, dvd, blueray
           | depends on outdated cpu, pendrives decay before becoming
           | usefull backup media...
           | 
           | In the age of asholess open sources and resources are best.
           | Let's bring more viral licenses then GPL !
        
         | isilofi wrote:
         | It is a wakeup-call also to do due dilligence and risk
         | management when entering contracts. And yes, clicking "agreed"
         | in the installer is very often a contract that you should run
         | by your legal advisors. Or at least think very hard about.
         | 
         | _Some_ kinds of Open Source might help there, since _some_ open
         | source licenses are very easy to comply with and very business-
         | friendly. On the other hand, all the game studios now
         | complaining would also howl and whine when forced to be GPL-
         | compliant and release their source code.
         | 
         | And even with business-friendly take-what-you-want-and-never-
         | give-back Open Source licenses, there is always the risk that
         | the project you are using does what Hashicorp did with
         | Terraform and stuff: Change the license for all future releases
         | to something you won't like, cutting you off from your
         | necessary updates and fixes. Maybe there will be a community
         | maintaining a fork, maybe there won't.
        
           | TMM2K wrote:
           | Godot is MIT licensed though, there's very little we can do
           | to screw our users if we wanted to, which we do not :)
        
             | nhinck wrote:
             | You could change the license for future versions and charge
             | for said updates, for the market that godot targets that
             | would be more a little screwing to them.
             | 
             | How long would it take for someone to take over the project
             | (if ever).
        
               | jehb wrote:
               | And it's at exactly this moment the community would fork
               | the project and development of a free version would
               | continue. This is not a real risk for a community-driven
               | project, only for corporate-driven projects where a
               | single entity owns copyright on the on all or close to
               | all of the codebase.
        
               | hakre wrote:
               | While I'm able to understand your argument, IMHO the MIT
               | license is not displaying that well. Community is plural,
               | and fork with MIT could be like Windows: Closed source.
               | End of the (fork) line.
               | 
               | Given the project itself is still strong, this might not
               | be a problem, but then I see no reason why it has chosen
               | it in the first place if not for that specific option.
        
               | isilofi wrote:
               | The important distinction isn't who owns copyright. It is
               | rather that there needs to be a community opposed to the
               | license change and able and willing to do the work.
               | 
               | One could even imagine scenarios like an originally MIT-
               | licensed software splitting into a commercial company
               | offering commercial paid licenses, plus a community (or
               | even the company itself) offering a GPL-licensed fork. Of
               | course one could then still maintain an additional MIT-
               | licensed fork, but if the rest of the community is happy
               | with GPL and all the development just happens there, your
               | MIT fork will "starve"...
        
           | j-bos wrote:
           | >clicking "agreed" in the installer is very often a contract
           | that you should run by your legal advisors.
           | 
           | The law often makes use of the reasonableness standard. I'm
           | hard pressed to believe that carefully reading the hundreds
           | of TOS and EULA's hoisted upon us is reasonable.
           | 
           | If you're reading my comment you must have read the TOS/EULA
           | for ycombinator, firefox (or chrome), your wireless or ISP,
           | the keyboard app on your phone, odds are you have an email,
           | perhaps a google account, remember the OS licence. Ever
           | listened to a music streaming service, watched youtube?
           | Messaged using an app? Banked online? Have some managed
           | passwords? Like games, how many? For the common people, what
           | about social media?
           | 
           | That's about a dozen "contracts" and that's lowballing it,
           | multiplied by each update to the "agreement" (pray they don't
           | alterate further) multiplied by the requirement to also read
           | and acknowledge the privcy policy. All this for services that
           | have become when not essential ubiquitous and constantly
           | shift under you. You'd need 8 figures to run that by a
           | lawyer, or a part time job to carefully consider. That's not
           | a reasonable arrangement.
        
             | RugnirViking wrote:
             | to be more charitable to the above, we're not talking about
             | consumer software. if you're starting a company selling
             | something there is a fair bit more reasonableness in asking
             | you to read a contract
        
               | isilofi wrote:
               | Exactly. This isn't about Joe Blow not reading the ToS
               | for his eleventieth browser toolbar. This is about a
               | business not reading the ToS for an essential, integral
               | component that will cost you dearly to replace and might
               | bankrupt the business.
        
               | baobabKoodaa wrote:
               | What you are proposing is literally impossible. If I were
               | to comb through every ToS and EULA and every other legal
               | text related to tools I use as a developer, I would not
               | have any hours left in the day for, you know, actual
               | development. Even then, I wouldn't have time to read and
               | comprehend all of the legal contracts. Hell, if I stopped
               | sleeping entirely and spent 24 hours a day combing
               | through legal contracts, I still wouldn't have enough
               | time to go through all of them.
               | 
               | So, no, your request is not reasonable.
        
               | jasonlotito wrote:
               | The Unity TOS doesn't take a full day to read. And if you
               | have trouble with it, you can hire a lawyer.
        
               | baobabKoodaa wrote:
               | Are you implying that one needs a crystal ball to predict
               | _which_ companies will screw you over with ToS changes in
               | the future, and using that crystal ball in the present
               | time, we can then skip reading ToS for all those other
               | companies, which will not screw you over, and only read
               | the ToS for the one company that will screw you over?
        
             | isilofi wrote:
             | > The law often makes use of the reasonableness standard.
             | I'm hard pressed to believe that carefully reading the
             | hundreds of TOS and EULA's hoisted upon us is reasonable.
             | 
             | Yes, but there are two sides to "resonableness": The "what"
             | side and the "who" side. "What" is the thing that should be
             | resonable. But the overall resonableness just as much
             | depends on the question: "for whom is this reasonable?".
             | While a consumer cannot possibly be expected to really read
             | all the ToS everywhere, a business maybe can be expected to
             | do so. Especially for things that are very critical and
             | integral to the business, like the license of that one
             | framework you are building all your software upon. So I do
             | think requiring a business to read and understand the Unity
             | ToS is totally resonable.
        
       | jarsin wrote:
       | Wall St. Analyst are coming out with positive notes and upgrades
       | on this pricing change.
       | 
       | $U upgraded to Buy from Neutral @ BofA; PT raised to $56
        
         | Havoc wrote:
         | Doesn't matter what your pricing is if you no longer have
         | clients
        
           | hcks wrote:
           | Absolutely. Remember last summer when everyone fled Reddit
           | because of the API price hike and they shutdown?
        
             | grumple wrote:
             | That was this summer, not last summer. It's seems that
             | there's a lot of discussion even today about usage going
             | down: https://www.reddit.com/r/ModSupport/comments/16icvv2/
             | 1_month... . I have noticed a continuing decrease in
             | quality on reddit for many years (as it attracts more
             | people), like all sites that grow and depend on ad revenue,
             | and activity seems to have gone down substantially lately
             | in the few subreddits I still watch.
             | 
             | Developers / professionals are more judicious in where they
             | spend their time / money / effort than most people. When I
             | select a technology for professional use, I look at the
             | long term prospects for the company. Open source is always
             | a positive, as I don't have to worry about a company
             | raising rates and trying to extract more money from us.
             | Feature completeness can be a concern, as is ease of use,
             | but we really only need our needs met and a path to meet
             | our future needs.
        
             | Havoc wrote:
             | The users aren't the ones paying and the apps do seem to be
             | gone
             | 
             | Apollo, Sync for Reddit, BaconReader etc
        
       | hotstickyballs wrote:
       | Finally I can choose a game engine and start learning game
       | development
        
       | gdsdfe wrote:
       | How can they do that retroactively tho ?!? Is that even legal?
        
       | ThinkBeat wrote:
       | This is written based on my quite poor understanding of the game
       | business. I am sincerely wanting to learn more about how it works
       | and how the new license structure impact developers.
       | 
       | My questions below might be idiotic. (but not intentionally so)
       | 
       | I have no idea how many apps reach above 200.000 installs total
       | or $200.000 income per year.
       | 
       | How common is it for apps to meet the minimum requirements when
       | the fees kick in?
       | 
       | I would guess that if you base the application on a subscription
       | model that this will not be a major problem?
       | 
       | Also doesn't Apple App Store or Google Pay charge far more than
       | this on income?
        
         | thenerdhead wrote:
         | Take Marvel Snap for example:
         | 
         | https://unity.com/case-study/marvel-snap
         | 
         | > Generated $100M+ revenue and 21M+ downloads on Android and
         | iOS since October 2022
         | 
         | At $0.20 per install after meeting both conditions that would
         | be a lot of money.
         | 
         | Note: I don't know the full terms but just took what most
         | articles are reporting on.
         | 
         | i.e. $4,160,000 USD (# of total downloads - 200k * $0.20)
        
           | whatyesaid wrote:
           | They would probably qualify under enterprise pricing of $0.01
           | or $0.02 on Pro. To release a game without Unity branding you
           | also need at least 1 year of Pro subscription. They also
           | would count more than 21M maybe e.g. multiple devices.
           | 
           | They also charge more at less scale and can't detect things
           | like pirated installs, bypass Steam DRM, and you're still
           | gonna hit the Unity servers. It's just checking device HWIDs.
           | 
           | But Marvel Snap is a card game and like many others has
           | terrible monetisation, you can't keep up with card releases
           | at all without paying. It's more like the pay to win games.
        
         | zulban wrote:
         | One way way to put this into perspective is salaries. 200k usd
         | means any game studio with at least 2-4 employees must earn
         | that yearly to break even, so they are affected.
        
         | qwytw wrote:
         | > reach above 200.000 installs total or $200.000 income per
         | year
         | 
         | No developers/companies who made more than $200k per year
         | (overall revenue of the company, not per game) were even
         | allowed to the use the Personal/Plus tiers and were required to
         | upgrade to pro (which has 1 million install/revenue limits).
         | 
         | I don't think the itself cost would be unreasonable for at
         | least 90-95% of all developers and if you average it out across
         | everyone the proportion of revenue Unity get's would be still
         | pretty low (not much more than 1% or so).
         | 
         | Most people seem to be upset because how they applied these
         | changes retroactively on currently released games and because
         | the whole model seems way to convoluted and not really thought
         | trough.
        
         | Hamcha wrote:
         | The problem here is that most platform tax your income, not
         | your userbase size. If you think of big free to play Unity
         | games like Genshin Impact (or even smaller stuff like VRChat)
         | the amount of paying user is probably in the single digit
         | percentage, yet with Unity terms you are on the hook for
         | everyone who installs your game.
        
         | progx wrote:
         | Look at the millions of free to play games in the App-Stores.
         | Normally you have 98% of free playing users paying nothing, 2%
         | pay.
         | 
         | Imagine now you have 1 million installs. 2% (20.000) pay you
         | 200.000 / year. 980.000 players pay nothing. Now Unity want
         | 1.000.000 x 20 Cent = 200.000, you made ZERO with your game...
         | crazy. That is an uncalculatable risk for a small company.
        
           | JCharante wrote:
           | So maybe it'll force companies to stop making freemium trash
           | that only targets the 2% whales and actually make good games?
        
             | alpaca128 wrote:
             | No, it will make companies switch to Godot (where they have
             | to pay nothing, ever) or Unreal (where they pay 5% for
             | payments above a $1M threshold).
             | 
             | For many developers it is now cheaper to switch the engine
             | than to pay for Unity.
        
               | qwytw wrote:
               | > For many developers it is now cheaper to switch the
               | engine than to pay for Unity.
               | 
               | Only for a (possibly very) small minority.
               | 
               | I find the the fact that they had no qualms about
               | retroactively applying this to already released game much
               | more infuriating (if they did this, what can they do
               | next?). The pricing itself seems fairly reasonable if
               | make more $1.5-2 or so per user (compared to Unreal
               | anyway).
        
           | qwytw wrote:
           | You'd only pay above a million user and need to have above in
           | 1 million revenue.
           | 
           | Previously you weren't even allowed to use Pro/Personal if
           | you made over $200k (not just per game).
           | 
           | > Now Unity want 1.000.000 x 20 Cent = 200.000,
           | 
           | Not saying the whole price model is not stupid but only those
           | developers who are very bad at basic math would pay this.
           | Everyone else would upgrade to pro.
           | 
           | > Now Unity want 1.000.000 x 20 Cent = 200.000
           | 
           | Again, not really. Even in this case only a subset of user
           | would pay 20 cent.
           | 
           | Another example demonstrating the incompetence of Unity's
           | marketing department, they should've understood that most
           | people can't really memorize more than a single number or be
           | expected to spend over 30 seconds reading something (now I'm
           | not saying that this change overall was not a terrible
           | decision but even a significant proportion of people
           | commenting here don't seem to understand how their per
           | install pricing is going to work).
        
         | jarsin wrote:
         | Even if you do reach 200k in revenue all you have to do is pay
         | 2k a year and then you now pay nothing else until you reach $1m
         | in revenue.
         | 
         | I personally think its dumb for Unity to even have the $200k
         | install pricing. It's created a ton of bad examples and drama.
         | 
         | Should just be upgrade to pro at $200k revenue then only after
         | $1m do they do install pricing.
        
       | aabbccddee22 wrote:
       | [dead]
        
       | pelasaco wrote:
       | As Game developer myself, and unity user, I was concerned about
       | the new pricing model, however, actually reading the actual
       | changes[1], you see that 99% of the developers are not affected,
       | and in some cases, for those affected, still cheaper to go with
       | Unity than with Unreal: There is a video explaining it well
       | https://www.youtube.com/watch?v=ENoVL68z9PU
       | 
       | For sure an open source solution would be more than welcome, but
       | sounds like impossible, because either those out there are half-
       | backed, or are just finding a way to monetize it too..
       | 
       | [1] https://unity.com/pricing-updates
        
         | pelasaco wrote:
         | To downvote and not discuss, it typical from the new
         | generation...
        
       | NotYourLawyer wrote:
       | Disregard
        
         | otterley wrote:
         | Isn't promissory estoppel typically used as a fallback theory
         | when a legal contract does not exist?
        
           | singleshot_ wrote:
           | My reading is that the article skips a step in its analysis.
           | Note that I did not watch the linked video with the video
           | game lawyer and whatever he says is probably more
           | contextually useful than what I say:
           | 
           | I'd be more apt to call this an illusory contract where one
           | party reserves the ability to choose how it performs. This
           | destroys the mutuality of agreement in which the contract
           | rests. In some circumstances this might get you to a win
           | simply by escaping the contract. But not if you want damages;
           | in this situation an equitable remedy that does not presume
           | the existence of the contract would be exactly what you would
           | want.
           | 
           | On the other hand all of these clickwrap licenses seem to
           | reserve the right to change at any time. I think the only
           | reason that they are not adjudicated as illusory is the
           | existence of mandatory arbitration clauses but I'm not sure.
           | I'd be interested in being set straight if someone reading
           | this is more knowledgeable.
        
         | yjftsjthsd-h wrote:
         | Yes it does, on page 3;
         | 
         | > A developer who wanted to pursue that kind of claim in court
         | could argue using the concept of promissory estoppel, or the
         | "notion that you can't just change the deal if somebody else
         | relied upon it," as Hoeg put it.
         | 
         | https://arstechnica.com/gaming/2023/09/wait-is-unity-allowed...
        
         | dang wrote:
         | Once your comment has a reply, please don't edit it in a way
         | that removes the context for readers! Instead, it's fine to add
         | something to the end preceded by "Edit:" or similar.
        
         | ajkjk wrote:
         | ... It does mention it.
        
       | NotGMan wrote:
       | >> While Unreal engine currently does not have terms like
       | Unity's, there's nothing stopping them from doing something
       | similar. In fact if Unity manages to get away with this it seems
       | likely they will follow suit.
       | 
       | Unreal has licenses which allow you to use one version of their
       | engine FOREVER and they cannot revoke that license. So the author
       | didn't fully research this. It is true that for NEWER version
       | Epic can change this.
       | 
       | Tim Sweeney explicitly mentioned this often + the fact that they
       | are trying to break the Gplay/Apply monopoly shows that the Epic
       | games leadership are not corporate piranhas like Unity's.
       | 
       | But what about Godot? He says as if "it's open source so no
       | issue". Yeah but what if the devs stop supporting it? This
       | "community will continue to work on it" is BS: in reality it's
       | usually one or two guys who actually do the actual work.
       | 
       | So if Godot devs stop working on it you're stuck with a project
       | with zero support. Good luck developing it further instead of
       | focusing on your game.
       | 
       | The same goes for his very own product.
        
         | mijoharas wrote:
         | > Unreal has licenses which allow you to use one version of
         | their engine FOREVER and they cannot revoke that license. So
         | the author didn't fully research this. It is true that for
         | NEWER version Epic can change this.
         | 
         | Isn't part of the current furore that unity used to have
         | similar terms and they removed them?
        
         | prmoustache wrote:
         | > So if Godot devs stop working on it you're stuck with a
         | project with zero support. Good luck developing it further
         | instead of focusing on your game. > > The same goes for his
         | very own product.
         | 
         | The same goes for Unity and Unreal.
        
           | mcv wrote:
           | But without the option to continue development. In the case
           | of Godot, the rest of the community would probably fork it
           | and continue development.
        
             | prmoustache wrote:
             | You can even do it yourself without waiting for someone
             | else to do it for you.
        
         | theknocker wrote:
         | [dead]
        
         | mcv wrote:
         | > Unreal has licenses which allow you to use one version of
         | their engine FOREVER and they cannot revoke that license. So
         | the author didn't fully research this. It is true that for
         | NEWER version Epic can change this.
         | 
         | If I understand correctly, Unity had that too. And then they
         | changed it anyway.
         | 
         | I don't know the details, but apparently Unity maintained their
         | license in a git repository for the explicit purpose that
         | everybody could easily track changes to their license. Just
         | before the license changes, they removed that repository, and
         | later put it up again, but without the clause that you could
         | always use an old version forever without new restrictions
         | applying to you.
        
         | manvillej wrote:
         | > Unreal has licenses which allow you to use one version of
         | their engine FOREVER and they cannot revoke that license. So
         | the author didn't fully research this. It is true that for
         | NEWER version Epic can change this.
         | 
         | so did unity, until they removed that clause
        
         | icemelt8 wrote:
         | > Unreal has licenses which allow you to use one version of
         | their engine FOREVER and they cannot revoke that license.
         | 
         | Unity also had a similar clause in their ToC, they removed that
         | now and retroactively applied the new pricing model on ALL
         | previous versions of Unity. Unreal can do it too.
        
           | jzl wrote:
           | This still seems to be an unresolved legal question. Unity
           | will almost certainly be getting sued for this by parties
           | still using versions that shipped with that clause.
        
         | jackmott42 wrote:
         | Any product can end up no longer having work done on it, or the
         | work can start getting bad. Such is life. With open source at
         | least you have an option, if you run into one bug or missing
         | feature, there is a chance you can patch it yourself and get
         | the game done. In the distant past I wanted to use Unity and
         | ran into a breaking bug in the particle system that wasn't
         | fixed for at least 2 years, if ever.
        
         | gumballindie wrote:
         | > Unreal has licenses which allow you to use one version of
         | their engine FOREVER
         | 
         | For a 5% cut. Add that on top of taxes and steam and you're
         | basically an employee.
        
           | 1323portloo wrote:
           | Yes, unless you build everything from the game engine to the
           | distribution channel yourself, there is a cost to doing
           | business. IIRC Epic Games Store offers a more reasonable
           | 88%/12% revenue split, while Steam uses the same rapacious
           | split as Apple and GOG at 70%/30%.
        
             | gumballindie wrote:
             | Cool, that's why godot and open source are much more
             | reasonable paths moving forward.
        
             | minimaul wrote:
             | However, Steam offers more eyeballs, and in particular,
             | more eyeballs that actually buy games.
             | 
             | The extra 18% doesn't feel as unreasonable when you get to
             | make a _lot_ more sales.
        
         | ekianjo wrote:
         | > So if Godot devs stop working on it you're stuck with a
         | project with zero support.
         | 
         | Lol you can literally pay people to keep supporting it if the
         | code is Free.
        
         | devwastaken wrote:
         | Why would you need godot to be "developed further"? If your
         | game is shipped, it's developed. You can continue doing this.
         | When the source is private and behind a license you are forced
         | to agree to the new terms when the old ones expire, or if you
         | can't agree to them then you can no longer ship the game. These
         | are not equivalent circumstances.
        
         | bsza wrote:
         | > if Godot devs stop working on it
         | 
         | Then others can take it from where they left off, since it's
         | open source. As long as it has a user base, it is guaranteed to
         | live on. Unlike Unreal.
        
           | [deleted]
        
           | charcircuit wrote:
           | People are free to fork Unreal. People can continue working
           | on Unreal even if Epic stops devoting reosurces to work on
           | it.
        
             | MarcellusDrum wrote:
             | They are not free to fork Unreal as it is not open source,
             | only code available.
        
               | charcircuit wrote:
               | That doesn't matter. The fork will just not be an open
               | source fork.
        
               | prmoustache wrote:
               | You cannot fork it and change its licence unless orig
               | unreal license permits you to do it. Does it?
               | 
               | edit: it doesn't unless Epic Games grants you a specific
               | license to do that. https://www.unrealengine.com/en-
               | US/eula/unreal
               | 
               | source:
               | 
               | > 4. How You Can Share the Licensed Technology When It
               | Isn't Part of a Product > You may only Distribute
               | Licensed Technology (including as modified by you)
               | outside of a Product as expressly permitted by this
               | Section 4.
               | 
               | > a. Sharing of Engine Code
               | 
               | > i. Sharing Engine Code with Another Licensee You may
               | Distribute Engine Code (including as modified by you) in
               | Source Code or object code to a third party who is
               | separately licensed by us to use the same version of the
               | Engine Code that you are Distributing.
               | 
               | >Any public Distribution of Engine Tools (e.g., intended
               | generally for third parties who are separately licensed
               | by us to use the Engine Code) must take place through a
               | marketplace operated by Epic such as the Unreal Engine
               | Marketplace (e.g., for Distributing a Product's modding
               | tool or editor to end users) or through a fork of Epic's
               | GitHub UnrealEngine Network (e.g., for Distributing
               | Source Code).
        
               | charcircuit wrote:
               | >You cannot fork it and change its licence
               | 
               | You can't do that for Godot either.
        
               | PeterisP wrote:
               | It does matter, since the license of the fork you can
               | make has a huge effect on the long-term sustainability of
               | that fork.
               | 
               | If Unreal screws you, then you can fork it to build some
               | features you need for your current project. If Godot
               | screws you, then you can fork it to build some features
               | you need for your current project, cooperate with others
               | on the features _they_ need which also help you, and
               | start a community for Engine-formerly-known-as-Godot-v2
               | and invest in it as a thriving basis for projects 10
               | years down the road.
        
               | charcircuit wrote:
               | If Unreal screws you, you don't lose access to the
               | engine. You are still free to work on your own fork with
               | others.
        
             | master-lincoln wrote:
             | How? Unreal is not FOSS. You have access to the code, but
             | the license doesn't allow changing it legally afaik
        
               | charcircuit wrote:
               | >How?
               | 
               | By hitting the fork button on github.
               | 
               | >but the license doesn't allow changing it legally afaik
               | 
               | It does allow you to make own changes to it and share it
               | with other licensees of the version you forked from.
        
             | nokiz wrote:
             | As long as I know, Unreal is not open source, so no, people
             | can't fork it.
        
               | charcircuit wrote:
               | Forking is not limited to open source software
        
               | ndsipa_pomu wrote:
               | Are there any examples of proprietary forks?
        
               | charcircuit wrote:
               | Nvidia maintains a fork of unreal engine which integrates
               | with RTX for ray tracing support with their cards.
        
               | ekianjo wrote:
               | But free distribution of the fork is
        
               | charcircuit wrote:
               | Moving the goal posts
        
         | danaris wrote:
         | > Unreal has licenses which allow you to use one version of
         | their engine FOREVER and they cannot revoke that license.
         | 
         | Even if this is 100% legally true, they can absolutely _say_
         | that they are revoking all old licenses, and then if you used
         | one, it 's up to you to take Epic to court to prove that they
         | can't.
        
         | amitmathew wrote:
         | I'm less concerned about Unreal pulling a Unity. The bigger
         | issue is just a lack of attention. The last numbers I saw was
         | that Unreal was pulling in $100m a year for Epic. That's a drop
         | in the bucket compared to what Epic makes off of Fortnite. In
         | my experience, products that matter a lot to the consumer but
         | not the company tend to stagnate. Just look at Google outside
         | of search.
        
         | [deleted]
        
         | r053bud wrote:
         | Yeah if Godot stops being maintained, at least I have the
         | source! At least I'm allowed to fork it and move forwards.
        
         | FrustratedMonky wrote:
         | >>>"""But what about Godot? He says as if "it's open source so
         | no issue". Yeah but what if the devs stop supporting it? This
         | "community will continue to work on it" is BS: in reality it's
         | usually one or two guys who actually do the actual work.?"""
         | 
         | Exactly.
         | 
         | We like to hate corporate greed and lionize the open source
         | developers. I also hold open source devs in high regard.
         | 
         | BUT.
         | 
         | Open Source Dev have to eat too.
         | 
         | If we want to keep the Open Source ecosystem moving, we do need
         | to find a way to pay them. Even today, a lot of open source
         | projects are supported by individual corporations that keep the
         | devs on payroll to give them time, but that can also lead to
         | influence and lock in, and even abandonment if desired.
        
         | Fluorescence wrote:
         | > use one version of their engine FOREVER
         | 
         | In an age of locked down mobile OSes and forever changing
         | graphics drivers and such, I don't think "FOREVER" is very long
         | any more.
         | 
         | It's like a perpetual license to a specific version of
         | JetBrains Rider. It's sold as if I own a general purpose tool
         | FOREVER and can opt out of an endless subscription but no, it
         | doesn't mean much at all. It will not work with the next
         | runtime update and past runtimes are obsoleted after a couple
         | of years. They have managed to outsource their subscription
         | lock-in as the release cycles of a third parties while
         | pretending to be holier than thou. If they shipped the volatile
         | parts as open source plug-ins, I would feel differently.
        
           | withinboredom wrote:
           | > I don't think "FOREVER" is very long any more.
           | 
           | I can still run my first 3d engine from 2003 on Windows.
           | Windows actually does a really good job with backwards
           | compatibility.
        
           | scarface_74 wrote:
           | What's the alternative? That they keep giving people updates
           | free forever after they buy it?
        
             | Fluorescence wrote:
             | I gave you the alternative: plug-ins that could be
             | maintained by the community. They already have the module
             | system but all the version sensitive .net features are in
             | the core.
             | 
             | For Unreal, I don't think there is a solution to closed
             | platforms if it requires a large/sophisticated team to
             | maintain compatibility. We can only point out that any
             | notion of "forever" is a fiction - you have got in bed with
             | a commercial dependency you may come to regret if they
             | choose to change the rules.
        
         | gustavus wrote:
         | > So if Godot devs stop working on it you're stuck with a
         | project with zero support. Good luck developing it further
         | instead of focusing on your game.
         | 
         | Exactly I'm glad someone is pointing out the problems with
         | these piddly open source projects. Companies are too reliant on
         | open source software, I mean it's not like open source tooling
         | has ever taken off. Except for Emacs, and Vim, and VS Code, and
         | maven, and ...
         | 
         | But seriously though the over reliance people have on open
         | source projects is staggering, I mean really what happens when
         | the guy who maintains Linux gets bored and wanders off,
         | everyone is boned.
         | 
         | Therefore I agree with OP all open source projects are
         | inevitably doomed to failure and can never work.
         | 
         | Glad to see someone else who sees reason.
        
         | blibble wrote:
         | > Unreal has licenses which allow you to use one version of
         | their engine FOREVER and they cannot revoke that license.
         | 
         | I thought the unity TOS had this too?
        
           | jasonlotito wrote:
           | That was removed.
           | 
           | Epic's still remains. Yes, if Epic removes this feature of
           | the license, we can be concerned. But, Epic's license means I
           | can remain on the previous license that has these more
           | favorable terms.
        
         | felipesoc wrote:
         | Unity had the same in its license. But they changed it without
         | notifying and when you updated the engine the new license
         | applies even if it's a minor version so Unreal can do the same
         | thing.
        
         | brookst wrote:
         | > the fact that they are trying to break the Gplay/Apply
         | monopoly shows that the Epic games leadership are not corporate
         | piranhas
         | 
         | That's a very unique take. I would call a company that lets
         | others take startup a buildout risks and the uses the courts
         | and regulators to swoop in with a low cost competitor a
         | pirhana.
         | 
         | It's a good strategy (for Epic), but it is extremely predatory.
         | It's no secret they have their eyes on the console market next;
         | let HW makers popularize platforms using a business model of
         | low margin HW and high margin SW, then get governments to
         | mandate alternative stores so Epic can undercut the SW.
         | 
         | Low risk, low effort, high return. It's a solid business
         | strategy but if it's not pirhanic, I don't know what is.
        
         | distantsounds wrote:
         | >Unreal has licenses which allow you to use one version of
         | their engine FOREVER and they cannot revoke that license. So
         | the author didn't fully research this. It is true that for
         | NEWER version Epic can change this.
         | 
         | Maybe _you_ didn't research how Unity had this same exact
         | clause and decided to just... remove it. The author is implying
         | Unreal could do the same at any point in time.
        
         | TMM2K wrote:
         | You're contradicting your own points. If it is not a problem
         | that Unreal can change their license for next versions because
         | you can use the old one (which is now unsupported and not
         | worked on) that is fine.
         | 
         | For Godot, if we were to stop developing it (and I'd like to
         | note that Godot is one of the most active projects on Github
         | right now) you would still have the version you have now.
         | 
         | What is the difference between Epic not working on a game
         | engine you use or an open source project not working on a game
         | engine you use? Except that with Godot at least you could work
         | on it yourself if you wanted to.
        
           | chii wrote:
           | > Except that with Godot at least you could work on it
           | yourself if you wanted to.
           | 
           | let me play the devil's advocate - unreal's source is
           | available (despite it not being actual opensource licensed).
           | This means if Epic ever abandons unreal, you could
           | theoretically also just make the changes you need to support
           | whatever your project required - as long as you didn't
           | distribute those changes (except perhaps the run-time? Not
           | quite sure how unreal engine and the runtime are licensed).
        
             | patmorgan23 wrote:
             | See but with Godot you can share your updates and receive
             | others updates. You aren't dependent on any single
             | organization for the project to continue.
        
             | orly01 wrote:
             | If unreal decides to abandon all older versions support and
             | development, to just focus on something new that requires
             | payment, I don't think you can keep fixing or updating the
             | old unsupported code, even if you have the source
        
               | doikor wrote:
               | Yes you can.
               | 
               | You just can't redistribute the source to anyone else but
               | using it internally for your own projects to build
               | executable that you share (and sell as long as you pay
               | the royalties to Epic) is fine.
               | 
               | The last UE3 game released in 2021. UE4 came out in 2014
               | and UE5 in 2020.
               | 
               | Unreal Engine license are per engine version and
               | perpetual. This is something Sweeney has been pointing
               | out for years. And again a few days ago when Unity
               | started this shit storm. And as Sweeney points out the
               | big studios/publishers usually negotiate even better
               | terms.
               | 
               | https://twitter.com/TimSweeneyEpic/status/170161922085161
               | 792...
        
               | j_maffe wrote:
               | Yes you can. But unless you're a AAA developer studio,
               | it's ridiculously infeasible. At least for Godot, there
               | would be a community effort to maintain it. Such a
               | community would be impossible with any closed-source
               | (even if readable) engine.
        
               | doikor wrote:
               | In general one very rarely upgrade engines after release.
               | Even during development you usually don't upgrade if
               | there isn't a new feature in the new version you really
               | need.
               | 
               | Really it is only an issue for new projects and at that
               | point if the license of the newest version is not to your
               | liking pick a different engine.
               | 
               | Also the last UE3 game I know of (Them and Us in 2021)
               | was made by a small indie studio not some big AAA studio
               | with massive publishers backing. At that point the engine
               | had been in "end of life" state for 5+ years.
        
               | nflfojfb wrote:
               | [dead]
        
             | ekianjo wrote:
             | Source available means you cant do shit at the end of the
             | day before going in legal trouble
        
               | isaiahg wrote:
               | Except you can because of unreal's perpetual license.
               | You'd just have to use the same pricing attached to the
               | version of source you use
        
               | ndsipa_pomu wrote:
               | If you'd amended the source, then it wouldn't be the same
               | version and the license would be invalid. If you want to
               | use the perpetual license, you can't do anything with the
               | source.
        
               | doikor wrote:
               | Except that is what the Unreal Engine license allows you
               | to do
               | 
               | https://www.unrealengine.com/en-US/eula/unreal
               | 
               | > 2. How You Can Use the Licensed Technology
               | 
               | > Epic grants you a non-exclusive, non-transferable, non-
               | sublicensable license to privately use, reproduce,
               | display, perform, and modify the Licensed Technology in
               | accordance with the terms of this Agreement (the
               | "License"). This means that as long as you are not
               | violating this Agreement or applicable law, you can
               | privately use the Licensed Technology however you want.
               | If you want to share the Licensed Technology or anything
               | you make with it, Sections 3 and 4 below address when and
               | how you can do that.
               | 
               | In section 3/4 it goes to that you can compile your game
               | and give the output to outsiders if you pay the roylaties
               | when applicable or share them royalty free on epics
               | github (basically you make a pr to merge your stuff
               | upstream) or on unreal marketplace (sell it)
        
               | ndsipa_pomu wrote:
               | Well, you can always modify source code and use it
               | privately - you hardly need a license for that.
               | 
               | The additional sections that allow distribution are the
               | important bits and I guess the devil is in the details.
        
               | xeromal wrote:
               | The point is that if you're a game company. You have a
               | way to legally make modifications to the engine even if
               | Epic goes belly up.
        
               | hx8 wrote:
               | > Well, you can always modify source code and use it
               | privately - you hardly need a license for that.
               | 
               | You do need a license to modify the source, use it
               | internally, and then sell a binary you've produced with
               | the modified source.
        
               | ndsipa_pomu wrote:
               | It's the "sell a binary" bit that introduces the need for
               | a license.
        
               | nflfojfb wrote:
               | [dead]
        
               | dcow wrote:
               | No you cant.
        
               | ndsipa_pomu wrote:
               | Who could stop you and how would they know about it?
        
               | cdash wrote:
               | Why is there so much misinformation around this. None of
               | what you said is true.
        
               | ndsipa_pomu wrote:
               | Possibly because people like you respond with no actual
               | information in your post that people could learn from?
        
               | vinceguidry wrote:
               | I am less impressed with the defensiveness you're
               | responding with when ignorance is pointed out than I am
               | with the people pointing out the ignorance.
        
               | ndsipa_pomu wrote:
               | I'm not intending to be defensive (I'm sure there's loads
               | of people on here with more knowledge about licensing
               | terms), but usually a corrective post is something that
               | we can learn from. Just saying something is wrong with no
               | more info seems against the spirit of HN.
        
               | vinceguidry wrote:
               | Misinformation is more against the spirit.
        
               | ndsipa_pomu wrote:
               | Well misinformation wasn't my intention.
        
               | [deleted]
        
             | worble wrote:
             | >This means if Epic ever abandons unreal, you could
             | theoretically also just make the changes you need to
             | support whatever your project required - as long as you
             | didn't distribute those changes
             | 
             | No it doesn't, you still don't own the code so you can't
             | just modify it and use it to develop games.
        
               | batty_alex wrote:
               | Except you can modify it and use it to develop games,
               | it's licensed that way
        
               | cdash wrote:
               | Completely, wrong. That is the entire reason why the
               | source is available in Unreal. To allow you to modify it
               | and make games.
        
               | Zambyte wrote:
               | IANAL but I am fairly certain you are legally allowed to
               | modify the source code of proprietary software and use
               | that modified version, so long as you do not distribute
               | it (as you couldn't distribute the unmodified version
               | either).
               | 
               | The key difference between proprietary and Free Software
               | is not actually that you can or cannot modify the source,
               | it's that you are _guaranteed_ access to the source in
               | order to modify it or not. Since you usually cannot
               | access the source of proprietary software, you usually
               | have no legal way to modify the source for your
               | computing.
        
               | dcow wrote:
               | It all depends on the license. There's no umbrella
               | ability to modify the source code of a software binary,
               | open-source or proprietary, unless explicitly allowed.
        
         | echelon wrote:
         | > So if Godot devs stop working on it you're stuck with a
         | project with zero support. Good luck developing it further
         | instead of focusing on your game.
         | 
         | There's zero risk of this happening.
         | 
         | Godot is going to become Blender for gaming and eventually eat
         | into Tim's margins. (Unreal isn't even his cash cow.)
         | 
         | Unreal might be significantly ahead now, but when Google,
         | Amazon, Apple, etc. contribute to Godot, it's game over.
        
           | raincole wrote:
           | My estimation is about 10 ~ 15 years for open source engine
           | to catch up Unreal. (both feature and popularity)
           | 
           | Amazon did make a game engine. It shows "Amazon money"
           | doesn't magically solve every problem in the world.
           | 
           | > Godot is going to become Blender for gaming
           | 
           | Exactly. Blender still isn't the first choice for most
           | animation and VFX jobs.
        
             | atoav wrote:
             | I have lived from my VFX freelance work for 4 years and
             | worked soley with Blender for the 3D and much of the 2D
             | part.
             | 
             | Blender has some parts where it is the best (the tracker
             | for example easily beats all commercial trackers I have
             | ever used) and other parts where it doesn't shine as much
             | (e.g. fluid simulation -- which is a non-issue because it
             | integrates well with other tools).
             | 
             | I have been coming from 3dsMax and Maya and never have been
             | looking back. Blender also has been getting so much in the
             | past 5 years it feels ridiculous and makes you wonder what
             | the likes of Adobe and Xo are doing with all their money.
        
             | worble wrote:
             | > Exactly. Blender still isn't the first choice for most
             | animation and VFX jobs
             | 
             | And it doesn't need to be, it just needs to be a viable
             | alternative. Everyone always looks at these projects like
             | it's a winner takes all scenario, but it's not. There can
             | be multiple programs that accomplish the same thing, some
             | open-source, some not, so long as they're sustainable and
             | have something unique to offer that's not a problem.
             | 
             | Sure, if we were living in my ideal fantasy all software
             | would be fully open and free, but in this reality I'm just
             | happy we have alternatives that are actually sustainable
             | and don't feel like you're actively gimping yourself.
        
             | danaris wrote:
             | Please abandon this idea (that so many have) that the
             | _only_ thing worth aspiring to is  "being the first
             | choice"/dominating an entire industry.
             | 
             | We need standards, sure, but we _desperately_ need better
             | competition between high-quality products.
        
             | lelanthran wrote:
             | > Exactly. Blender still isn't the first choice for most
             | animation and VFX jobs.
             | 
             | It doesn't really need to be; being self-sustaining _while
             | being open-source_ beats Unity 's model of _being funded to
             | cover operations while being closed-source_.
             | 
             | TBH, it's only a matter of time before Blender is a choice
             | for most animation and VFX, and then only a little more
             | time before it's the first choice.
        
             | TMM2K wrote:
             | Depends on the market, for making the next pixar movie
             | probably not (yet). However blender usage is way, way up
             | and my game studio (Prehensile Tales) has no difficulty
             | finding extremely talented blender users.
             | 
             | An open source project doesn't have to be the very most
             | used thing from the beginning in order to eventually eat
             | everyone's lunch :)
        
               | Akronymus wrote:
               | That's an interesting name for a game studio. What's the
               | story behind it?
        
               | TMM2K wrote:
               | I love monkeys, and I like making video games with
               | stories in them. So "prehensile tales" is a somewhat
               | oblique way of saying "gripping tales"
               | 
               | Also, it let me have a cute monkey as a logo :
               | https://prehensile-tales.com :) (I'm not selling anything
               | there, but you can see the logo)
        
             | imaltont wrote:
             | Amazon's game engine is also open source under the name
             | O3DE.
        
             | Maken wrote:
             | Amazon "just" bought the rights to the Crytech engine and
             | forked it. Not even they were crazy enough to build their
             | own tech from the ground up.
        
           | FullGarden_S wrote:
           | I'm afraid not. Its not as simple as that. We have a heavy
           | competition in automobile industry but when it comes to
           | gaming industry, it is(I mean was) mostly unreal or unity
           | despite decades of technological advancement. The reason for
           | this is because using a game engine to make games is no where
           | as simple as driving a vehicle. It takes a lot of skill,
           | knowledge(sometimes things are engine specific only to make
           | things even more annoying) and the time to attain both of
           | them with the engine they are working on to make good games.
           | 
           | You are grossly underestimating the complexity involved in
           | game engines. It is not like a web app where devs don't have
           | to worry about constraints like memory or frame rate and
           | chill. Things need to happen in real time. A delay of even
           | half a millisecond is not acceptable. And these "Things"
           | involve changing of 3d objects' position w.r.t player's
           | movement, calculating zero or tens or hundreds of NPC AI
           | characters' position and finalizing their animation state,
           | calculating the lighting on all the objects and a lot more.
           | All this just to finally render and present one frame. Yes,
           | hardware has gotten better over the years and memory
           | constraints might not seem like an issue but that is not the
           | case for games. Improved hardware only helps with improving
           | the overall quality of the game. Game now will be able to
           | afford to look better and do more things than games from 2003
           | and that's it. Games still need heavy optimizations.
           | 
           | Thanks for the better hardware, making 2D games now is
           | neither expensive nor hard. So, Godot being more friendly
           | than unity for making 2D games is quite possible to happen.
           | But that is not the case when it come to comparing Godot with
           | unreal. Unreal is already at a league of its own. I don't
           | think Godot can integrate something like nanite or lumen
           | inside its engine anytime soon. In the past few years, only
           | unreal has been introducing ground breaking computer graphics
           | tech inside a game engine. Unity is having a hard time to
           | even keep up with unreal's tech like meta human. It doesn't
           | matter how many google, amazon or apple contribute to godot,
           | it'd be a big surprise if Godot is at least able to hold its
           | ground against O3DE IMHO.
        
         | objclxt wrote:
         | > the fact that they are trying to break the Gplay/Apply
         | monopoly shows that the Epic games leadership are not corporate
         | piranhas like Unity's.
         | 
         | Epic is not doing this out of the goodness of their heart,
         | they're doing it because it is beneficial to them. Epic is a
         | multi-billion dollar corporation part owned by a massive
         | conglomerate.
         | 
         | > BS: in reality it's usually one or two guys who actually do
         | the actual work.
         | 
         | Over the last week, Godot had 32 authors pushing 52 commits.
         | Over the last month it had 135 authors. This is not "one or two
         | guys".
         | 
         | > So if Godot devs stop working on it you're stuck with a
         | project with zero support.
         | 
         | Guess what, if a closed-source company decides to stop working
         | on their product you're _also_ stuck, but now you 're even more
         | stuck because you don't have access to the source to make your
         | own changes!
        
           | pdpi wrote:
           | > Epic is not doing this out of the goodness of their heart
           | 
           | Tim Sweeney founded Epic and wrote the Unreal engine himself.
           | John Riccitiello's whole career is in management. Even if
           | they're both entirely motivated by profit, they have
           | different perspectives on how to get there.
           | 
           | Also, Unity is a public company, while Epic is private. Even
           | though Tencent owns a considerable share of the company,
           | Sweeney still holds over 50% ownership. That gives them very
           | different incentives.
           | 
           | Sometimes we forget that executives are people too and they
           | have their own personalities. Tim Cook famously[0] told
           | climate change denialists in a shareholder meeting that "If
           | you want me to do things only for ROI reasons, you should get
           | out of this stock". Sure enough, shareholders are _also_ not
           | solely motivated by profit, and voted with Cook on that
           | occasion. It's useful to remember that cynicism isn't the
           | same thing as realism.
           | 
           | 0. https://www.theguardian.com/environment/2014/mar/03/tim-
           | cook...
        
             | 40yearoldman wrote:
             | Eh. Part of apples brand is "doing the right thing" and
             | "being the good guy". I would wager Apple's brand would be
             | hurt more by not being a green company. ROI is more
             | complicated than simple fist level cost. Going green and
             | doubling down on recycling has generated a much larger ROI
             | than doing nothing.
             | 
             | Further more, Tim is bound by law to do what is best for
             | the shareholders. Simply put, if Tim favored environmental
             | concerns over profit he would be removed.
        
               | techdragon wrote:
               | It's a private company... to whatever theoretical extent
               | he's beholden to the majority of the shareholders with
               | potential board of directors and shareholder meeting
               | shenanigans ... that majority of shareholders is
               | _himself_ ... and I'm pretty sure he's ok with his own
               | decisions...
        
               | Pannoniae wrote:
               | "Further more, Tim is bound by law to do what is best for
               | the shareholders."
               | 
               | This stupid meme needs to die already. There is no such
               | obligation, he only has a fiduciary duty to not trash the
               | company and spend the earnings on cocaine. "companies are
               | legally forced to maximise profit" has never been true
               | and this piece of misinformation has been going around
               | for ages now.
        
               | re-thc wrote:
               | > "companies are legally forced to maximise profit" has
               | never been true
               | 
               | It's more like too hard to be proven in any way. Unless
               | you live in an simulator it's really hard to say which
               | set of decisions is better than another. People often say
               | it is obvious or in hindsight but fact is there are no
               | such hard proofs.
        
               | vel0city wrote:
               | Even then, if the shareholders approve of trashing the
               | company with ice cream parties (had to get rid of the
               | illegality of cocaine for this point) there's nothing
               | inherently wrong or illegal with that.
               | 
               | As long as the executives are behaving generally how the
               | shareholders want, it's not a problem.
        
               | sambeau wrote:
               | There's still argument about this. The oft mentioned
               | Dodge v. Ford Motor Company 1919 covers much the argument
               | for and against. But it's clearly not straightforward.
               | 
               | My (IANAL) reading of it is that maximising shareholder
               | value is probably the law, but it's practically
               | unenforcible. Being practically unenforcible doesn't stop
               | CEOs and boards from using it as a guiding principle.
               | 
               | https://en.wikipedia.org/wiki/Dodge_v._Ford_Motor_Co.
        
               | WillPostForFood wrote:
               | Dodge v. Ford Motor Company was a Michigan State
               | decision, so even if one thinks it means maximizing
               | shareholder value is the law (it really didn't say that,
               | broadly), it only applies in Michigan.
        
               | pdpi wrote:
               | > There is no such obligation
               | 
               | And, insofar as such an obligation to "maximise
               | shareholder value" might exist, that obligation doesn't
               | necessarily translate into "maximise profit".
               | 
               | The shareholders of a theatre company might care more
               | about breaking even while getting an interesting
               | assortment of plays produced with a great cast than they
               | do about making a bunch of money out of the venture, so
               | an executive who makes a bunch of money by running
               | productions of uninspired cash grab shows won't actually
               | be maximising value. Likewise, I'm sure that Rob
               | McElhenney and Ryan Reynolds care more about Wrexham
               | AFC's managers getting good athletic results than they do
               | about making a bunch of money.
        
               | fauigerzigerk wrote:
               | _> And, insofar as such an obligation to "maximise
               | shareholder value" might exist, that obligation doesn't
               | necessarily translate into "maximise profit"._
               | 
               | And even where it does translate into "maximise profit"
               | because it's what shareholders of a particular company
               | may want, there is no timeframe for it, and there is no
               | way to tell whether any particular decision by the CEO
               | runs contrary to the goal of eventually maximising
               | profits.
               | 
               | Companies can spend all their revenues plus a constant
               | stream of new capital on growing market share or revenue,
               | on charitable activities or the happiness of employees,
               | on huge research and development projects or on
               | restructuring after restructuring and still credibly
               | claim that all of it is ultimately meant to maximise
               | profits.
               | 
               | The point where CEOs and CFOs have to be careful is when
               | the company faces solvency issues. That's where legal
               | limits of freewheeling decision making kick in, because
               | it's where it's no longer about shareholders but about
               | creditors.
        
               | ToucanLoucan wrote:
               | Cook _isn 't_ bound by that true enough, because he
               | remains the majority stakeholder, but that is
               | increasingly not the case as it becomes more and more
               | regular that companies bring in new CEOs from entirely
               | different companies if not entirely different industries,
               | who _do not own that much stake._ In those cases, the
               | board and shareholders can and do exert a lot of
               | influence, up to and including firing them if they do not
               | do their jobs correctly, which to shareholders is
               | invariably some form of  "make line go up."
               | 
               | And that's just civil influence, there _are_ legal
               | mechanisms indeed in place if a CEO  "trashes a company"
               | and what that means is different depending on the
               | company.
        
               | HardlyCognizant wrote:
               | They are liable and there is precedent, as I understand
               | it.
               | 
               | eBay v Newmark
               | 
               | https://h2o.law.harvard.edu/cases/3472
               | 
               | https://onlinelibrary.wiley.com/doi/abs/10.1111/basr.1210
               | 8
        
               | j_maffe wrote:
               | This is a complete falsehood.
               | https://www.nytimes.com/roomfordebate/2015/04/16/what-
               | are-co...
        
               | wredue wrote:
               | In your haste to defend the idiocy of shareholder causing
               | constant enshittification, you accidentally forgot to
               | read the comment you're replying to.
               | 
               | Businesses are legally bound to act in the best interest
               | of their shareholders. This is quite an open ended
               | precedent.
        
               | HelloMcFly wrote:
               | People write this sentence seeming to imply it means
               | "CEOs and management have a responsibility to be as
               | ruthless and sociopathic as possible to deliver the
               | highest returns, and any consideration of the people or
               | communities they trample beyond legal requirements is
               | itself borderline illegal."
               | 
               | There is a lot - A LOT - of room for ambiguity and debate
               | on the specifics of shareholder value and "best
               | interests." The "legal constraints to act in the best
               | interest" is not some set of corporate rules and KPIs
               | codified into our legal code write large. It's not about
               | maximizing a specific KPI over a fixed timeframe.
               | 
               | Not to mention Sweeney _is_ the majority shareholder in
               | Epic 's case.
        
               | danaris wrote:
               | This is incorrect.
               | 
               | Businesses are legally bound to follow the official
               | decisions of shareholders at official meetings. Anything
               | beyond that is merely "a good idea".
        
               | jibe wrote:
               | _Businesses are legally bound to act in the best interest
               | of their shareholders_
               | 
               | If they are legally bound, there must be either a law or
               | contract, can you cite either?
        
               | tialaramex wrote:
               | "Best interests" is deliberately vague. Is it in their
               | "best interests" that you fire the CEO and call the cops
               | because he raped an intern? Or maybe that you agree to
               | accelerate his $40M "bonus" if he agrees to resign
               | without saying why? Or maybe it's in their "best
               | interests" that you pay PIs to develop evidence that the
               | intern has a drug habit and "leak" this "shocking
               | revelation" to the media if they go public?
               | 
               | You can argue almost anything meets this criterion, in
               | some egregious scenarios a court won't buy it, but they
               | will give you enormous leeway.
        
             | jorvi wrote:
             | The same Tim Cook that tries to make iPhones as
             | unrepairable as possible? :)
             | 
             | Don't fall for feelgood greenwashing.
        
               | wlesieutre wrote:
               | Is that why iFixit rated the iPhone 14 repairability as
               | 7/10?
               | 
               | https://www.ifixit.com/News/64865/iphone-14-teardown
        
               | SSLy wrote:
               | Still better CO2 footprint than anything else on the
               | market
        
               | bannedbybros wrote:
               | [dead]
        
               | agentgumshoe wrote:
               | What?
        
               | cornstalks wrote:
               | iPhones have long support cycles. iOS 17 supports the
               | iPhone XS/XR, which were released 5 years ago. So iPhone
               | users don't have to replace their phone as much, reducing
               | environmental impact. Plus with the recycling and other
               | stuff used to make iPhones in the first place, their
               | environmental impact is going to be lower than some other
               | options on the market. Combine these two things together
               | (longer device life, smaller impact for making a new
               | device) and I can believe iPhones have the smallest CO2
               | footprint.
        
               | pdpi wrote:
               | If Tim Cook had calmly said what he did, I'd believe it
               | was just toeing the party line. The fact that he actually
               | got angry, though? He doesn't strike me as the sort of
               | person who'd fake that, I don't think that's the image he
               | wants if nothing else.
        
               | bannedbybros wrote:
               | He doesn't have to fake it. Dude probably believes that
               | there's no connection between right to repair,
               | unsustainable consumption, and planetary destruction.
               | That might be worse than faking it.
        
               | freedomben wrote:
               | [flagged]
        
               | DrBenCarson wrote:
               | Pretty sure repairability has been getting dramatically
               | better the last couple generations. The entire back panel
               | is replaceable on 15s
        
               | mrguyorama wrote:
               | Because people are pushing right to repair laws and Apple
               | wants to do just enough to reduce the desire for those.
        
           | kaliqt wrote:
           | Epic is mainly owned by its founder. They are not primarily
           | corporate though they are influenced by it. They are 100%
           | more trustworthy than Unity or other corporate game
           | companies.
        
             | andrepd wrote:
             | I find your innocence touching.
             | 
             | EDIT: To elaborate, this is an article about a company
             | fucking users over after an aggressive growth / dumping
             | business model phase. Your response is yes but _this_ other
             | company would never fuck users over after an aggressive
             | growth  / dumping business model phase.
        
               | jasonlotito wrote:
               | > Your response is yes but this other company would never
               | fuck users over after an aggressive growth / dumping
               | business model phase.
               | 
               | Well, Epic didn't do that when it went through it's
               | aggressive growth and the last time it dumped it's
               | business model. Instead, they changed their licensing to
               | lower fees, and when you look at what they did across the
               | board, made things better for customers and game
               | developers.
               | 
               | So, all evidence is to the contrary.
               | 
               | Edit: Also, nice strawman.
        
               | rpdillon wrote:
               | Watching this industry for a long time, I've learned that
               | I can never trust a company. Companies are made up of
               | people but the people within them change, and their
               | incentives change. This is very much the case with Unity.
               | 
               | People, on the other hand, I can trust. Not often, but in
               | cases where a person has made a long series of decisions
               | over a decade or more, you can get a feel for what their
               | value system is. Tim Sweeney is in this category. He was
               | involved in Unreal back when I was in undergrad, more
               | than 20 years ago. So I sort of put him in the same
               | category as Gabe Newell and John Carmack: relatively
               | enlightened game business leaders that understand the
               | true value that gamers and developers derive from the
               | ecosystem. None of them are in to make another dollar in
               | the next quarter: they are focused on long term success
               | and the are passionate about games themselves.
               | 
               | So it's not that you're wrong, it's just that your
               | argument applies cynicism uniformly, and I'm not sure
               | that's fair given the history of those involved.
        
             | bigfishrunning wrote:
             | Until Tim Sweeney sells the company, or dies, or whatever.
             | Enter any contract you like, but know that those contracts
             | outlast the people who executed them.
        
           | isaiahg wrote:
           | > Epic is not doing this out of the goodness of their heart,
           | they're doing it because it is beneficial to them. Epic is a
           | multi-billion dollar corporation part owned by a massive
           | conglomerate.
           | 
           | Holy straw man! And there's certainly no self-interest
           | involved with me using their engine without giving them a cut
           | under 1 mill right?
           | 
           | You can make this argument about literally anything.
           | 
           | Godot must have no self-interest in releasing their engine
           | for free and making $30k a month to develop their project.
           | 
           | Who cares what the motivation is if it gives real benefits to
           | devs. If anything it tells me they've picked a business model
           | that's mutually beneficial unlike Unity
        
             | Mechanical9 wrote:
             | While you can make this argument about literally anything,
             | it seems apt to make it about a multi-billion dollar
             | company chasing a trillion dollar company.
             | 
             | It's fine to support them while they are the underdog and
             | are saying and doing the right thing, but don't pretend
             | like they will say and do the right thing forever.
        
               | gameman144 wrote:
               | I don't think the parent was ever saying they'll be good
               | forever. More that if they _do_ become evil, their
               | licensing lets you continue using a revenue structure
               | that made sense at the time you chose it (even if new
               | versions have super awful terms).
        
             | PurpleRamen wrote:
             | > Who cares what the motivation is if it gives real
             | benefits to devs.
             | 
             | Motivations matter, because they will decide in which
             | direction a project moves over time, or if situations
             | change. Epic is the "good guy" now, but only because they
             | are an underdog. If they become the dominator, they might
             | become the predator which Unity tries to be at the moment.
             | 
             | But if we are honest, such uncertain possibilities don't
             | matter if they are so far in the future. This might be a
             | problem for future games, 10, 20 years down the river..
        
           | 3seashells wrote:
           | [flagged]
        
           | doikor wrote:
           | > Epic is a multi-billion dollar corporation part owned by a
           | massive conglomerate.
           | 
           | More then 50% of the shares/votes is owned by a single
           | person. The founder and CEO Tim Sweeney.
        
             | objclxt wrote:
             | Yes, that's why I said "part owned". 40% of Epic is owned
             | by Tencent.
        
               | re-thc wrote:
               | > Yes, that's why I said "part owned".
               | 
               | Which doesn't really matter unless you'll lose control.
               | If 1 entity has >50% it's pretty safe.
        
           | plagiarist wrote:
           | It's hilarious that their arguments for the commercial engine
           | are somehow both "you can use one version forever" and "you
           | might be forced to use one version of something else
           | forever."
        
             | Libcat99 wrote:
             | Doubly so, since the "something else" is able to be updated
             | by you, if necessary.
        
             | isaiahg wrote:
             | If you understood the problem then you'd know that their
             | argument is about how Unity's new pricing change is
             | retroactive, affecting all Unity versions and charging fees
             | to devs for games made years ago.
             | 
             | Unreal uses perpetual licenses for their versions meaning
             | this kind of bullshit behavior is not possible
        
               | plagiarist wrote:
               | Perhaps it is you who doesn't understand. We all get that
               | part, and it makes sense in isolation. Yes, that is
               | better.
               | 
               | Then it's goofy af to say Godot might make a license
               | change that necessitates using one version in perpetuity-
               | except a version you and others are allowed to modify and
               | distribute.
        
               | darkwater wrote:
               | In opensource, you can use that version _and add more
               | changes to it_ after the original author changed the
               | license.
        
           | cableshaft wrote:
           | > Over the last week, Godot had 32 authors pushing 52
           | commits. Over the last month it had 135 authors. This is not
           | "one or two guys".
           | 
           | Yeah, right now (and I hope it keeps increasing thanks to the
           | Unity news).
           | 
           | I got burnt once (and almost twice) from this in the past.
           | cocos2d-iPhone used to be huge, and Zynga even contributed to
           | it. I released two games using it, and started another one.
           | And then it stopped getting updated (and Apple keeps breaking
           | things like Apple likes to do), so it died on the vine and I
           | had to port to something else.
           | 
           | Currently making a game in Monogame, and while it did get a
           | significant update a little over a year ago, it's had very
           | little activity on it since then and no other releases
           | besides a hotfix shortly after, and zero communication about
           | what's going on with any of their official channels at least.
           | Not great especially since there seems to be spotty support
           | for .Net 6 outside of Windows still, and I keep running into
           | various issues with its 3D support (which it is mainly
           | supposed to be a 2D game, but it does support 3D to a certain
           | extent).
           | 
           | Also while it claims to support platforms like PS4 and
           | Switch, I see almost no documentation on it, and very little
           | documentation on getting Steamworks working with it (I have
           | some basic things working, but I'm having to figure things
           | for Unity first and then porting that knowledge over). Also
           | most of its multiplayer libraries seem outdated, at least the
           | ones I looked up. And the forums/Discord still have some
           | activity on them, but not a ton. Also I'd love to make a game
           | that supported VR (almost switched to Unity just for that
           | alone).
           | 
           | I actually compared its Github activity to Godot a week ago,
           | and Godot looks SO much better supported than Monogame at
           | this point, that I was already considering either porting or
           | making my next game in Godot before this Unity news was
           | announced. But maybe that's just me hopping onto another
           | platform that will have the same problem in 5 years after
           | I've gotten pretty invested into it.
           | 
           | I also know Unity (worked on a game professionally years
           | back) and considered switching to that for my game too, but
           | that mostly got killed by this announcement.
           | 
           | Personally I prefer code-based development (I don't like
           | using an editor too much), so if Monogame was better
           | supported and had much better 3D support I'd probably just
           | stick with it. I thought I was going to when I first started
           | using it seriously three years ago. But I hesitate to keep
           | dumping time into it if they don't maintain it.
           | 
           | Also I made a small game with Phaser.js and was going to do
           | more with that, but even that creator is pretty much the only
           | one maintaining it and they got sidelined by life for about
           | six months (which is fine, but get someone to help keep it
           | going if you can! I know that's hard though). Phaser at least
           | is already close to what I want from it, and doesn't seem to
           | need much else for the foreseeable future.
        
           | troupo wrote:
           | > Guess what, if a closed-source company decides to stop
           | working on their product you're also stuck
           | 
           | Isn't Unreal's source open?
        
             | patmorgan23 wrote:
             | Unreal is source available
        
             | TMM2K wrote:
             | You can access the source code to unreal engine when you
             | get a license, but the terms are not by any stretch of the
             | imagination open source. You wouldn't be able to freely
             | share your modifications for instance.
        
               | flohofwoe wrote:
               | You don't have to get a "license" (at least in the sense
               | of paying anything), IIRC you just connect your EGS
               | account to your Github account, accept an EULA (which
               | technically is a "license" I guess) and then have read
               | access to the Unreal Engine GH repositories.
               | 
               | (currently there seem to be around half a million users
               | with access)
        
               | TMM2K wrote:
               | What do you think clicking the EULA is?
        
               | flohofwoe wrote:
               | I'm hailing from an era where "getting a game engine
               | license" involved several in-person meetings between top-
               | level management of both companies, followed by multiple
               | technical meetings between engineers from both companies,
               | followed by exhaustive due diligence investigations from
               | both sides, followed by intense haggling and shady
               | backroom deals for several months, and finally signing a
               | proper "contract", handing over absurd amounts of money
               | upfront and then paying equally absurd amounts of
               | royalties after release.
               | 
               | That's basically what I understand as "getting a license
               | for a game engine" (this is also why Unity got popular in
               | the first place, because they skipped all this nonsense).
               | 
               | OTH I accept probably 5..10 EULAs a week without thinking
               | or even reading the text (most of them are not
               | enforceable anyway).
        
               | troupo wrote:
               | "Clicking EULA" might not be enforceable in many
               | countries.
        
               | gruez wrote:
               | Like which?
        
               | flohofwoe wrote:
               | AFAIK in Germany the TL;DR is that if there's anything in
               | the EULA which violates "German Civil Code (BGB)", then
               | either parts or all of the EULA are invalid. I remember
               | that in Germany an EULA cannot prohibit reselling the
               | software to somebody else, or making your own backup copy
               | (kinda tricky nowadays though where everything is just a
               | "service").
        
               | ensignavenger wrote:
               | "AFAIK in Germany the TL;DR is that if there's anything
               | in the EULA which violates "German Civil Code (BGB)",
               | then either parts or all of the EULA are invalid. "
               | 
               | There is nothing unique about German law here. The same
               | is true in the USA and most other countries. If a EULA or
               | any other contract (whether agreed verbally, signed
               | physically, digitally, or via a "click") violates the
               | law, it can be considered invalid/unenforceable. It has
               | nothing to do with how the agreement was agreed to, but
               | with what the agreement contains. (There may be some
               | legal theory that may carry some weight that a contract
               | agreed to via a "click" is more likely to be
               | unconscionable that one agreed to with a physical
               | signature, but that does not automatically make all
               | "click" agreements unenforceable.)
        
               | troupo wrote:
               | There are multiple reasons why an EULA may be viewed as
               | unenforceable in the EU due to unfair terms:
               | https://europa.eu/youreurope/citizens/consumers/unfair-
               | treat...
               | 
               | Interestingly, Unity runs afoul of many of those.
        
               | patmorgan23 wrote:
               | That's just standard contract law in any country.
        
               | wccrawford wrote:
               | In which case you have _no license_ to the code. So
               | either way, you 'd have no rights.
               | 
               | You're still welcome to contact them directly and try to
               | get some kind of contract directly if you can't agree to
               | the EULA for access.
        
               | Maken wrote:
               | That's still not open source. Try cloning their repo and
               | making it public.
        
               | maccard wrote:
               | > You wouldn't be able to freely share your modifications
               | for instance.
               | 
               | Have you read the unreal engine license agreement? [0].
               | Section 3.a covers modifications
               | 
               | [0] https://www.unrealengine.com/en-US/eula/unreal
        
               | dcow wrote:
               | Section 3.a covers products you've made with the licensed
               | technology. I don't see any language about modifications
               | to the licensed technology.
               | 
               | Edit: I see some language covering this further up.
        
               | maccard wrote:
               | I used to work for Epic so I have some inside knowledge,
               | but modifying the engine and sharing it with other
               | licensees (via the UDN forum usually) Its actively
               | encouraged too.
        
               | dkersten wrote:
               | > when you get a license
               | 
               | I was going to comment that it's viewable by anyone on
               | their GitHub, but you are correct: you have to be part of
               | the Epic GitHub organisation to access the repo. Getting
               | access is easy, but you do have to agree to their
               | licensing terms to do so. So yes, what you said.
        
         | ensignavenger wrote:
         | There are already well over one or two Godot devs working on
         | the engine. The community funding is already enough that it
         | supports multiple full time devs salaries. If the current devs
         | quit, this funding would be used to hire new devs. At this
         | point, I think the Godot community is already well over the
         | tipping point where it will continue no matter what the
         | original devs decide to do.
        
           | lelanthran wrote:
           | > There are already well over one or two Godot devs working
           | on the engine. The community funding is already enough that
           | it supports multiple full time devs salaries. If the current
           | devs quit, this funding would be used to hire new devs. At
           | this point, I think the Godot community is already well over
           | the tipping point where it will continue no matter what the
           | original devs decide to do.
           | 
           | Yeah. They've reached critical mass to, from this point on,
           | be self-sustaining.
           | 
           | I don't think Unity ever got to that point.
        
         | lolinder wrote:
         | The worst case scenario for Godot is the same as the worst case
         | scenario for Unity: you can keep using the last release that
         | worked for you. As far as I can tell Unreal has no concept of
         | an LTS version, so if you don't like the new license you're not
         | getting any updates at all.
         | 
         | This is where FOSS comes in: If support ends, you can keep
         | using the latest version just like with proprietary software,
         | but you can _also_ fork it and fix pressing issues. It 's not
         | even a question of relying on the community continuing to
         | create major new releases. If that fails, your org could fork
         | it alone and patch any blocking bugs.
         | 
         | My company already does this for several pieces of legacy
         | software that we haven't had the time to migrate away from. We
         | don't make any major changes, but we can and do fix things that
         | get in our way. We'd get no such benefit from proprietary
         | software that changes its terms to be unfavorable.
        
         | croes wrote:
         | >So if Godot devs stop working on it you're stuck with a
         | project with zero support
         | 
         | Isn't that valid for any software including Unity or Unreal?
         | 
         | With open source at least you can try it yourself
        
         | raincole wrote:
         | What if Unreal changes its term?
         | 
         | Your answer: you can use the old version.
         | 
         | What if Godot stops the development?
         | 
         | Your answer: good luck (???)
        
           | nokiz wrote:
           | > What if Godot stops the development?
           | 
           | You can also use the old version. Also others can take it
           | from where they left off, since it's open source, as it's has
           | been pointed.
        
             | raincole wrote:
             | And this is exactly my point.
        
               | okamiueru wrote:
               | The sarcasm wasn't obvious.
        
           | hahn-kev wrote:
           | You can also use the old version, it's not like an old
           | unsupported version of something is any different for open
           | and closed source
        
             | kgwxd wrote:
             | They are different, open source is obviously better in that
             | scenario.
        
               | carstenhag wrote:
               | Except Unreal is also open source in the sense of them
               | providing you full source code access & documentation on
               | how to build it.
        
               | ndsipa_pomu wrote:
               | That isn't what open source means. Open source means that
               | you can make changes to the source code and distribute
               | it.
        
         | nottorp wrote:
         | > the Epic games leadership are not corporate piranhas like
         | Unity's.
         | 
         | the Epic games leadership are bribing developers for
         | exclusivity, including kickstarters where i was promised steam
         | or gog
         | 
         | the Epic games leaderhip makes money from free to play
         | grinding/gambling simulators
         | 
         | the Epic games leadership also comes from Tencent that made all
         | their gaming money before trying to get into the western market
         | from asian gacha
         | 
         | The only reason their terms are more reasonable now is because
         | they're the underdog and throwing a lot of money made from free
         | to play crap at fixing that.
        
           | ThatPlayer wrote:
           | Bribing implies an illegal act. Giving money in exchange for
           | goods and services is completely normal: I don't bribe a
           | restaurant for food. Exclusivity is just a way of competing
           | for games, a sign of a good competitive market.
           | 
           | Kickstarter is kickstarter. Half of them probably don't
           | fulfill all their promises. That's the risk you're taking,
           | and why it's not a preorder.
           | 
           | Epic don't have gambling. They've even removed gambling from
           | Rocket League after purchasing them too.
        
             | nottorp wrote:
             | > Bribing implies an illegal act. Giving money in exchange
             | for goods and services is completely normal: I don't bribe
             | a restaurant for food. Exclusivity is just a way of
             | competing for games, a sign of a good competitive market.
             | 
             | It doesn't have to be illegal, merely immoral.
             | 
             | > Kickstarter is kickstarter. Half of them probably don't
             | fulfill all their promises. That's the risk you're taking,
             | and why it's not a preorder.
             | 
             | I don't expect them to finish a project when i back them. I
             | expect them to deliver my fucking GoG key when they finish
             | the project and ask me what do I want it on and i say GoG!
             | I don't expect them to say "Epic paid us a ton of money and
             | you can get it on their gacha financed store".
             | 
             | True story. So long, Julian Gollop.
             | 
             | > Epic don't have gambling. They've even removed gambling
             | from Rocket League after purchasing them too.
             | 
             | They're free to play. That means the game is designed to
             | keep you playing forever and keep you buying IAPs. It is
             | not designed to entertain you.
        
               | ThatPlayer wrote:
               | Releasing on a store is not immoral. Is not releasing on
               | GoG what you believe to be immoral? Even GoG has paid for
               | exclusives, they charge store fees like everyone else.
               | They're a business too at the end of the day.
               | 
               | That sounds like an unfinished feature to me then.
               | 
               | Why are you playing games forever that aren't
               | entertaining?
        
               | nottorp wrote:
               | > Why are you playing games forever that aren't
               | entertaining?
               | 
               | Did I say I play endless games? I said free to play games
               | have to be endless to get you to pay.
        
               | kowbell wrote:
               | Do you have a moral issue with games that are free and
               | also "endless"?
        
               | PM_me_your_math wrote:
               | [dead]
        
         | throwaway2990 wrote:
         | > Tim Sweeney explicitly mentioned this often + the fact that
         | they are trying to break the Gplay/Apply monopoly shows that
         | the Epic games leadership are not corporate piranhas like
         | Unity's.
         | 
         | Haha this made me laugh. If you think epic isn't piranha then
         | you're living in a bubble.
        
       | slowhadoken wrote:
       | Godot is completely free but I still suggest trying to write your
       | own small frameworks. A lot of Unity's code is third party. All
       | their 2d rigid body physics is Erin Catto's Box2D.
        
         | hnthrowaway0315 wrote:
         | Yup, I always believe writing a simple 2d engine gives a lot of
         | insights about why commercial engines do this or that.
         | 
         | Even as simple as a tile based Ultima-spinoff engine, it's
         | still a lot of work.
        
       | bobsmith432 wrote:
       | Valve needs to capitalize off this and get Source 2 out
        
         | esskay wrote:
         | Not only get it out but actively promote it as an opensource
         | project instead of proprietary and make revenue through an
         | asset store. Theres so few games that use source that theres no
         | way its commercially viable on its own.
        
           | bobsmith432 wrote:
           | Valve doesn't do it that way. Instead of some crummy asset
           | store with generic and terrible looking assets they literally
           | just let you use the assets from their games. See Garry's
           | Mod, Sven Co-op and Insurgency for an example of this.
        
         | mnau wrote:
         | Valve is not interested in games, only steam. DOTA 2 (2013) was
         | their last mentionable game.
        
           | bobsmith432 wrote:
           | Half-Life Alyx*
        
       | bombcar wrote:
       | Every ToS-style contract has a "we can change anything about this
       | at any time, screw you" clause, but they also almost never use it
       | except to change their privacy policy.
        
         | hedora wrote:
         | There are limits to what sorts of changes are enforceable,
         | though most of those documents also say the vendor gets to
         | choose the arbitration firm that decides what is enforceable.
        
           | bombcar wrote:
           | I suspect it's partially because the lawyers remind them that
           | certain contract terms are not enforceable, and also that
           | shooting yourself in the foot doesn't really help revenues
           | long-term.
        
       | miragecraft wrote:
       | The logic that Epic and Unreal Engine will do something similar
       | as Unity doesn't track for me.
       | 
       | The argument hinges on the premise that Epic, who operates their
       | own game store and is courting developers aggressively with
       | generous revenue split, is willing to burn their bridge with
       | developers for questionable increase in profit; in addition it
       | presumes that the plain old revenue share model that Unreal
       | Engine utiltizes makes less money than this so-called runtime
       | fee.
       | 
       | I beg to differ, I think the only reason Unity went this route is
       | because they don't want to be seen to publicly break the promise
       | of no revenue share/royalty pledge they had earlier, and
       | ironically came up with an even worse monetization scheme.
       | 
       | In my opinion, the only reason this whole fiasco happened is
       | because Unity the company has too many headcounts and has too
       | much expense, and the reason for that is they grew too big, and
       | the reason they grew too big is because they took the company
       | public and in that sphere success is measured in growth, even if
       | the company is much healthier if it had stayed smaller.
       | 
       | Epic is privately held, Valve is too, Unity is not and we ended
       | up here. I think that says a lot.
        
         | darklycan51 wrote:
         | "who operates their own game store and is courting developers
         | aggressively with generous revenue split"
         | 
         | Yeah, I wonder why, almost like they're trying to slowly gain
         | market share lead to then have a monopoly.
         | 
         | Arguing that just because _right now_ there 's alternatives
         | that don't seem like they'll do that, right now. Is not a good
         | argument against open source.
         | 
         | if any of those engines can retroactively destroy your
         | livelihood, or make games unavailable forever for users because
         | of $ reasons, then that is a huge enough reason to simply drop
         | the engine.
         | 
         | Unreal will get eventually damage from this unity move as well,
         | if I was a game dev I would _seriously_ consider Godot right
         | now, luckily I am a software dev not a game dev, only game dev
         | I do is modding warcraft 3 so I don 't have to bother about
         | that stuff
        
           | gochi wrote:
           | Epic will never have a monopoly as long as Steam exists. They
           | aren't complete fools here, they realize this but are aware
           | that even having a slice of that massive pie is enough to
           | fuel numerous positions in the future.
        
             | darklycan51 wrote:
             | When I was talking about monopoly, I was talking about 3rd
             | party engines, not storefronts.
        
             | autoexec wrote:
             | A duopoly isn't much better
        
               | johnnyanmac wrote:
               | It's actually a lot better. At least the two companies
               | check and balance each other naturally. Not ideal, but
               | better.
               | 
               | The big issue is if those two companies collude, but for
               | storefronts there's less incentive than other industries.
        
               | [deleted]
        
         | harles wrote:
         | I think this comes down to ambitions. Unity wanted to be an
         | advertising company and when that goal started slipping away,
         | they did something drastic. Epic wants to be a store and a
         | virtual production platform. Who knows what they'll do if those
         | goals seem impossible.
         | 
         | It's also worth remembering that Epic isn't the good guy here.
         | When incentives align, most corporations are capable of some
         | pretty awful stuff. With Epic specifically they made accidental
         | purchases in Fortnite very easy and then intentionally buried
         | the refund button outside the store under an obscure settings
         | page [0].
         | 
         | [0]: https://www.ftc.gov/news-events/news/press-
         | releases/2022/12/...
        
           | autoexec wrote:
           | > Unity wanted to be an advertising company and when that
           | goal started slipping away, they did something drastic. Epic
           | wants to be a store and a virtual production platform.
           | 
           | Epic "being a store" just happens to allow them to collect a
           | ton of personal data and push a whole lot of ads. Seems like
           | they want to be in advertising too.
        
           | bcrosby95 wrote:
           | Unity didn't always want to be an advertising company. Epic
           | didn't always want to be a store and virtual product
           | platform.
           | 
           | Ambitions change. And you're subject to the whims of the
           | ambitions of those with more power.
        
         | ubertaco wrote:
         | The question is not "do we _suppose_ that it's _likely_ that
         | they _would_ do something similar?", but rather "is it
         | _possible_ that they _can_ do something similar?"
         | 
         | If you're using a proprietary engine made by a for-profit
         | company, the answer to that second question is always "yes",
         | and the answer to that first question is always subject to
         | change.
         | 
         | If you're using an open-source engine, the answer to the second
         | question is "no" (because in the worst-case you can fork it to
         | buy yourself time), and the answer to the first question is
         | totally moot, because the first question is no longer a thing.
         | 
         | It's about risk management: optimism is not a strategy.
         | Mitigation by removing the attack vector _is_ a strategy.
        
         | bitcharmer wrote:
         | > In my opinion, the only reason this whole fiasco happened is
         | because Unity the company has too many headcounts and has too
         | much expense, and the reason for that is they grew too big, and
         | the reason they grew too big is because they took the company
         | public and in that sphere success is measured in growth, even
         | if the company is much healthier if it had stayed smaller
         | 
         | This can be simplified to:
         | 
         | "The only reason are MBAs"
        
         | Sohcahtoa82 wrote:
         | > and the reason they grew too big is because they took the
         | company public and in that sphere success is measured in growth
         | 
         | Why is "growth" always interpreted as "higher headcount" and
         | not "higher profits"?
         | 
         | Certainly a company that has continually growing profits
         | without increasing costs would be seen as more valuable than a
         | company that constantly increases their costs with revenue?
         | 
         | Does Unity hiring more Engineers actually increase revenue?
        
           | bmer wrote:
           | Perhaps because it is generally well accepted that you can
           | maintain stable profit margins with a fixed employee count,
           | but increasing profits with a fixed employee count is not
           | possible beyond the maximum potential of that fixed set of
           | employees?
           | 
           | (Not sure, this is an amateur's guess on my part.)
        
           | johnnyanmac wrote:
           | very generalized answer here but it comes down to:
           | 
           | 1. you want to make sure product A is profitable
           | 
           | 2. at some point Product A will reach a steady state (in some
           | utopic future, but let's pretend). i.e. Product A will hit a
           | point where its excitement will taper off.
           | 
           | 3. How do you get that explosive growth back? New product.
           | But you want to maintain old product.
           | 
           | 4. hire more people to work on Product B. Have it launch, big
           | growth!
           | 
           | 5. then recession hits and it turns out you need stability.
           | Product A is fine, everyone on Product B is fired
           | 
           | profits are important, but it's not the end all be all for
           | how the stock market works. It may not even be the most
           | important factor. You want to build excitement and become the
           | thing big thing, even if it turns out to be a check you can't
           | cash. So in that lens, Unity hires (or hired) more engineers
           | or acquires companies to increase excitement, not necessarily
           | to increase profits. "Product A" is ads, and right now even
           | that isn't very stable for them, so I guess they are trying
           | to find a new Product A.
           | 
           | Back in the old days, Game studios used to simply make games
           | to build this excitement. It has a set track, a big time to
           | announce and release for spikes, and your existing teams
           | works on the next game. But more studios want to get that
           | "Product A", so even games are investing more in GaaS for
           | that steady income. It's what ended up happening to Epic with
           | Fortnite, where their "Product B" is actually announcing
           | exciting engine features.
        
             | Sohcahtoa82 wrote:
             | > 2. at some point Product A will reach a steady state (in
             | some utopic future, but let's pretend). i.e. Product A will
             | hit a point where its excitement will taper off.
             | 
             | > 4. hire more people to work on Product B. Have it launch,
             | big growth!
             | 
             | Why is the answer "hire more people to work on Product B"
             | and not "Move people from A to B and shrink the product A
             | team to focus on bug fixes and security fixes"
             | 
             | I would think that the desire to hire a whole new team
             | rather than move staff is what keeps Zawinski's Law [0]
             | around.
             | 
             | [0]
             | https://en.wikipedia.org/wiki/Jamie_Zawinski#Zawinski's_Law
        
               | johnnyanmac wrote:
               | It's not mutually exclusive. But it depends on Product B,
               | and oftentimes these kinds of tech companies want to grow
               | in completely different areas.
               | 
               | Take Amazon, for example: they have great engineers, but
               | probably not too many game developers (or those
               | interested in moving from current SWE positions to the
               | game division). And they almost certainly had no artists
               | on board, among other disciplines needed for a game. So
               | when making Amazon Games they would have to mostly hire
               | new staff. Not the best example given how they floundered
               | for a decade, but I think that was a management issue
               | over a talent issue.
        
         | somenameforme wrote:
         | There's another strong argument in favor of this point. This
         | [1] is from Unreal's license:
         | 
         | ---
         | 
         | "7. The Agreement Between You and Epic a. Amendments If we make
         | changes to this Agreement, you are not required to accept the
         | amended Agreement, and this Agreement will continue to govern
         | your use of any Licensed Technology you already have access to.
         | 
         | However, if we make changes to this Agreement, you will not be
         | allowed to access certain Epic services or download the
         | Licensed Technology unless you have accepted the amended
         | Agreement. If we make changes, we will provide you with notice,
         | such as by sending an email or giving you notice when you next
         | log into an Epic service."
         | 
         | ---
         | 
         | So in other words, if they do a bait and switch, you're free to
         | keep using the old license for older versions of the engine.
         | The reason I think this is telling is because they did this in
         | the day and age where basically every EULA comes down to "We
         | can do anything at any time, for any reason, and you can do
         | nothing." For them to actually have this in their terms is a
         | tremendous display of good faith.
         | 
         | [1] - https://www.unrealengine.com/en-US/eula/unreal
        
           | das_keyboard wrote:
           | If you go to this Unity blogpost from 2019 [1] it states:
           | 
           | > When you obtain a version of Unity, and don't upgrade your
           | project, we think you should be able to stick to that version
           | of the TOS.
           | 
           | > Moving forward, we will host TOS changes on Github to give
           | developers full transparency about what changes are
           | happening, and when.
           | 
           | The link to the mentioned GitHub repo just recently became
           | dead :/
           | 
           | [1]: https://blog.unity.com/community/updated-terms-of-
           | service-an...
        
             | somenameforme wrote:
             | Nothing's ever dead. [1]
             | 
             | ---
             | 
             | "8. Modifications.
             | 
             | Unity may update these Unity Software Additional Terms at
             | any time for any reason and without notice (the "Updated
             | Terms") and those Updated Terms will apply to the most
             | recent current-year version of the Unity Software, provided
             | that, if the Updated Terms adversely impact your rights,
             | you may elect to continue to use any current-year versions
             | of the Unity Software (e.g., 2018.x and 2018.y and any Long
             | Term Supported (LTS) versions for that current-year
             | release) according to the terms that applied just prior to
             | the Updated Terms (the "Prior Terms"). The Updated Terms
             | will then not apply to your use of those current-year
             | versions unless and until you update to a subsequent year
             | version of the Unity Software (e.g. from 2019.4 to 2020.1).
             | If material modifications are made to these Terms, Unity
             | will endeavor to notify you of the modification. If a
             | modification is required to comply with applicable law, the
             | modification will apply notwithstanding this section.
             | Except as explicitly set forth in this paragraph, your use
             | of any new version or release of the Unity Software will be
             | subject to the Updated Terms applicable to that release or
             | version. You understand that it is your responsibility to
             | maintain complete records establishing your entitlement to
             | Prior Terms."
             | 
             | ---
             | 
             | EDIT: Oh wow. How sketchy. That page on Github is only
             | their "additional terms". When you go to their terms page
             | itself you find [2]
             | 
             | ---
             | 
             | "1.4 Modification
             | 
             | Unity reserves the right, at its sole discretion, to
             | modify, discontinue or terminate the Services. Unity may
             | also modify the Agreement at any time and without prior
             | notice. If we modify the Agreement, we will post the
             | modification on the Site or otherwise provide you with
             | notice of the modification. We will also update the "Last
             | updated" date at the top of these Terms. By continuing to
             | access or use the Services after we have provided you with
             | notice of a modification, you indicate that you agree to be
             | bound by the modified Terms. If the modified Terms are not
             | acceptable to you, your only recourse is to cease using the
             | Services.
             | 
             | Notwithstanding this Section 1.4, any modification of the
             | Unity Software Additional Terms is subject to Section 8 of
             | the Unity Software Additional Terms."
             | 
             | ---
             | 
             | There is some serious lawyerizing going on there that makes
             | this largely incomprehensible to me at least, probably by
             | design.
             | 
             | [1] - https://web.archive.org/web/20201111183311/https://gi
             | thub.co...
             | 
             | [2] - https://web.archive.org/web/20200814002539/https://un
             | ity3d.c...
        
             | janosdebugs wrote:
             | Mentioning it in a blog post is not the same as putting it
             | in the TOS themselves and you can keep using the old
             | version with the old agreement.
        
           | BlueTemplar wrote:
           | I can't see how anything less favorable to the devs would not
           | be instantly rejected in court, especially in the EU ?
           | 
           | Speaking of which, I don't see why the Unity using devs can't
           | just keep using the old version of Unity, and therefore never
           | have to accept the new license ?
           | 
           | (Of course I assume that Unity would have made it extra-
           | annoying, because these changes don't just come out like
           | that, but the point here is to give themselves time to find
           | an alternative to Unity.)
        
         | pxoe wrote:
         | people trusted in unity for years, enough to build their
         | products and careers on it and around it, and something like
         | this still happened. was it foreseeable? even if it was, well
         | what then, 'great, i have no options besides sucking it up or
         | switching, since i built upon this'. what guarantees do
         | epic/unreal customers have?
         | 
         | oh wait, this isn't about 'what worth does 'trust in company'
         | even have', but more like 'public companies bad'
        
           | BlueTemplar wrote:
           | > was it foreseeable?
           | 
           | Has Unity ever said anything about turning their software
           | into a platform, for instance asking for monthly/yearly
           | subscriptions instead of a one time fee ?
           | 
           | If they did, _that 's_ when the devs (and especially teachers
           | of future devs !) should have dropped it as soon as feasible.
        
             | pxoe wrote:
             | platform isn't just about subscriptions, subscriptions
             | don't really make a platform, and overall it'd be kind of a
             | poor tell of whether it's time to jump ship. epic/unreal is
             | kind of a platform (there's a bunch of stuff in their
             | ecosystem that plugs in, etc.), so what, should people jump
             | ship from unreal now
        
         | doctorpangloss wrote:
         | I get that you're writing stylized speculations but in my
         | experience in the games industry, every single point is wrong.
         | It is the most upvoted comment because it touches on a bunch of
         | first-principles-know-nothing boogeymen, but so it goes with
         | Hacker News nowadays. You can keep reading to find out why, or
         | whatever, my dog in this race is (1) I use Unity (2) I don't
         | think they're going to change anything about these terms except
         | maybe the installs issue (3) and the vast majority of people
         | will continue to be unaffected by these pricing changes.
         | 
         | If people want to spend their breath agitating for something,
         | it's to get Unity to share the source code for a lower price.
         | That would actually help me make better games. At the scale
         | where Unity pricing matters, the engine costs will take away
         | from marketing spend.
         | 
         | > ...the only reason Unity went this route is because they
         | don't want to... break the promise of no revenue share/royalty
         | pledge... too many headcounts... privately held [is good and
         | public is bad]... says a lot.
         | 
         | Ultimately there's no alternative to Unity right now as an
         | engine. You can certainly believe there is. It's a complex
         | piece of software and target platforms and technology are
         | always changing, so it's understandable that it is expensive to
         | develop.
        
           | lelanthran wrote:
           | > Ultimately there's no alternative to Unity right now as an
           | engine.
           | 
           | Depends on the game - the majority of Unity games can be done
           | in Godot, as far as I can tell, because they're simple indie
           | games with fire-sale assets (or even free assets) from itch.
           | 
           | Unity is not making the revenue they need, because their
           | "popularity" is on free-as-in-beer games which no one is
           | going to pay for anyway. It's just an added sword into their
           | side that the majority of devs who use unity can switch to
           | Godot with almost no difference to their (devs) revenue.
        
           | BlueTemplar wrote:
           | If there isn't right now, after news like this, someone will
           | start making one.
        
           | johnnyanmac wrote:
           | >If people want to spend their breath agitating for
           | something, it's to get Unity to share the source code for a
           | lower price.
           | 
           | while I hate it being gated, it's not that expensive for a
           | medium sized company to get source code access. $3000 +
           | probably some per seat licenses that are orders cheaper than
           | what you pay employees (even significantly underpaid game
           | devs). if you get more than 250k installs you're already
           | paying more than that to begin with with the new plan.
           | 
           | >Ultimately there's no alternative to Unity right now as an
           | engine.
           | 
           | maybe for you, but to pretend there are zero alternative
           | tools because you don't like shows more arrogance than the
           | post you are criticizing.
           | 
           | >I'm actually not saying that one person should use one or
           | the other - they are simply made to do and make fundamentally
           | different things.
           | 
           | it's a tool at the end of the day. you can make Unreal engine
           | 5 run Undertale and you can make Gamemaker run Crysis if you
           | are determined enough. Most people here will be talking about
           | the technical aspects of the engine, not the
           | political/historical roles each engine has made.
           | 
           | I can kind of see where you are coming from but I disagree
           | with the angle that Unity/Unreal are fundamentally different
           | skillsets. they are ubiquitous enough and feature filled
           | enough that the limitations come a lot from the team rather
           | than the engine, with a few special edge cases.
           | 
           | To name one: Unity and Unreal are awful for games with mass
           | destructible environments for example. People CAN still make
           | those, but that's the one case where it may be worth rolling
           | your own tech. Essentially, you make your game separate from
           | the actual unity layer and use Unity purely as a renderer,
           | not for its game framework. I know Unity games that do this,
           | and I think UE can do the same but I lack the knowledge
           | there.
        
             | maccard wrote:
             | Completely agree. If I had to make a destructible game from
             | scratch I would implement that tech in unreal rather than
             | starting from scratch 10 times over.
        
           | Vt71fcAqt7 wrote:
           | >Ultimately there's no alternative to Unity right now as an
           | engine.
           | 
           | How can you say that when unreal exists? They are dominant in
           | PC and even used in many large mobile games.
        
             | doctorpangloss wrote:
             | They simply serve very different audiences of both
             | developers and end users. Their coexistence is evidence of
             | how different they are from one another, not how fungible
             | they are.
        
               | tomtheelder wrote:
               | They really don't at this point. Unreal has reached a
               | point where it's a better choice than Unity for nearly
               | every single project. There's still these pervasive
               | beliefs that Unity is better for 2D or better for small
               | teams, and it just isn't true.
               | 
               | The one exception is junk mobile games, and even then I
               | think Unreal is a completely reasonable choice.
               | 
               | Unity has been well and truly left behind with the gap
               | widening every day and they know it.
               | 
               | Their coexistence is a legacy of a time where Unreal had
               | not widened its viable use cases beyond triple A style 3D
               | games, but that hasn't been the case for years now. It's
               | just taking a whole for developers to catch up, and
               | obviously there's a lot of inertia with Unity projects
               | and experience.
        
               | doctorpangloss wrote:
               | I am saying that only from the point of view of someone
               | who has made and published a lot of games, in roles
               | including developer and director, on a lot of platforms
               | and dealt with a lot of engines. But I really hate making
               | this about me. The outrage-driven discourse that people
               | hitch onto to promote their shit is the worst excess of
               | cultural materialism.
               | 
               | The most succinct explanation for the difference is that
               | Unreal gets your game financed, Unity gets your game
               | made.
               | 
               | > There's still these pervasive beliefs that Unity is
               | better for 2D or better for small teams, and it just
               | isn't true.
               | 
               | You're coming at this like a feature box checking sort of
               | deal. There are so many bigger picture things going on
               | with the differences between the two engines. I'm
               | actually not saying that one person should use one or the
               | other - they are simply made to do and make fundamentally
               | different things. For example, if you're aspiring to make
               | a top-ranked Steam game, it makes a lot of sense to use
               | Unreal, because those are all multiplayer FPSes; and it
               | also is telling you that you need a team of 10-100 people
               | and at least an $8-$100m budget, because that's how much
               | it costs to "enter" that space and build on Unreal. Your
               | takeaway shouldn't be "for small teams" or whatever,
               | because you're looking at the wrong stage in the
               | pipeline.
        
               | tomtheelder wrote:
               | And what I am saying is that they absolutely are not
               | designed to do different things any more. That used to be
               | the case, but Unreal has fully eaten Unity's lunch here
               | in a technical sense. The engine's roots are in AAA first
               | person, but they have grown it far, far beyond that. It
               | is now a fully capable general purpose engine for
               | anything from 2D puzzlers to AAA FPSes.
               | 
               | There just are not games any more for which Unity offers
               | any legitimate advantages over Unreal. Unity has been
               | incredibly stagnant as an engine for pretty much a
               | decade, while Unreal has expanded its capabilities and
               | feature set to now virtually fully encompass those of
               | Unity. The idea that they are designed for different
               | things is just out of date.
               | 
               | In 2023 I think the only legitimate reason to pick Unity,
               | and this is a very good reason for what it's worth, is
               | experience with the engine. I say this as someone who
               | published games in Unity in the past and has transitioned
               | to Unreal. They are both general purpose game engines
               | serving the same teams and the same games, with the
               | exception that Unity cannot support truly top end games.
        
               | aschearer wrote:
               | Genuine question, how is Unreal's support for:
               | 
               | - Tilemaps generally
               | 
               | - Tilemap with rule-based brushes
               | 
               | - "Sprite shapes" basically free-form 2D polygon sprite
               | created via a shape editor
               | 
               | - 2D collision with polygon colliders (bonus points if
               | the two can work in tandem)
               | 
               | - 2D lighting
               | 
               | - Snapping things to a grid? Like moving props in a scene
               | on a grid. Or editing a shape to snap to a grid?
        
               | maccard wrote:
               | Genuine answer (not OP) the easiest way to work with 2d
               | in unreal is to work in 3D and lock an axis, particularly
               | around lighting and collision.
               | 
               | > Snapping things to a grid? Like moving props in a scene
               | on a grid. Or editing a shape to snap to a grid?
               | 
               | Out of the box you have [0]. With about 10 lines of code,
               | or a few blueprint nodes, you can support more advanced
               | snapping.
               | 
               | [0] https://docs.unrealengine.com/4.27/en-
               | US/Basics/Actors/Actor...
        
         | georgeecollins wrote:
         | Nothing against Epic, but they have a strategic incentive to
         | encourage people to use their store. Getting a discount to use
         | the engine in exchange for a store "exclusive" is a cost that I
         | see developers not really appreciating. There is no free lunch.
        
           | ThatPlayer wrote:
           | I don't think that's unusual. When Valve announced Source 2
           | for free, there was a similar discount to use the engine: the
           | game must release on Steam. Maybe that has changed in the 8
           | years of no news about the release of Source 2 for developer
           | though.
           | 
           | https://www.pcgamer.com/source-2-will-be-free-wont-ask-
           | for-r...
        
         | sigmoid10 wrote:
         | I don't think this is a problem of company structure. It's
         | solely a problem of bad management. If they had listened to
         | their users or their own developers, or any remotely sane
         | person with some touch of reality, then this wouldn't have
         | happened. But if you hire the former CEO of EA - a guy with no
         | low level industry experience and who left his last job because
         | of poor financial performance - then this whole fiasco seems
         | like it was inevitable.
        
           | johnnyanmac wrote:
           | >It's solely a problem of bad management. If they had
           | listened to their users or their own developers, or any
           | remotely sane person with some touch of reality, then this
           | wouldn't have happened
           | 
           | TBH I think the growth argument is better. Ricetellio isn't
           | some especially bad CEO, and I'm sure 50 other CEOs woulda
           | done the exact same thing if it wasn't him. Which is exactly
           | why every other tech company was also hit with massive
           | layoffs this year.
           | 
           | It's not some standout, it's the 20th consequence of actions
           | every other public company pursued. Look at all the
           | industries Unity tried to branch out into in 4-5 years and
           | you see why they became balooned to 7K employees:
           | https://i.imgur.com/3Ume4Qm.png
        
           | miragecraft wrote:
           | On the surface that is the case, but once you're a publicly
           | traded company you're beholden to your shareholders, not your
           | customers, so your goals and incentives changes drastically
           | and "bad management decisions" gets made.
           | 
           | You think the management made a mistake, I think the
           | management (as a result of going public) _is_ the mistake.
        
             | tmpX7dMeXU wrote:
             | That's a simplistic view. "Beholden to shareholders" does
             | not mean prioritising short-term gain at all costs. That's
             | not just my ideology, it is how publicly traded companies
             | work a lot of the time, including the one that I work for.
             | 
             | To imply that there's such a stark binary difference
             | between a privately held and publicly held company misses a
             | lot of nuance. Investors can want a quick out or be in for
             | the long game in either case. The controlling parties pre-
             | IPO have plenty of knobs they can turn to limit drive-by
             | influence if they choose. If a company gets fucked by going
             | public, it was already fucked before it went public,
             | because the people behind the float either didn't care
             | about protecting the company, or didn't know how.
        
               | Draiken wrote:
               | In theory, that's true. But what I see every day is the
               | opposite. It's essentially what people are calling
               | "enshitification". Mostly short term decisions that screw
               | customers up for a quick buck.
               | 
               | I do agree that private does not mean good. It all falls
               | under the CEO/Founders in my view. But there seems to be
               | way more greedy short term thinking leaders out there.
               | 
               | I can probably count in my hands the amount of companies
               | I follow that are not prioritizing the short-term. Maybe
               | I just don't follow that many companies and I'm biased,
               | but that's the impression I get.
               | 
               | Public companies seem to have an even higher rate of
               | short-term profit seeking though.
        
               | lancesells wrote:
               | Public companies see their stock rise when they fire
               | thousands of people even though they are profitable. The
               | entire system is perverse.
        
               | foobarian wrote:
               | It starts out noble. Once a company goes public, the
               | first few town halls after the shareholder call the CEO
               | or CFO will be like, "Don't worry about the stock price,
               | we're better than all the other short-termist companies,
               | we care about long term quality and blah blah."
               | 
               | But bit by bit, little by little, like Pavlov's dogs the
               | employees get trained to peek at that stock ticker around
               | reporting time. And over time they sync up their decision
               | making with that schedule, and internal planning starts
               | to reflect it. And new initiatives get created and judged
               | by investor reactions. And it's all downhill from there
               | :-(
        
               | trinsic2 wrote:
               | Sorry, it sounds like you're defending the system that
               | doesn't empower the public good. I hear reports time and
               | time again that private companies that go publicly are
               | burned by the artificial and unnatural need for constant
               | growth. Going public serves greedy individuals
               | (shareholders) that have no connection to the service or
               | product that real people depend on.
        
               | miragecraft wrote:
               | Thanks for the insight.
               | 
               | So I guess the conclusion is that Unity was fucked pre-
               | IPO?
        
               | Iulioh wrote:
               | The fact that the CEO was slowly selling millions of
               | shares was an indication
        
               | lotsofpulp wrote:
               | I would expect any CEO to continuously sell shares as
               | they are awarded. Diversifying investments is a very
               | recommended and common investment choice.
        
               | giobox wrote:
               | The CEO's role though is to help make the stock
               | attractive to other investors, not just optimize for
               | their own personal finances. I personally would expect
               | most CEOs to hold a significant portion of their stock
               | awards as a show of confidence in the future value of the
               | company - if the CEO won't hold the investment, why
               | should anyone else?
        
               | johnnyanmac wrote:
               | > if the CEO won't hold the investment, why should anyone
               | else?
               | 
               | I don't think you understand how many shares a CEO has.
               | There are directors at Unity throwing around hundreds of
               | thousands of shares and I'm sure the C execs have an
               | order of magnitude more than that. You never want all
               | your eggs in one basket, if only because you don't want
               | everything to be beholden to the power of your country's
               | economy (something even a CEO can't control).
        
               | lotsofpulp wrote:
               | Surely the CEO has both interests, and securing resources
               | for themselves is of higher priority than securing them
               | for others. They might be expected to hold proportionally
               | more of it than others, but I also would not expect any
               | half intelligent person to put all their eggs in one
               | basket just for the benefit of others.
        
           | mnau wrote:
           | A CEO under who EA introduced lootboxes. A person that
           | proposed that when player runs out of ammo could make an easy
           | instant payment for a quick reload.
           | 
           | Unity engine seems to flounder under him, despite rather
           | insane headcount (7,703), acquisition spree laden Unity
           | Technologies with significant debt...
           | 
           | I am not impressed, not with his ideas and even less with his
           | results.
           | 
           | For comparison, Larry Elisson (Oracle) has distasteful
           | business practices, but very profitable.
        
             | bmitc wrote:
             | It is amazing how easy some people make falling upwards
             | look.
        
               | kibwen wrote:
               | It is easy, all you need to do is be a member of the
               | executive class.
        
             | linuxftw wrote:
             | Running out of ammo and instant payment sounds a lot like
             | an arcade, which is how video games became commercially
             | successful in the first place.
        
               | dfxm12 wrote:
               | A key difference is that you paid nothing up front to
               | play an arcade game compared to Battlefield 2024 (or
               | whatever). There's decades of expectations/inertia not
               | having microtransactions on home games, but I understand
               | that is what publishers are trying to fight against.
               | 
               | It's worth noting that the death of the golden age of
               | arcade games was due to no small part of the rise of
               | console games. People didn't want to pump quarters into a
               | machine to keep playing, they wanted to buy a game once
               | and play it forever.
        
               | nirvdrum wrote:
               | Then consoles all but killed arcades because it turns out
               | no one really wanted to keep feeding quarters (and then
               | dollars) into an unfair game even if that turned out to
               | be cheaper than buying a game outright. Removing that
               | monetization strategy improved the quality and diversity
               | of games as well. I'm not keen on rolling back the clock
               | to that version of yesteryear.
        
               | DeepYogurt wrote:
               | > Running out of ammo and instant payment sounds a lot
               | like an arcade
               | 
               | Any chance you have an example? I can't recall an arcade
               | game that had you pay per bullet.
        
               | numpad0 wrote:
               | I don't think that's a thing in arcade games. There are
               | pay to continue in arcades, and pay to win in regulated
               | gambling that are light on gaming aspect, but never seen
               | one in arcades.
               | 
               | Maybe it's similar to how there are "Dungeons and
               | Something" || "Something and Dragons" but somehow never
               | both?
        
               | 0xabe wrote:
               | This was my impression: running out of ammo leads to
               | death leads to paying for continue credits.
        
               | autoexec wrote:
               | I remember there were arcade games where your health
               | continuously drained and inserting another quarter would
               | heal you. That's worse than a per-bullet price because
               | you were losing even when there were no enemies on the
               | screen. I don't remember the titles because I played
               | those kinds of games exactly once and never again. Total
               | rip off.
        
               | dfxm12 wrote:
               | It sounds like you're talking about Gauntlet Dark Legacy.
               | I also remember guides about how to leave levels with
               | more health than you entered them (there _were_ ways to
               | regain health). It 's hard to single this series out as
               | "a total ripoff" among all kinds of arcade games designed
               | to extract quarters out of you. You can't expect someone
               | to stay on a screen or backtrack forever. Some games use
               | a timer, some throw an endless amount of mobs at you. The
               | nature of the game (which was built in part around
               | exploration) was that they used the health amount as HP +
               | timer.
        
               | kyteland wrote:
               | This guy wasn't proposing anything as crazy as pay-per-
               | bullet. There's lots of games with limited ammo and you
               | find more in the environment. Even in Doom you might run
               | out of ammo for your favorite gun and need to put it away
               | until you found another ammo pack in the level. This is
               | why Valorant has a knife you can switch to, because if
               | you waste gun ammo you run out on your main weapon. In
               | Fortnite you have to find ammo and weapons in chests,
               | etc. This guy was proposing an option to pay to refill
               | your inventory immediately. But people heard "reload" and
               | assumed something completely different.
               | 
               | The real problem with his proposal is it quickly falls
               | apart if you think about it for even a minute. It's a
               | classic pay-to-win mechanic. And once something is pay-
               | to-win it becomes a slippery slope and a race to the
               | bottom for the game makers. Every game has some amount of
               | edge cases where you're playing only to realize "Damn,
               | I'm out, this sucks. I'd pay a buck right now to refill."
               | But once you add in some options to pay in those
               | scenarios, the game maker has a perverse incentive to no
               | longer make it an edge case. Some PM will realize if they
               | make the rare event 10x more likely they'll make 10x more
               | $$$$ and they're off to the races. They start messing
               | with the ammo drop rates to create "pinch points" and now
               | your super fun game really does require you to be "paying
               | to reload" and it's not fun anymore.
               | 
               | This guy was trying (and failing) to present it as a
               | player benefit but the reality is he know exactly where
               | this road lead. It's the same place EA games with loot
               | boxes landed in the end.
        
               | sumtechguy wrote:
               | Arcades in the 90s used the countdown clock,more lives
               | type buy in. You bought time, or they would make the game
               | so seriously hard you had to feed it quarters to keep the
               | game going. Paying on an instant 'hey you could use more
               | ammo for 50cents' at a exploitive time is something I am
               | surprised we did not see as a mechanic in arcades. But
               | they probably would have if they had thought of it. But
               | the idea of feed more quarters in to keep playing was
               | most certainly there.
        
               | sixothree wrote:
               | Gauntlet is a very specific example of this but with
               | health and not ammo.
        
               | chambored wrote:
               | But imagine having to do that if you owned the arcade
               | game.
        
               | linuxftw wrote:
               | If there's an EULA, do you really own it?
        
               | BlueTemplar wrote:
               | How much of it is enforceable ?
        
               | turndown wrote:
               | Except this was in connection with Battlefield 3, a title
               | you'd have to buy. So it's more like buying the arcade
               | machine but somebody still takes quarters from you
               | anyway.
        
             | degreesoffun wrote:
             | I have a few friends that work or have worked at Unity.
             | This is purely anecdotal but from what I've heard it sounds
             | like the place is fairly dysfunctional at this point. A lot
             | of the dysfunction that exists now wasn't there even 3-4
             | years ago.
        
           | kdfjgbdfkjgb wrote:
           | I saw a reddit comment from a Unity developer that alleged
           | that Unity told them not to worry about the changes because
           | this dev used ironSource for their ads. ironSource merged
           | with Unity last year and other commenters were speculating
           | that this whole thing is a play to try to coerce the huge
           | amount of mobile games that are made with Unity to switch to
           | ironSource.
        
             | ethbr1 wrote:
             | To parent's opinion, I'd respond that bad management is a
             | possibility in any company.
             | 
             | However, a broken revenue model misaligns incentives and
             | makes user-bad decisions a _certainty_.
             | 
             | Laying it at the feet of management is blaming the
             | messenger -- the root cause was revenue and expectations
             | being strategically unbalanced.
             | 
             | It's surprising how many people watch companies make "dumb"
             | moves and gnash their teeth over "how could they be so
             | stupid?"
             | 
             | They're not being stupid... they're looking at the cards
             | they have in their hand, what they need to win, and playing
             | it the best way they can.
             | 
             | As people have quipped elsewhere in the comments, there
             | were no ways Unity could deliver the financial performance
             | that was expected of them, with a developer-friendly
             | business model.
        
               | fredsmith219 wrote:
               | Since management sets the expectations, laying the blame
               | at their feet is correct. Who else would you hold
               | accountable for management decisions?
        
               | ethbr1 wrote:
               | Majority shareholders for choosing an ownership model
               | that their operating model couldn't service.
               | 
               | Unity going public was like .org's PIR being sold to PE.
        
             | gochi wrote:
             | You would be right, they have informally stated if
             | developers switch to ironSource/Unity Ads, they would have
             | their runtime fee slashed.
        
         | eestrada wrote:
         | > Epic is privately held, Valve is too, Unity is not and we
         | ended up here. I think that says a lot.
         | 
         | I've been thinking a lot about private versus public companies.
         | Most of my favorite products come out of privately held
         | companies. There is something about the incentives for publicly
         | traded companies that encourages them to make poor choices. I
         | think it is because there are effectively two forms of revenue:
         | selling products/services and selling stock. And those two
         | things often conflict with eachother to the detriment of the
         | customer. However, with a privately held company, the loyalty
         | is primarily to the customer. Thus the products are better
         | because they need to be to keep the company afloat.
         | 
         | I don't think that means that public companies shouldn't exist,
         | but I wonder how an individual can structure their publicly
         | traded company to avoid having the company misalign its
         | incentives with those of the actual paying customer.
         | 
         | My current theory is to focus more on revenue sharing instead
         | of stock price. For example, dividend stocks. I don't think it
         | completely solves the problem, but it at least moves things in
         | the right direction.
        
           | corethree wrote:
           | >My current theory is to focus more on revenue sharing
           | instead of stock price. For example, dividend stocks. I don't
           | think it completely solves the problem, but it at least moves
           | things in the right direction.
           | 
           | This can't be directly enforced. You can't make laws for what
           | people to "focus" on.
           | 
           | Though there is a way to indirectly push this notion:
           | Restrict all stock ownership to be a minimum of 10 years.
           | This indirectly puts more focus on dividends.
           | 
           | It also puts more focus on the core misalignment you're
           | alluding at but failed to see explicitly: The misalignment
           | between short term gains and long term gains.
           | 
           | In the end whether private or public they care about profit
           | over customer. But private owners tend to care about
           | customers because customers represent an overall bigger gain
           | in the longer term and private owners are playing the long
           | game.
           | 
           | If all stocks had a minimum 10 year ownership requirement it
           | will change all corporations to focus on long term gains. I
           | believe this one change can fundamentally fix the problem we
           | have with corporations.
           | 
           | Maybe we can test this.
           | 
           | The other thing that needs to be changed is public
           | responsibility. If a company dumps illegal nuclear waste in
           | some river, directly ask for minimum fines from all shared
           | holders. First divide the fine by the shareholder amount,
           | charge each shareholder. Then if it's below a 500 dollar
           | minimum add the remaining amount to get it up to 500.
           | 
           | Pissed off share holders paying 500 will definitely get
           | corporations to stop doing random crap. Maybe even funnel
           | jail time to board members or C-level execs. If a corporation
           | is responsible for deaths it's justice to place actual people
           | responsible rather then giving "jail time" to a corporate
           | entity that doesn't actually exist.
        
             | eestrada wrote:
             | I apologize for not being clear in my comment. None of my
             | musing was meant to allude to public policy or law. It was
             | about what an individual (or group of individuals) could
             | choose to do with a corporation to avoid perverse
             | incentives in the future. I'm not really interested in
             | directly enforcing anything.
             | 
             | To make a play on an old programming joke:
             | 
             | Once there was an individual who noticed there was a
             | problem with society. He said to himself "I'll use the
             | State to change things!" Now there were two problems.
        
               | corethree wrote:
               | True. Two things.
               | 
               | The first part of my comment doesn't require a state
               | change. I'm sure you can issue securities with a 10 year
               | clause.
               | 
               | The second part of my statement is that while I largely
               | agree with you we Still have state controlling things in
               | the world and it's largely a good thing. You don't want a
               | world without the State controlling an aspect of the free
               | market.
               | 
               | It's not that you don't like the State, it's just that
               | adding additional controls can lead to large
               | unanticipated side effects. Especially sweeping changes
               | like some of the ones I proposed. Totally get this.
               | 
               | That doesn't mean it won't work. Like UBI, these ideas
               | need to experimented on and data needs to be gathered to
               | verify whether it will work. You can't dismiss the fact
               | that that changing public policy Won't work because it
               | currently DOES work.
        
           | robertlagrant wrote:
           | It just depends on the business in question, and the external
           | pressures on the business. Jeff Bezos managed to not pay
           | dividends for years by focusing on value, but also by zooming
           | ahead of the pack in a greenfield environment that was
           | ludicrously profitable. Low margin businesses, private or
           | public, will struggle and have to do something to offer value
           | for money; e.g. make a smaller chocolate bar that's the same
           | price, and a larger chocolate bar that costs more.
           | 
           | On selling stock: I think this is a bit silly. A company
           | can't just sell its stock as a viable strategy. What happens
           | when it runs out? And who would buy it anyway?
        
             | eestrada wrote:
             | In the USA, corporations just do stock splits or run a
             | corporate vote to issue more shares. Also many large tech
             | companies use stock as total compensation for employees, so
             | the "selling" of stock can be indirect as a form of
             | revenue. Instead of paying employees cash, they pay in
             | stock, which frees up more cash for other things. Thus they
             | don't need to have as high of true revenue margins to pay
             | employees well. Big corporations understand that a lot of
             | paper value is fungible one way or another.
        
         | binarymax wrote:
         | Epic/Valve are privately held _now_ , but if you build a team
         | and game series on a proprietary platform, you are at the whim
         | of the platform owner. It might be a low risk now given they
         | are looking to scoop up teams ditching Unity, but nobody knows
         | what will happen in 2 or 3 years.
        
         | _hypx wrote:
         | There is a secondary argument in favor of home-grown engines
         | too. It's been very disappointing to see so many game companies
         | abandon their own rendering technology in favor of Unreal.
         | Terrible licensing rules might drive companies to go back to
         | having their own engines.
        
           | dvngnt_ wrote:
           | I feel like each year makes it harder as demands increase
        
             | _hypx wrote:
             | Never every game needs to have insane graphics. For a lot
             | of games, "good enough" graphics is fine.
        
               | johnnyanmac wrote:
               | you're asking for consumers to temper their expectations.
               | Just look at how much crap they threw at Redfall, and
               | that was likely a game many people played on Gamepass for
               | "free".
               | 
               | It sucks but part of that "need" for insane graphics is
               | consumer driven. Even though Nintendo games get a lot of
               | flack for how "weak" the Switch is, but their big IPs do
               | cirlcles around the industry, all on one platform without
               | even relying on MTX. But I guess Nintendo appealing to
               | more than just the core gamers helps a lot. Come to think
               | of it, it's surprising how few "family" AAA games there
               | are these days.
        
               | _hypx wrote:
               | Redfall was an incomplete game. Graphics was the least of
               | its problems.
        
               | johnnyanmac wrote:
               | Gamers are calling a lot of games lately incomplete. It
               | doesn't stop sales if it looks good enough.
        
               | gochi wrote:
               | It's not just graphics, it's everything. Look at
               | Frostbite for example from EA. While a good shooter
               | engine, they had to make significant changes over the
               | years to adapt the engine to other genres of games, and
               | that significantly bloated timelines. Jason Schreier has
               | reporting on this if you're interested.
               | 
               | We kind of forget that a lot of custom engines aren't
               | universal ones like Unity or Unreal that can adapt to
               | anything you throw at it. Custom engines are largely
               | hyper specific to the type of game they were making with
               | it, everything else is experimental, untested,
               | undocumented, or non-existent!
        
               | _hypx wrote:
               | Frostbite is a weird example because they focused heavily
               | on graphics over gameplay. It is also an FPS engine that
               | was forced into powering an RPG, and without any real
               | input from the developers in question.
               | 
               | I'm sure most larger gamedev companies can make a decent
               | game engine on their own if extreme performance is not
               | needed. The recent Baldur's Gate is a good example.
        
               | autoexec wrote:
               | Honestly I prefer games with a strong sense of style over
               | those with high quality graphics but a bland/generic
               | look.
        
         | akhosravian wrote:
         | I think it is unlikely Epic or Valve will adopt something as
         | overtly hostile to business users in their ecosystems as long
         | as they are controlled by Tim Sweeney and Gabe Newell
         | (respectively).
         | 
         | I think it's anyone's guess what will happen when that stops
         | being true, but anyone under the age of 40 or so should
         | recognize they will almost certainly outlive those individuals.
         | Closed source means you are beholden to what their successor's
         | decide even if you (like me) are confident their current
         | leadership will make good decisions.
        
         | philipov wrote:
         | > I think the only reason Unity went this route is because they
         | don't want to be seen to publicly break the promise of no
         | revenue ...
         | 
         | Not quite. Unity merged with a company that sells mobile ads:
         | ironSource. They are direct competitors of AppLovin, the
         | dominant player in that market. The terms and backroom deals
         | that Unity is offering devs will waive these fees if they use
         | Unity's ad products instead of AppLovin. This is clearly an
         | attempt to abuse their position in one market (game engines) to
         | bolster their position in another market (mobile ads).
        
           | nugget wrote:
           | Unity seems to be attempting this in the most deceptive and
           | deceitful way possible, establishing the new Runtime Fee and
           | then offering a temporary 100% "waiver" of the fee if you use
           | their other (presumably inferior) products.
           | 
           | As soon as the pressure fades, the waiver will be reduced to
           | 50% and then eventually dropped completely - but of course
           | the new fees will remain.
           | 
           | They must think the average game developer has no business
           | sense whatsoever.
           | 
           | Based on the backlash, my prediction is that Unity either
           | quickly reverses course (damaging their brand a little and
           | perhaps costing the CEO his job) or stubbornly doubles down
           | (damaging their brand a lot and giving Godot and others an
           | opening to eventually rival them).
        
             | KronisLV wrote:
             | > Unity seems to be attempting this in the most deceptive
             | and deceitful way possible, establishing the new Runtime
             | Fee and then offering a temporary 100% "waiver" of the fee
             | if you use their other (presumably inferior) products.
             | 
             | I looked into it a bit more and unless I did some bad maths
             | or misread their terms, the whole Runtime Fee looks like a
             | badly disguised sales funnel to me:
             | https://blog.kronis.dev/articles/unity-runtime-fee-a-look-
             | at...
             | 
             | The Personal and Plus tiers in particular now need to
             | basically find additional 50 or so cents per install
             | (factoring in platform fees and publisher fees), whereas
             | for Pro and Enterprise tiers that figure is closer to under
             | 10 cents).
             | 
             | In other words, once you start having to pay the Platform
             | Fee on the Personal or Plus tier, it very quickly becomes
             | cheaper to just get a Pro subscription and have the
             | Platform Fee go away for 800'000 more installs on Pro (on
             | top of the 200'000 you get without the platform fee on
             | Personal/Plus).
        
               | WillPostForFood wrote:
               | How are you calculating .50 cents personal vs .10 cents
               | pro?
        
               | KronisLV wrote:
               | Closest to 50 cents and 10 cents was at around 1'600'000
               | installs I think (some graphs at the bottom of this
               | comment).
               | 
               | Let's see how I got there, let's take their Runtime Fee
               | rates: https://unity.com/runtime-fee
               | 
               | For Personal tier you start paying after 200'000 installs
               | (threshold), whereas with the Pro tier you start paying
               | after 1'000'000 installs (threshold).
               | 
               | That gives us 1'400'000 installs that we need to pay for
               | with the Personal tier and 600'000 installs that we need
               | to pay for with the Pro tier, for which the runtime fee
               | will be calculated and which are above the corresponding
               | thresholds.
               | 
               | For the Personal tier, which has a fixed rate, the
               | platform costs are then:                 1'400'000 * 0.20
               | = 280'000 USD
               | 
               | For the Pro tier, with the volume discounts, the platform
               | costs are then:                 100'000 * 0.15 = 15'000
               | USD       400'000 * 0.075 = 30'000 USD       100'000 *
               | 0.03 = 3'000 USD       TOTAL: 15'000 + 30'000 + 3'000 =
               | 48'000 USD
               | 
               | (they're lower for emerging markets, but using the main
               | prices here)
               | 
               | With 1'600'000 units sold, the overhead per a single unit
               | then becomes:                 Personal: 280'000 /
               | 1'600'000 = 0.175 USD       Pro: 48'000 / 1'600'000 =
               | 0.03 USD
               | 
               | If we assume that a publisher might take around 50% (just
               | an example value in the spreadsheet I used; though in
               | practice can be as low as 20%), then that figure becomes:
               | Personal: 1/(1-0.5) * 0.175 = 0.35 USD       Pro:
               | 1/(1-0.5) * 0.03 = 0.06 USD
               | 
               | On top of that, there are also the platform fees (like
               | Steam might take 30% of your revenue straight off the
               | bat, other platforms might take less), so the figure then
               | becomes:                 Personal: 1/(1-0.3) * 0.35 = 0.5
               | USD       Pro: 1/(1-0.3) * 0.06 = 0.085 USD
               | 
               | Sanity check (doing the same in reverse):
               | Personal full cost (overhead): 0.5 USD       Personal
               | after 30% platform cut: 0.5 - (0.3 * 0.5) = 0.5 - 0.15 =
               | 0.35 USD       Personal after 50% publisher cut: 0.35 -
               | (0.5 * 0.35) = 0.35 - 0.175 = 0.175 USD              Pro
               | full cost (overhead): 0.085 USD       Pro after 30%
               | platform cut: 0.085 - (0.3 * 0.085) = 0.085 - 0.0255 =
               | 0.0595 USD       Pro after 50% publisher cut: 0.0595 -
               | (0.5 * 0.0595) = 0.0595 - 0.02975 = 0.02975 USD (close
               | enough to 0.03 USD)
               | 
               | While the exact percentages might change, Unity asking
               | for say 0.20 USD per copy (or effectively 0.175 USD in
               | the example, because the first 200'000 don't have the
               | runtime fee) means that you'll need to make _more_ gross
               | revenue per copy than that, because your publisher and
               | the platform will both take some of that for themselves.
               | 
               | Here's the graphs that I came up with, first how the
               | total runtime fee changes based on the tier:
               | https://blog.kronis.dev/images/1/4/-/u/n/14-unity-
               | pricing-gr...
               | 
               | Also, approximately how the runtime fee overhead changes
               | with publisher/platform fees included (with the example
               | percentages above):
               | https://blog.kronis.dev/images/1/6/-/f/e/16-fee-per-
               | install-...
        
             | maccard wrote:
             | > As soon as the pressure fades, the waiver will be reduced
             | to 50% and then eventually dropped completely - but of
             | course the new fees will remain.
             | 
             | I think you've got this wrong. Unity is (multiple really,
             | but for the purposes of this) two products - the engine and
             | unity ads. Unity ads is the money maker, this is an attempt
             | at bridging that gap. Ultimately unity don't care how they
             | pay you, they just want to know that if you're building a
             | successful game off their products, they're going to get
             | paid. They can't do a revshare (because for some insane
             | reason they talked themselves out of that a few years
             | back), so they're left with something that quacks like a
             | revshare, but won't negatively impact their most profitable
             | customers and force them to reconsider.
             | 
             | Ultimately, I think that's as far as they got with the
             | analysis and failed to consider well... everything else.
        
             | Gareth321 wrote:
             | > They must think the average game developer has no
             | business sense whatsoever.
             | 
             | Well if the reports are to be believed, developers were
             | signing agreements with Unity which allowed them to make
             | unilateral changes to fees. If so, devs really do have no
             | business sense.
        
               | tremon wrote:
               | And how much leverage do you think those developers had
               | to negotiate the agreement terms?
        
               | [deleted]
        
             | kibwen wrote:
             | _> They must think the average game developer has no
             | business sense whatsoever._
             | 
             | Any game whose monetization strategy is "ads" is uniformly
             | trash-quality shovelware. They're not here for the long
             | haul, they're here to optimize short-term profit and dump
             | as much garbage on the app store as they can.
        
           | antonjs wrote:
           | Kind of feels like this is the Boeing--McDonnell Douglas of
           | game engine acquisitions.
        
           | ToucanLoucan wrote:
           | I could see that, but based on the massive stock unloads from
           | numerous high level execs right before hand, it seems more
           | likely to me that it's just another company that's going to
           | be cratered inside of a year, stir up tons of controversy and
           | legal problems with stupid decisions, and then everyone
           | responsible will leave after the bankruptcy up millions of
           | dollars. And another perfectly viable business will be
           | stripped and sold for parts on the market because that looks
           | better on balance sheets than just making and selling a
           | product these days.
        
           | and0 wrote:
           | That's fascinating, thanks. None of the various analysis I've
           | read so far have hit on this point but it makes sense.
        
             | philipov wrote:
             | I think HoegLaw did a good rundown of the legal side of it:
             | 
             | https://www.youtube.com/watch?v=rGMrebXypJo
        
         | glenstein wrote:
         | That all hinges on a motley combination of rationalizing,
         | squinting, guesstimation of intentions and projecting future
         | behavior of unpredictable third parties. One could have with
         | equal plausibility made an assessment that Unity would not
         | proceed with self-inflicted wounds, yet here we are.
         | 
         | Just like the "I've got nothing to hide" argument fallaciously
         | depends on assumptions about the coherence of motives on the
         | part of people violating your privacy, "I've got nothing to
         | worry about" depends on assuming reasonable motives from
         | private actors. It is a lot less strenuous to reason from a
         | place that is agnostic about future intentions of third
         | parties.
        
         | lowbloodsugar wrote:
         | >hinges on the premise that Epic ... is willing to burn their
         | bridge with developers for questionable increase in profit
         | 
         | Bahaha. Epic would eat their own grandmother if it got them an
         | increase in profit. You better hope the Epic never becomes the
         | only game in town, because then you will see what happens to
         | who takes home what revenue.
        
         | danaris wrote:
         | The problem is, this isn't a question of, "Will Epic do
         | something like this tomorrow?"
         | 
         | It's "Will Epic do something like this at any point in the
         | foreseeable future?"
         | 
         | Will Epic's leadership decide to IPO in hopes of more money?
         | 
         | Will they take a lucrative private buyout from some other
         | billionaire with more money than sense, like Musk?
         | 
         | Will they hire new upper management that persuades them they
         | need to do something like this for Serious Business Reasons?
         | 
         | Will they retire and be replaced by people who do the same?
         | 
         | The problem is, if you build your game on Unreal, you're
         | essentially betting _all_ its future commercial success on one
         | for-profit company 's decision to remain Less Of An Asshole
         | Than The Other Guy. The choice of what engine you use has
         | suddenly become about much more than just "what features does
         | it offer?" "How many developers know how to use it?" or even
         | "What's the pricing structure _today_? " You have to worry
         | about whether they'll get it into their heads, _for whatever
         | reason_ , to retroactively change their pricing structure in a
         | way that ruins you financially.
         | 
         | On the other hand, if you build your game on Godot, or some in-
         | house engine, you know you'll _never_ need to worry about that.
         | 
         | Also worth noting: If the gaming industry, and the public at
         | large, send a clear enough signal to Unity _now_ that this is
         | unacceptable, that makes it much, _much_ less likely that
         | anyone else will try to pull bullshit like this in the future.
        
         | and0 wrote:
         | Bingo re: Unity going public. Once you have a stock price (and
         | assuming your early investors aren't the most aggressive type
         | in the first place) the goal then shifts to infinite growth,
         | and lately tech companies (even Google Netflix etc) have had to
         | make user-unfriendly decisions to justify ever growing
         | valuations in the face of rate hikes. Unity isn't the first,
         | but it has maybe done it the worst.
         | 
         | One of the "analysis" threads by a VC on Twitter mentioned the
         | engine not making as much money as the ad business as
         | "unsustainable". But it's the same nonsense Musk spouted with
         | Twitter not being sustainable or "making a profit" -- it made a
         | profit but not given the market realities deliberately hoisted
         | upon it.
        
         | majormajor wrote:
         | That assumes that the motivations won't ever change for Epic,
         | like how they changed for Unity.
        
       | raincole wrote:
       | Just became a Bevy sponsor. I'll try to convince our studio to
       | donate a % of profit to open source project.
       | 
       | No mater how slim the chance Bevy actually becoming a mainstream
       | engine is.
        
       | Gareth321 wrote:
       | If developers signed agreements to that effect, yes, in America.
       | There are fairness tests in many other countries.
       | 
       | What is blowing my mind is that developers have been signing
       | agreements which effectively gave Unity the right to take any
       | revenue they wish, at any time. At that point the developers
       | don't own their company anymore. Unity does. Always have a lawyer
       | check your agreements before you sign them. If your business
       | relies on an agreement to function, make sure the other party
       | can't make unilateral changes.
        
       | swalsh wrote:
       | I wish game development wasn't so monolithic. You're either all
       | in on Unity, or all in on Unreal, or all in on GoDot. They are
       | designer forward, code later. Each has a marketplace of sorts,
       | but in my experience it's substandard.
       | 
       | Compare that to web development (different beast I know, but
       | there's no reason gaming can't be more componentized). Web
       | development is so simple these days because I spend most of my
       | time gluing stuff together, and sanding the edges.
       | 
       | Game development has concepts like this, and I have no doubt I'll
       | get replies showing me some nifty component system, or talk about
       | how I just don't understand ECS etc, but they seem tacked on to a
       | monolithic walled garden. There's something magical about "npm
       | install x" and adding a whole feature to your app.
       | 
       | Maybe it's because "it's art" and game development is just a
       | passion project.
        
         | danjoredd wrote:
         | The problem is, that making a 3D engine is extremely tough, and
         | most 3D engines are completely proprietary as a result. There
         | are plenty of 3D libraries that make 3D game development for
         | small games easy, but when you compare a Python library next to
         | a system that includes a 3D engine, a level editor, a file
         | management system, and the ability to easily compile for
         | different systems, its no contest for game companies. A fully-
         | fledged development environment scales better for these multi-
         | million dollar projects than a singular library.
         | 
         | It's why in the 90s every game was mostly built on an engine
         | specifically designed for that game, and in the 2000s they
         | switched to prebuilt game engines. Saves a lot of time AND
         | money.
        
         | maccard wrote:
         | I fundamentally disagree about unreal being design first. What
         | do you think the teams of programmers implement features in
         | unreal games are doing?
        
         | galleywest200 wrote:
         | > Web development is so simple these days because I spend most
         | of my time gluing stuff together, and sanding the edges.
         | 
         | This does exist in the gaming industry, it is called
         | "shovelware". "Shovelware" is when you just glue existing
         | assets purchased for cheap and "shovel" them into a game for a
         | quick buck. Usually not very complex games, low effort stories,
         | etc. Also usually very cheap to download.
        
           | a_cardboard_box wrote:
           | I assume the parent comment meant gluing parts of the game
           | engine together like renderers and physics engines. You can
           | make shovelware in a monolithic game engine.
        
         | omoikane wrote:
         | > I wish game development wasn't so monolithic.
         | 
         | If you are thinking about why the game engines aren't broken
         | down into finer reusable components (e.g. one module for
         | rendering and another for physics, etc.), it probably has to do
         | with how these things are tightly integrated, and how every
         | game engine has a different design philosophy on how the world
         | should be organized. The different organizations might also
         | mean that you have to design the games to fit a specific game
         | engine, which is unfortunate.
         | 
         | Maybe you are lamenting why the marketplaces or asset stores
         | are so closely tied to the game engines? For some plugins, they
         | have to be tailored to the specific engines. But for arts and
         | sounds, there are many free and paid options to choose from,
         | although not necessarily of the same quality and cost as one
         | might get from the asset stores that are sponsored by the game
         | engines (e.g. Unreal Megascans).
         | 
         | There are still various tools associated with game development
         | (e.g. Blender for 3D, your favorite text editor for scripting),
         | and those aren't tied to specific game engines.
        
         | JamesLeonis wrote:
         | You better understand the value proposition of game engines
         | than you think.
         | 
         | Spin your view a little: NPM is your _web development engine_.
         | Somebody had to write all of that code that undergirds NPM _as
         | an engine_ as well as the particular library you want to
         | install.
         | 
         | Game engines are no different. They manage a bunch of (mostly
         | boilerplate) game development components (sound, textures,
         | rendering, animation, menus, collisions, physics, resource I/O,
         | etc etc) so game developers can spend time "gluing stuff
         | together, and sanding the edges" of their game. Monolithic
         | engines like Unity have a plugin system for installing 3rd
         | party libraries, and the engine tooling itself acts as its own
         | level, effect, cutscene (etc etc) editor.
         | 
         | At the end of the day games are just like any other programming
         | task. You have a limited amount of effort/time/budget, so you
         | have to make decisions about where you want to optimize. Game
         | engines, even monolithic ones like Godot and Unity (and,
         | really, every 3rd party game development tool) are all designed
         | to let you focus effort/time/budget on the unique aspects of
         | your game.
        
         | raytopia wrote:
         | It's not as monolithic as you'd think. There are lots of
         | engines out there but their communities aren't very vocal
         | compared to Unity, Unreal, and especially Godot's community.
         | 
         | Take a look at: https://itch.io/game-development/engines/most-
         | projects
         | 
         | And
         | 
         | https://www.gamedeveloper.com/blogs/the-generous-space-of-al...
         | 
         | If you look at both of these you'll see just how many engines
         | there are and neither of these cover everything. There are
         | plenty of engines popular in the Python community that no one
         | outside of it are aware of. Such as Arcade [0], Python-Tcod
         | [1], Ursina [2], UPBGE [3], and Panda3D [4]. But based on your
         | description you'd really like https://gdevelop.io/. It embraces
         | exactly what you're describing where you can build a game but
         | just installing entire features others have made and put online
         | into your game.
         | 
         | [0] Beginner friendly 2D library:
         | 
         | [1] Rougelike: https://python-tcod.readthedocs.io/en/latest/
         | 
         | [2] Beginner friendly 3D engine (built on Panda3D):
         | https://www.ursinaengine.org/
         | 
         | [3] Blender Game Engine Fork: https://upbge.org/
         | 
         | [4] Highly flexible code first 3D engine: https://panda3d.org/
        
         | TheRoque wrote:
         | No, it's not because it's art, it's because it's okay if all
         | websites look the same, but regarding games, mostly 1 or 2 or
         | its kind will survive, the others have to innovate or will be
         | seen as sub-copies. On top of that, the complexity of making a
         | game makes it so that it's more "coupled" to the hardware, so
         | it's harder to generalize. If you want more component, then you
         | can use the assets store, but at some point you will have to
         | put in some work if you want your game to not be considered as
         | a shovelware
        
         | leecommamichael wrote:
         | Perhaps you're thinking of a particular kind of game-dev as
         | being monolithic? Many top-grossing studios/titles do not use
         | the engines you've listed.
         | 
         | What do you mean by monolithic?
        
       | ireallywantthat wrote:
       | switch to godot(http://godotengine.org/), gamedevs. you reap what
       | you sow. it's better to support open source projects like godot
       | instead of unity whose control lies with the company whose
       | actions probably might not lie with you/your companies' interest.
       | There are hundreds of instances in the past where open source
       | projects replaced corporate projects(ex: blender, git). so,
       | better use godot imo.
        
         | bobsmith432 wrote:
         | Is Godot capable of making 3D FPS games?
        
           | ZekeSulastin wrote:
           | I know Cruelty Squad was made in Godot, but I'm not sure it's
           | quite the best game to showcase general 3D FPS viability ;)
        
           | grumple wrote:
           | Looks like a yes, but it was hard to find this example:
           | https://www.blendernation.com/2020/10/23/behind-the-
           | scenes-f...
           | 
           | All other 3d games I found made with Godot look like they
           | came from the 90s. 2d capabilities look great though. There's
           | probably also some selection bias, it's probably not the
           | first choice for most who want to make a 3d fps.
        
           | raytopia wrote:
           | Yes. Truth be told for any engine you'll be more limited by
           | the size of your art team then anything else.
        
       | yjftsjthsd-h wrote:
       | So to summarize the answer to the title: Probably, unless a dev
       | used an older version that had language around being able to keep
       | the old terms, in which case it'll be for the courts to decide.
       | 
       | And of course "is that legal" may or may not quickly play second
       | fiddle to "is anyone going to use them ever again after this
       | stunt".
        
         | hedora wrote:
         | Note that, "older" means before April 2023. The language that
         | existed then said you could continue to use the calendar year
         | version that was available at the time, so presumably, you can
         | use 2023 releases of their software as long as you were using
         | it (started development? started training?) before April,
         | assuming the courts rule that the old Software ToS applies.
         | 
         | I can't imagine anyone will start using them now, so there's a
         | good chance that the new ToS will only apply to whatever new
         | customers they signed on between April 2023 and Sept 2023, and
         | people that voluntarily update to the 2024 release.
         | 
         | Still, it's a shame. They just threw out millions of developer
         | hours (minimum), and it doesn't seem likely they'll be able to
         | come back from their mistake.
        
       | Kiro wrote:
       | I've been watching a few gamedev streamers port their games to
       | Godot and it's clear that it's not there yet in terms of feature
       | parity. The good thing is that the Godot devs are in the chats,
       | posting (unreviewed) PRs that could be used as workarounds but
       | some major things (profiling?) are miles off still.
        
         | mnau wrote:
         | Some hints where? YT's got nothing useful.
        
       | popmatrix wrote:
       | The author seems to misunderstand the new pricing model (as did
       | many others; this is Unity's fault) [1]
       | 
       | The $0.20 is not retroactive, nor do you need to hope your users
       | see 10 and impressions to cover a cost to the game developer --
       | you need to earn $200,000 _and_ have 200,000 installs. A free
       | game would not be charged, and if you don't believe you can
       | muster 10 ad impressions per user (to cover the unity install
       | cost of $0.20), the base cost of the game can be increased by <
       | $0.01 across your 200,000+ sales starting next year when the
       | policy takes effect on new installs.
       | 
       | [1] https://twitter.com/unity/status/1702077049425596900
        
         | Daedren wrote:
         | I think when most people are, in this context, talking about
         | the "retroactive" part, it's about if it will affect existing
         | games. The pricing structure will be applicable to everyone
         | starting next year.
         | 
         | The other issue is how they measure "installs", as it has been
         | a constant problem in the mobile community for years on end (a
         | problem especially affecting the ad industry as you may
         | imagine). I personally don't see how they will accurately
         | measure the cases mentioned in the tweet without forcing
         | everyone to have some authentication.
        
         | TMM2K wrote:
         | It is retroactive, games that are already made today and
         | already exist today on the various app-stores will be impacted.
         | 
         | 10 ad impressions per user might not sound like much, but
         | you're going to get a lot of people installing your app, not
         | liking it, and uninstalling it. The way the mobile game
         | business works the "install count" means almost nothing, you
         | need many, many, many installs to start making any money at all
         | because so few people 'stick around' to actually make you any
         | money.
         | 
         | Regardless of how they spin it, this model is very bad for the
         | FtP games, which is the vast majority of games now.
        
           | rhtgrg wrote:
           | Looks like you know a lot about F2P games, can you help me
           | understand this fee in the context of other variables such as
           | cost of customer acquisition? Is that usually a much lower
           | amount than 20 cents? What about 2 cents, which would be the
           | cost on a pro license, which most successful F2P devs would
           | assuredly be able to afford?
           | 
           | I'm hoping you can answer these with concrete data. If that's
           | not possible, could you share your references?
        
             | fenomas wrote:
             | > What about 2 cents, which would be the cost on a pro
             | license,
             | 
             | 2 cents with the pro-license only applies after the first
             | 1M installs, tallied _per month_. If a game is under 100K
             | installs per month, a pro license only lowers the install
             | fee from 20 cents to 15.
        
               | rhtgrg wrote:
               | I see. And this error explains why I'm being downvoted
               | and don't deserve any other answers?
        
         | alpaca128 wrote:
         | Basing the fee on number of installs instead of number of
         | buyers is a problem, it's an unpredictable cost that developers
         | have no control over as it also counts repeated installing of
         | the game. Their FAQ suggests that malicious "install bombing"
         | is something they cannot prevent automatically but instead have
         | to resolve via their support. In other words you depend on them
         | having good support while they profit from bad support, all
         | while their CEO is the kind of manager who wanted Battlefield
         | players to pay for each weapon reload.
         | 
         | If Unity just counted number of buyers they wouldn't have to
         | deal with malicious installs and users of their engine would
         | have more predictable costs. But for some reason they don't
         | want that, and that alone is suspicious.
        
           | gausswho wrote:
           | Install bombing sounds like a way to smother out this install
           | fee policy. Especially if installing could be automated.
        
         | reedf1 wrote:
         | No, it is different - and it crosses line. There is DRM built
         | into the Unity engine that informs Unity (the company) of an
         | install, and companies pay via this Unity derived number. Not
         | reported game sales, or even self reported game installs.
        
         | thefurdrake wrote:
         | They'd get one ad impression from me before I closed the
         | application and uninstalled it from my computer.
         | 
         | This sales model will ruin indie devs who aren't so eager to
         | swallow adtech's shaft that they're content with rolling out
         | malware to their users.
        
         | a_cardboard_box wrote:
         | Unity is saying they can send developers a bill for whatever
         | they want, and if it's not paid their game can't be installed.
         | 
         | Unity has published what "whatever they want" currently is. It
         | doesn't matter if people get the details wrong on that because
         | Unity can change its mind.
         | 
         | That being said, you're still more wrong than the author on the
         | details. The change _is_ retroactive in that it applies to
         | existing applications. The author was very clear what they
         | meant by  "retroactive":
         | 
         | > this change will be done retroactively on existing
         | applications as well.
         | 
         | This is true.
        
         | erremerre wrote:
         | If I got 3 ads impression the moment I install and open and
         | app. I can promise you that I will never know if the app has 3,
         | 4, 10 or 100 ads impressions.
         | 
         | No matter what is the app.
        
       | koolala wrote:
       | If you don't own your engine then you don't own your game. Games
       | are unique like that - music and other art is interoperable -
       | software isn't.
        
         | hcks wrote:
         | Companies also have to pay for Microsoft Excel. Does it mean
         | they don't own their businesses?
        
           | esskay wrote:
           | not quite an apples to apples comparison when your document
           | can be open and read by other spreadsheet applications. You
           | cant take a unity game and run it on unreal.
        
             | RobotToaster wrote:
             | Not if you're making use of VBA.
        
           | [deleted]
        
           | SanderNL wrote:
           | Say MS decided to lock down your access to Excel and all your
           | business is nicely tucked away in those beautifully
           | handcrafted sheets.
           | 
           | It's not a binary thing and we can argue semantics, but MS is
           | definitely holding some keys here.
        
         | [deleted]
        
       | imchillyb wrote:
       | Software is a recipe, literal instructions on how to fabricate a
       | result.
       | 
       | Recipes are patentable.
       | 
       | Software should be no different.
        
       | nerdjon wrote:
       | For the record, I am not a game developer but I don't think that
       | changes my opinion on open source technology.
       | 
       | Open Source software is great, but that also comes at the cost of
       | support when you are running into a problem. Particularly if you
       | are on a critical timeline, especially if trying to fix a bug
       | after something is released.
       | 
       | You are at the mercy of the community being able to help (and
       | most likely only being able to give them a limited amount of
       | information) vs the possibility of the company you are licensing
       | from sending you engineers to actually help you fix the problem.
       | 
       | For business critical this is an important thing that needs to be
       | looked at, and from what I can tell there is not anything like
       | this for GoDot (I don't see an enterprise option similar to
       | redhat).
       | 
       | This is not in any way shape or form defending Unity, what they
       | are doing is horrible and will likely (hopefully) cause a
       | migration to Unreal. But just saying open source is not a cut and
       | dry option either. Especially not for something as critical as
       | the engine.
        
         | mijoharas wrote:
         | > vs the possibility of the company you are licensing from
         | sending you engineers to actually help you fix the problem.
         | 
         | How often do you think that happens for unity? _Maybe_ for some
         | massive developers, but I don't think this would be very common
         | for most customers.
        
           | cableshaft wrote:
           | Not sending engineers, but when I worked for a smaller dev
           | studio we did need to contact Unity and get support a couple
           | times when we got stuck on something. I think we ended up
           | paying for access to the source code and the development
           | manager ended up making a couple of changes in the source
           | code to get something working better as well (I don't
           | remember the specifics, I was working in Unity but on a
           | different game at the time).
           | 
           | This was like 10 years ago though. That guy worked on
           | multiple arcade games in Assembly back in the day too (you've
           | likely played games he worked on if you've played more than a
           | handful of popular arcade games), he was no slouch.
        
         | grotorea wrote:
         | Not really in a position to say anything conclusively either
         | but I don't think you are at the mercy of the community. First,
         | it's open source, so your company can look and fix the code
         | themselves. If it's restaurant software this is likely
         | complicated but for gamedev it is much more likely the company
         | already has the expertise to do that. Second, Godot doesn't
         | have a formalized process but one of the developers can be
         | willing to offer paid support.
         | 
         | > While we don't have a formal structure for offering
         | commercial support, many Godot developers can already help you,
         | work per hour, or relocate to your company. For such inquiries,
         | contact support@godotengine.org. Let us know about your needs
         | and we'll try to find the right person for you.
        
         | ED_Radish wrote:
         | https://w4games.com/ seems to be trying to provide an
         | enterprise option for Godot
        
         | RobotToaster wrote:
         | > the possibility of the company you are licensing from sending
         | you engineers to actually help you fix the problem.
         | 
         | Have you ever tried to use Microsoft "support"?
        
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