[HN Gopher] Unity's Self-Combustion Engine
       ___________________________________________________________________
        
       Unity's Self-Combustion Engine
        
       Author : erickhill
       Score  : 98 points
       Date   : 2023-09-16 15:57 UTC (7 hours ago)
        
 (HTM) web link (www.gamesindustry.biz)
 (TXT) w3m dump (www.gamesindustry.biz)
        
       | htk wrote:
       | There's really no way for them to recover the lost trust. Even if
       | they backtrack everything the mistrust will be there. The only
       | way out in the end might be to open source the engine.
        
         | throaway3nfn wrote:
         | _> The only way out in the end might be to open source the
         | engine._
         | 
         | Do you have faith they know to monetize an open source engine?
         | Wouldn't that actually expedite the fall in their case?
        
           | htk wrote:
           | You're probably right, but when I put myself in the game
           | developer's shoes I can't think of any other way for me to
           | touch Unity again.
        
         | NooneAtAll3 wrote:
         | > There's really no way for them to recover the lost trust.
         | 
         | As many have discovered throughout the years, Companies don't
         | need "trust" to be profitable
         | 
         | Ubisoft has been a laughing stock for a decade, EA still holds
         | the record for lowest rated reddit comment (feel your pride and
         | accomplishment), and "it just works" in Bethesda world
        
           | AussieWog93 wrote:
           | Honestly, I think it's a vocal minority of people who shit on
           | Ubisoft, EA, Activision etc.
           | 
           | The average person either doesn't know who they are or
           | recognises them as the company that made some prior game they
           | enjoy.
        
           | blibble wrote:
           | gamers can't boycott, that's true
           | 
           | Unity's clients aren't gamers, they're businesses
           | 
           | you'd have to be insane to build a business on unity now
        
             | brucethemoose2 wrote:
             | ^
             | 
             | Businesses and even solo developers look at their options
             | much more closely. They aren't buying a few hours of fun,
             | they are choosing the vector for their livelihood.
        
           | ilc wrote:
           | Bethesda you know what you are buying into, and at least, it
           | is a simple transaction.
           | 
           | You know the game will run like ^$^@% for a while, if not for
           | good.. You know the modders will fix it, and smart folks will
           | wait for the sales on their titles, because by the time they
           | go on sale, they'll be well supported by mods, and less
           | buggy.
           | 
           | So.. I'd keep them clear of the other sleazoids ;).
        
         | WJW wrote:
         | > The only way out in the end might be to open source the
         | engine.
         | 
         | The problem for unity is that it costs a ton of money to
         | develop the engine and not enough people pay them for it. Open
         | sourcing the engine does not help with that problem and might
         | even make it worse.
        
         | jayd16 wrote:
         | I don't think that would solve it for them at all. They'll
         | still want to lock you in with their services and whatnot.
         | Besides, they probably don't have the rights to open source the
         | engine.
         | 
         | They should just cap their take at "up to 5% rev share". At
         | least at that point there's no worry about runaway costs.
        
         | [deleted]
        
       | scott_w wrote:
       | No, the problem isn't trust. The problem is the pricing model is
       | both bad and retroactively applied. Given a good number of games
       | won't be modified or updated, just sold over time, I struggle to
       | see a justification for applying to them beyond "we want more
       | money."
        
       | mschuster91 wrote:
       | > Unity lit money on fire for decades to buy a market advantage
       | that overrules the basic economic incentives that supposedly
       | ensure free markets work best for customers. It was successful in
       | doing that because it's very hard for a sustainable business to
       | compete against one that is fine losing billions of dollars.
       | 
       | This right here is the most notable part of the article, and it
       | is entirely correct - it has been _for years_. Venture capital is
       | fine to use for actual ventures, to create new markets or hell,
       | to break into a market with entrenched powers... but when it is
       | used on a long time purely to undercut and destroy legitimate
       | prior businesses (taxis /Uber, hotels/AirBnB, game
       | engines/Unity), authorities should step in.
       | 
       | It's time to revive anti-trust, anti-dumping and other anti-
       | predatory politics.
        
         | CamperBob2 wrote:
         | Uber isn't a good example. They came up with a business model
         | that literally required customers to get into strangers' cars.
         | Eighteen nanoseconds later, the taxi industry was dead.
         | 
         | There is _no_ other possible conclusion to draw, except that
         | the taxi industry had it coming.
         | 
         | Fast-forward to today. The venture capital has long since run
         | out. Taking an Uber costs at least as much as the taxis ever
         | did. Yet, do you foresee any way for the taxi industry to make
         | a comeback, except by holding the rest of us at gunpoint?
        
           | _moof wrote:
           | When Uber started it was black cars only. Very, very
           | different experience.
        
           | Rapzid wrote:
           | I suspect it's still cheaper than Taxis would have been
           | without it existing especially counting for inflation.
           | 
           | But then, the biggest issue being solved wasn't price it was
           | availability. You could call for a Taxi at a craft-beer pub
           | in Texas in 2010 and it was a crap shoot the thing ever
           | arrived or if it did maybe an hour later.
        
           | spondylosaurus wrote:
           | "Getting in a stranger's car" also describes taking a regular
           | taxi...
        
             | BoorishBears wrote:
             | In New York getting a Taxi Medallion took essentially
             | getting a mortgage.
             | 
             | It's like picking up food at a restaurant vs some random
             | guys house: technically they're both strangers, there's no
             | guarantee the restaurant is clean either... but only one is
             | a stranger to serving customers food.
        
               | AussieWog93 wrote:
               | I'd argue the opposite, in terms of safety. Rapes and
               | sexual violence were (anecdotally) way more common back
               | in the taxi days.
        
               | abracadaniel wrote:
               | Most didn't own their own medallion, but were employed by
               | large companies that owned them.
        
               | BoorishBears wrote:
               | No, most were owned by individuals and financed by PE.
               | 
               | https://www.nytimes.com/2019/05/19/nyregion/nyc-taxis-
               | medall...
               | 
               | > Instead of lending directly, the big banks worked
               | through powerful industry players. They enlisted large
               | fleet owners and brokers -- especially Neil Greenbaum,
               | Richard Chipman, Savas Konstantinides, Roman Sapino and
               | Basil Messados -- to use the banks' money to lend to
               | medallion buyers. In return, the owners and brokers
               | received a cut of the monthly payments and sometimes an
               | additional fee.
               | 
               | The big players knew what was happening, they exploited
               | individual drivers to quickly offload their liability.
               | They weren't directly exposing themselves to the risk.
               | 
               | When prices collapsed PE swooped in and bought them
               | outright.
        
               | squeaky-clean wrote:
               | In 2012 only 18% of Medallions were owner-operated.
               | 
               | https://slate.com/business/2012/06/taxi-medallions-how-
               | new-y...
        
         | MrStonedOne wrote:
         | Everybody points to uber but uber won against taxis because
         | they had an app and taxis had a phone number that often
         | wouldn't even accept a downtown cross st.
         | 
         | As a seattlite who got tired of hunting for a building that
         | still had a street number just to get a cab on 5th and Jackson
         | or what ever I'm glad uber killed taxis
        
           | brucethemoose2 wrote:
           | In Austin ~2012-ish, we had Austin Cab.
           | 
           | It had an app. It was like Uber, but worse in every way you
           | can possibly imagine and _outrageously_ priced.
           | 
           | I don't like an Uber monopoly either, but it doesn't mean the
           | status quo was better before.
        
           | bombcar wrote:
           | This is exactly it.
           | 
           | It would be like if no pizza place had mobile ordering and a
           | new one started that had it; that was the killer feature.
           | 
           | Everything else (I personally believe) was hyped up by Uber
           | so that the taxis wouldn't realize what the real competitor
           | was until too late.
           | 
           | Now there may be taxi hailing apps, but nobody knows the name
           | of them, and they're different for every city.
        
         | Pulcinella wrote:
         | This part of the article needs a citation. Unity has been
         | setting money on fire, but it hasn't been buying a market
         | advantage. It's been burning money on highly, highly, highly
         | questionable (at best) acquisitions like buying Weta and Iron
         | Source as well an insane hiring spree and then paying those
         | people for years for work and churn that Unity never actually
         | manages to ship in the engine.
        
           | yterdy wrote:
           | The other elephant in the room is that the owner of Unity's
           | main competitor is quite a bit larger than it is. I can't say
           | that anything Unity _buys_ would give it a market advantage.
        
         | fidotron wrote:
         | The immediate follow up question is can corporate support of
         | open source projects count as product dumping?
         | 
         | We live in very interesting times while all this unravels.
        
           | brucethemoose2 wrote:
           | > The immediate follow up question is can corporate support
           | of open source projects count as product dumping?
           | 
           | It can when the competitors are dead, and the patron yanks
           | all funding and support from the project.
           | 
           | I can't imagine trying to prove that in court though.
        
           | mschuster91 wrote:
           | > The immediate follow up question is can corporate support
           | of open source projects count as product dumping?
           | 
           | For what it's worth, I'd classify true open source as the
           | only exception to anti-dumping laws. If you want to burn
           | money to fuck over everyone else, give up your competitive
           | advantage.
        
       | Rapzid wrote:
       | > John Riccitiello, now there is a guy who is going to attract
       | and retain top management and engineering talent!
       | 
       | The Unity board apparently. The stuff that comes out of this guys
       | mouth inspires confidence.. In shorting the company. How have
       | they not replaced him ages ago?
        
       | jmyeet wrote:
       | > Unity lit money on fire for decades to buy a market advantage
       | that overrules the basic economic incentives that supposedly
       | ensure free markets work best for customers
       | 
       | This is, quite literally, pretty much every consumer-facing
       | startup. Uber anyone?
       | 
       | As an aside, the very idea of "free markets" is a myth. Markets
       | only function effectively with strong government. Period. Let's
       | see how far anyone gets in a libertarian fairy land without
       | courts.
       | 
       | ARM's IPO valuation is pretty much based on jacking up licensing
       | fees too.
       | 
       | We need to get back to the idea that companies are vehicle for
       | generating income without the endless expectation of growth at
       | all costs.
        
       | tezza wrote:
       | I make WebGL multiplayer games using Unity.
       | 
       | The original changes essentially shut me down.
       | 
       | Yesterday, I just found out Unity has changed their definition to
       | exempt WebGL games: a partial relief. I have little confidence
       | Unity will stick to their plans.
       | 
       | In between I evaluated all the alternatives to Unity specifically
       | about WebGL players.
       | 
       | unfortunately WebGL is either impossible or crippled in other
       | engines, frameworks. Further, other engines are like MS Paint
       | versus Unity who would be Adobe Creative Cloud.
       | 
       | Here is my WebGL summary:
       | 
       | Godot uses Node trees instead of Entity Component. Porting Unity
       | scripts almost impossible because of this amongst other reasons.
       | Attempts to weld Entity Component only supported on Godot 4
       | but....
       | 
       | Godot 4+ WebGL does not work on Mac with no plans to change.
       | Godot is waiting for Chrome to fix something, no comment on
       | Safari, FF, others. One forum poster doing Godot WebGL export
       | noticed that the Empty Scene WebGL export of Godot is 17MB versus
       | 4MB for Unity.
       | 
       | Unreal 5 does not export to WebGL. However you can use UE 4
       | 
       | UE4 WebGL is not much discussed and the pieces you can find imply
       | the output size, and thus customer download time, is
       | significantly larger than Unity's
       | 
       | Stride does not export to WebGL.
       | 
       | So UE4 seemed the only other option
        
         | jarsin wrote:
         | > The original changes essentially shut me down.
         | 
         | A webgl game making > $1m in revenue per year? Which one?
        
           | tezza wrote:
           | (projected)
        
         | nightowl_games wrote:
         | Godot 3 on web is solid. I was pretty sure unity web export was
         | pretty big. How are you getting 4mb?
         | 
         | We strip out a ton of the code in Godot using a "custom
         | modules" file and the .wasm export is much smaller. I think
         | it's ~4mb actually.
         | 
         | You should look at defold or play canvas. And Godot 3, compiled
         | from source, with just the modules you need.
        
         | nimos wrote:
         | Any reason to not consider a "web-native" engine(ie Phaser)?
         | Just curious.
        
           | tezza wrote:
           | Phaser cannot do 3D games well.
           | 
           | Also, the Unity Asset store has so many great assets for me
           | to use.
           | 
           | And 3D tools like PlayCanvas are browser based for their
           | editor too. Desktop apps still have a massive edge in
           | productivity.
           | 
           | Unity has Timeline, Cinemachine, Particle System editors
           | which make detailed tasks possible.
           | 
           | Unity takes care of format shifting your assets into a
           | compatible format, saving oodles of time.
           | 
           | And C# is a superior language to Javascript (never use == use
           | ===). Visual Studio a better IDE than debug in browser
        
             | pests wrote:
             | Maybe for all this work they are doing...
             | 
             | they deserve to get some payment?
        
               | tezza wrote:
               | Yes, they deserve payment. I was never going to use them
               | for free or try to circumvent.
               | 
               | Under the old system as soon as I got to $100k revenue
               | all the developers needed a Pro license at roughly
               | EUR1900 per annum.
        
               | martindevans wrote:
               | The original plan would have had the developer paying 20
               | cents every time someone loaded up their website. That's
               | more than "some payment".
        
             | berkle4455 wrote:
             | <edit: nevermind, myopic HNers are right as always>
        
               | martindevans wrote:
               | That's completely useless for code assets. Even for
               | purely art assets they usually come with Unity specific
               | things such as prefabs, particle effects etc.
        
             | nightowl_games wrote:
             | > Desktop apps still have a massive edge in productivity.
             | 
             | Unity editor is so crashy, bloated, slow and unreliable
             | tho. Waiting for c# to compile drives me nuts.
        
           | schemescape wrote:
           | Or Babylon for 3D.
        
         | cridenour wrote:
         | I wonder if Godex[0] could be a fit for you. ECS based Godot,
         | based on 3.x which has much more broad WebGL support.
         | 
         | [0] https://github.com/GodotECS/godex
        
       | troupo wrote:
       | No one has mentioned Apple yet. Unity is Apple's exclusive
       | partner on Vision Pro (for now at least). I can't see Apple being
       | especially thrilled with this.
        
         | solardev wrote:
         | I hope this leads to a fire sale. Maybe Apple could buy Unity
         | and make it free, period, just to encourage Mac and Vision
         | development.
         | 
         | (edit: and iOS! Lol I always forget mobile gaming is a thing.
         | Facepalm.)
        
           | gryn wrote:
           | If apple buy unity the last thing I see them do is make it
           | open source.
           | 
           | I can see them make it apple exclusive and more integrated to
           | the apple ecosystem though.
        
             | jwells89 wrote:
             | Open source is indeed unlikely, but there's a very good
             | chance they'd make it free or inexpensive relative to
             | competitors. Plenty of precedent for that in the video
             | editing tools they've bought and turned first-party.
             | 
             | They might not kill off cross-platform support this time,
             | though. Today's Apple maintains true native (not just "port
             | half of the Mac/iOS userland" native) Android and Windows
             | apps.
        
             | mst wrote:
             | I don't consider it -likely- but Apple do have form for
             | "buy a thing to -use- it and who cares if other people use
             | it as well" in FoundationDB.
        
           | timmytokyo wrote:
           | Microsoft is honestly a better fit given Unity's C# roots and
           | Visual Studio integration. But I find it hard to imagine
           | Microsoft being all that interested in Unity these days.
           | They're already attracting intense antitrust scrutiny vis-a-
           | vis their attempted Activision-Blizzard acquisition.
        
             | solardev wrote:
             | That's a really interesting idea.
             | 
             | I'm pretty sure the Blizivison acquisition went through in
             | both the US and EU. Microsoft's not really a huge player in
             | gaming; Xbox and Windows combined are still tiny compared
             | to the other consoles and mobile platforms. And if they use
             | a similar playbook like they did with the acquisition
             | (promising cross platform compatibility for a decade or
             | so), they honestly wouldn't be the worst stewards.
             | 
             | Today's Microsoft is kinda slow and boring, but that's
             | probably the kind of business you want managing a game
             | engine. Reliable, stable to the point of being stale, but
             | reliable. No sudden surprises that give you 3 months to
             | reinvent your last five years of work.
        
             | jwells89 wrote:
             | Given the ubiquity of tech debt in Unity I could see Apple
             | maintaining support for the current C# version for the time
             | being and in the long term, replacing it with a full
             | rewrite based around Swift with a temporary C#
             | compatibility layer to pull the ecosystem through the
             | migration, which wouldn't be everybody's cup of tea but
             | could be interesting.
        
           | dotnet00 wrote:
           | If Apple buys it, it'll quickly head down the path of
           | exclusivity. They'll find some "security" excuse for it
           | that'll be enough for their reality distortion field to do
           | its thing.
        
             | solardev wrote:
             | Is there such a thing as an Apple exclusive game? I can't
             | imagine a developer would want to cut off like 90% of the
             | market from being able to play their title.
             | 
             | (I think there are a few on Apple Arcade, but I always
             | assumed those were sponsored exclusives?)
        
               | fordsmith wrote:
               | The issue is not an apple exclusive game, it's that they
               | will make the Unity developer experience apple only.
        
               | solardev wrote:
               | How could that work? Even the M2 Ultra isn't nearly as
               | powerful an actual desktop GPU, much less workstation or
               | data center cards. And devs will need to be able to test
               | on Windows machines.
        
               | jwells89 wrote:
               | There used to be some indie Mac (and later iOS) only game
               | studios like Pangea Software (makers of Nanosaur, Bugdom,
               | Otto-Matic, and Enigmo among others) but I'm not sure how
               | many of those are still around.
               | 
               | As far as bigger studios go, Bungie was a Mac studio
               | until Microsoft scooped them up to turn Halo Xbox-
               | exclusive instead.
        
               | brucethemoose2 wrote:
               | There used to be plenty of iOS exclusives.
               | 
               | But if you are talking OSX exclusive, yeah, that would be
               | kinda insane.
        
           | robotnikman wrote:
           | My pipe dream would be Valve buying unity, being a private
           | company they would not have to deal with pressure from
           | shareholders and they have a good track record with
           | developers and customers.
           | 
           | But they already have their own Source game engine so no
           | point in them doing that.
        
           | jwells89 wrote:
           | That would be quite something. Perhaps this would also result
           | in Unity's ad business being shuttered or at least sanitized,
           | similar to how Shazam shed all of its third party tracking
           | junk after Apple bought it.
        
       | vertis wrote:
       | How long until someone weaponises the 'installs' to bankrupt
       | competitors? I can see this happening in the already somewhat
       | scummy free-to-play market.
        
         | danboy4 wrote:
         | They clarified it will only be initial installs. Depending on
         | how they're uniquely identifying that, I guess it could still
         | be gamed though.
        
           | WirelessGigabit wrote:
           | You can script a VM that looks different enough each time
           | (e.g. change a Mac address) and install the software. Over
           | and over.
        
             | fragmede wrote:
             | I'm sure an enterprising hacker will figure out the http
             | endpoint that gets hit at the end of the install, so you
             | can just rub a script instead of actually installing the
             | game multiple times.
        
               | AussieWog93 wrote:
               | And gamers are fucked enough in the head to actually do
               | stuff like this.
        
           | duskwuff wrote:
           | That's still potentially disastrous for free-to-play games,
           | or games that get pirated a lot.
        
           | berkle4455 wrote:
           | Unity has no incentive to solve this. They'll push it onto
           | developers to provide a deduplication in a clumsy process
           | after they've already been billed for the month
        
           | kibwen wrote:
           | There's absolutely zero chance that Unity can track such a
           | thing precisely. To say nothing of their handwavey
           | "proprietary data model" that uses nothing more than _vibes_
           | to determine how much a developer is on the hook for. It 's
           | all corpo-speak nonsense from a clueless CEO who has no idea
           | what he's doing.
        
             | redwall_hp wrote:
             | "We'll bill you how much we feel like and offer no way to
             | reliably measure or control it yourself."
        
           | brucethemoose2 wrote:
           | > They clarified
           | 
           | They _backtracked_.
           | 
           | https://www.axios.com/2023/09/13/unity-runtime-fee-policy-
           | ma...
           | 
           | > After initially telling Axios earlier Tuesday that a player
           | installing a game, deleting it and installing it again would
           | result in multiple fees, Unity's Whitten told Axios that the
           | company would actually only charge for an initial
           | installation. (A spokesperson told Axios that Unity had
           | "regrouped" to discuss the issue.)
           | 
           | This is an important distiction.
        
         | pests wrote:
         | Do you really think Unity will allow one of its customers to
         | bankrupt itself? That doesn't benefit Unity at all.
        
           | rfrey wrote:
           | I'm not sure that "is this in Unity's interest" is still a
           | reasonable way to judge whether Unity will do something.
        
           | hnlmorg wrote:
           | That doesn't seem to bother all the other businesses out
           | there who are also the moderators of abuse within their own
           | domain. Such as ad networks who include bots with their page
           | impression statistics.
        
           | sigmar wrote:
           | This is a bit naive. Lots of customers of unity have gone
           | bankrupt. Did they retroactively waive the $2000/seat yearly
           | pro subscription (5k for enterprise) or any other fees for
           | those companies? Of course not.
        
         | jayd16 wrote:
         | Not even competitors. When you talk about games, even jilted
         | fans are a liability.
        
         | xwdv wrote:
         | This is immediately what I thought of when I heard it.
         | 
         | Worse, apparently reinstalling a game also charges the
         | developer.
        
         | morkalork wrote:
         | People used to pay less-than-reputable businesses for services
         | that would spam ad clicks on competitor's search ads, draining
         | their advertising budgets. So I could definitely see the same
         | "services" for installs.
        
       | Dudester230602 wrote:
       | _> ...but companies don 't exist to grow market share. They exist
       | to earn money._
       | 
       | This is not what HN/YC "taught" me...
        
       | alangibson wrote:
       | Because of ZIRP, there's an entire generation of business leaders
       | that have mastered raising money but have no idea how to make it.
       | Expect to see many more own goals like this in the next few years
       | as they try to figure out how.
        
         | glimshe wrote:
         | This.
         | 
         | Also, this entire generation has no problems speaking about
         | what make them successful, writing books/blogs about business,
         | being keynote speakers etc when they would never be able to
         | build a _single_ business without massive financing. This is
         | changing American entrepreneurship for the worse - in the past,
         | the stories used to be all about someone starting a small
         | business with no or limited seed money and slowly building an
         | empire from scratch.
        
           | magospietato wrote:
           | My concern here is that we've run out of low hanging fruit
           | that can be managed by small teams.
           | 
           | Everything is so exceptionally complex these days I just
           | don't think it's feasible to bootstrap an innovative business
           | from your garage.
        
         | basisword wrote:
         | I feel like this applies to consumers too. We have a whole
         | generation of people that don't want to pay for anything
         | (speaking generally, not just Unity related). People are
         | building their businesses using tools that are free/near-free
         | and that are losing vast sums of money. It's created a broken
         | market both from the supply and demand sides and it's why
         | businesses are having to resort to subscriptions. Almost none
         | of the people using Photoshop would pay $1000 for it every time
         | a new major update comes out, even though they use it daily in
         | their business and generate their income from it.
        
           | EPWN3D wrote:
           | This is just reality though. I know it really feels "wrong"
           | that money was so cheap for so long, but in all likelihood,
           | interest rates will return to close-to-zero in the long run
           | precisely for the factors you call out.
           | 
           | Business investments are now overwhelmingly software; it
           | doesn't take massive infusions of capital to make your
           | business more efficient, because efficiency gains are
           | achieved through acquiring a copy of an infinite resource --
           | software.
           | 
           | Sure software vendors can create artificial scarcity through
           | licensing fees, but competitive market pressures will keep
           | those down, and the floor of software fees is very low. As a
           | result there has been less demand for money than there has
           | been in the past. Hence lower interest rates. (Aging
           | populations and slowing population growth also drive interest
           | rates down.)
           | 
           | In other words, cheap money is an implication of the
           | software-driven world we live in, not some sort of moral
           | failing. It's not the result of policymakers doing something
           | with punchbowls to prop up governments or whatever dumb
           | metaphor gets thrown around.
        
       | icepat wrote:
       | 2023 has really been the year of established companies self-
       | immolating in the name of more money. Is this the result of some
       | new business strategy being pushed to high level execs? Or has
       | the idiocracy produced by failing upwards finally come home to
       | roost?
        
         | vinyl7 wrote:
         | End of ZIRP is making them all suddenly have to actually make
         | money instead of relying on loans and investments.
         | Unfortunately two decades of ZIRP means that none of the
         | current leadership knows how to make money.
        
         | aschearer wrote:
         | When the tide goes out you find out who's swimming without
         | their trunks.
        
           | [deleted]
        
         | WJW wrote:
         | Companies have been self-immolating for short term gains since
         | basically forever, so that is nothing new. Raising interest
         | rates have definitely pushed some long-term money losers over
         | the edge though. Rather than subsisting on ever more funding
         | rounds they now need to figure out how to make money out of
         | their huge "free tier" subscriber base and the quickest way is
         | to start charging them money. Predictably, the people who
         | formerly got valuable stuff for free are not fans of this idea.
        
       | ThePhysicist wrote:
       | I think it would make more sense to take a cut of the revenue
       | when a game is sold, as that is easier to calculate for the
       | developers. I can understand why they chose installs though as
       | that's easier to measure for them and they would need to trust
       | developers with their revenue numbers as they don't own the
       | distribution platform like e.g. Apple does, but honestly they
       | could've just used the installation rate as a sanity check for
       | the license numbers reported by developers.
       | 
       | As a game developer I would be very wary about signing such a
       | contract as I'm sure these metrics can be easily gamed, so anyone
       | with enough malicious intent could probably install-bomb my game
       | and rack up large charges for me, and in the end I would be
       | responsible for proving that those installs were malicious (which
       | I imagine could be quite difficult).
        
         | rightbyte wrote:
         | Like, you better not make a good game that is installed more
         | than once.
         | 
         | Pay-per-install seems like a really bad way to charge dev
         | costumers by. E.g. a nice long lived game will be charged way
         | more than shovelware, due to users reinstalling when they buy
         | new machines.
        
           | Sakos wrote:
           | I've installed Deus Ex probably 30+ times since I first
           | played it at launch. Hell, sometimes I'll install it, decide
           | not to play it, uninstall it, then reinstall it a week later.
           | I've reinstalled it like three times this month because I
           | can't decide whether I feel like replaying it or not. That
           | would basically mean over 10% of the game's original full
           | price going towards Unity with ongoing costs in perpetuity.
           | That's without distribution (whether brick and mortar or
           | Steam) and other costs, and without the developer further
           | monetizing the game off of me.
           | 
           | That's absurd.
        
             | qwytw wrote:
             | Presumable only one install per unique device counts. At
             | least that's what they say.
             | 
             | Not that they even seem to know at this point how will the
             | install be even tracked....
        
         | lancesells wrote:
         | I think it would be even easier to charge for tiers of software
         | instead of the rent-seeking until the end of time.
        
         | troupo wrote:
         | > I can understand why they chose installs though as that's
         | easier to measure for them
         | 
         | How is it easier to measure? Bundles, sales, re-installs,
         | charity events, Game Pass... There are a million ways to
         | install a game.
        
           | tracerbulletx wrote:
           | The Unity runtime phones home.
        
             | starburst wrote:
             | It doesn't always phone home, that's the thing, a lot of
             | people assume that's the case and that every games built
             | using their engine since the beginning does it but that's
             | not the case.
             | 
             | The way they calculate the installs is not base on that,
             | well unless you enabled Unity Analytics of course, but
             | that's not the case on every games and they are going for
             | every games ever made by their engine.
        
             | gsich wrote:
             | Maybe, but Unity said it doesn't need to for them to
             | "estimate" an install number.
        
         | where-group-by wrote:
         | This would not allow them to monitize free2play games.
        
       | alangibson wrote:
       | > "We leverage our own proprietary data model, so you can
       | appreciate that we won't go into a lot of detail, but we believe
       | it gives an accurate determination of the number of times the
       | Runtime is distributed for a given project."
       | 
       | This is incredible. They've given themselves the right to demand
       | any amount of money as determined by them alone.
        
         | aschearer wrote:
         | "We won't go into a lot of detail" but they still expect to be
         | paid based on the data they collect? What happens when a
         | popular game or publisher claims they had X installs and Unity
         | claims they had Y? Hard to imagine people will simply accept
         | Unity's position when there's real money at stake...
        
         | solardev wrote:
         | Isn't that how ad networks work too?
        
           | alangibson wrote:
           | Yes, and it's an open secret that they're crooked as a dog's
           | hind leg.
        
           | galleywest200 wrote:
           | Yes. In fact, Unity merged with a company that sort of
           | specializes in mobile advertising: ironSource. [1]
           | 
           | Here is an example of one of their mobile ad products:
           | https://www.is.com/mobile-advertising-sdk/
           | 
           | [1]: https://investors.unity.com/news/news-
           | details/2022/Unity-Ann...
        
             | pests wrote:
             | Considering more than half their revenue comes from
             | advertising that is not unsuprising.
        
         | throw16180339 wrote:
         | I never thought I'd say this, but they make Oracle license
         | audits seem reasonable by comparison.
        
       ___________________________________________________________________
       (page generated 2023-09-16 23:01 UTC)