[HN Gopher] Unity U-turns on controversial runtime fee and begs ...
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       Unity U-turns on controversial runtime fee and begs forgiveness
        
       Author : qwytw
       Score  : 115 points
       Date   : 2023-09-26 14:55 UTC (8 hours ago)
        
 (HTM) web link (techcrunch.com)
 (TXT) w3m dump (techcrunch.com)
        
       | xyst wrote:
       | This has already been discussed but under a less click bait title
       | ("... begs forgiveness" -- lol)
       | 
       | Trust already violated which took years to build. 1 C-level
       | executive decision ruined and betrayed that trust. There is no
       | going back.
       | 
       | Open source game engine or bust. Individually, I support GoDot
       | with donations and time (contributions to codebase). If I ever
       | become a game studio, would definitely have a team to continue to
       | contribute to godot as well as monthly monetary contributions for
       | other maintainers.
        
       | thangngoc89 wrote:
       | Well, trust is easily broken and impossible to repair. I have no
       | skins in the game but I wouldn't touch Unity for my next
       | projects.
        
         | asah wrote:
         | "Trust arrives on foot and leaves on horseback."
         | 
         | https://thalein.medium.com/trust-arrives-on-foot-and-leaves-...
        
           | jtriangle wrote:
           | Oddly, I heard that quote yesterday in a youtube
           | video...about a completely different topic.
           | 
           | What a curious synchronicity
        
             | eimrine wrote:
             | Baader-Meinhof phenomenon
        
       | raphman wrote:
       | The systemic problem with Unity is not only that the leadership
       | makes bad decisions on a whim. Apparently, they made these
       | decisions despite explicit internal opposition from their
       | developers. When a company's leadership ignores their internal
       | expertise, the company starts to rot from the inside.
        
       | marcodiego wrote:
       | I'll repost my comment:
       | 
       | I have no involvement and I'm not a game developer (except for
       | small weekend projects). Please do not make any change "to the
       | policy" you have announced! Your decision seemed to be the straw
       | that was lacking for many people to support Godot and I'm rooting
       | for them. Please don't let us down now.
        
         | Uehreka wrote:
         | I think this take is a little overtorqued. Like, yes, this has
         | caused more people to pay attention to Godot. But for those of
         | us with upcoming projects in the next year, we're all just
         | gonna have to train up on Unreal because Godot is years away
         | from parity with the big engines. So really the outcome here is
         | going to be that Epic/TenCent is going to massively consolidate
         | the gamedev market.
        
       | bccdee wrote:
       | > Under the revised terms, there is no runtime fee whatever for
       | any game developed with a current version of Unity, only for
       | those developers who adopt the latest version in 2024.
       | 
       | So they haven't done a 180. They're no longer going to try and
       | retroactively inflict the runtime fee on existing projects, but
       | it is still going to be a thing going forward.
        
         | WA wrote:
         | Furthermore, a 180 implies that you go the other way onwards.
         | As in: they pay you to use Unity. Which of course is
         | ridiculous, just like the headline.
        
         | karmakaze wrote:
         | I haven't been following closely and find the rest of the
         | paragraph good to know, if not entirely reassuring.
         | 
         | > The free Unity Personal will stay free, and the revenue
         | ceiling above which users must upgrade to the next tier has
         | been raised to $200,000. And above $1 million, users will be
         | able to choose between a per-user fee or a 2.5% revenue share,
         | whichever is lesser.
         | 
         | If this was the first and only news delivered with the users'
         | concerns in mind, none of this would be such a big deal--that
         | whole retroactive version value extraction play was going too
         | far. The net effect is that the current crop of near-completion
         | Unity-based games may be completed and supported with the now
         | current version.
        
           | incrudible wrote:
           | > entirely reassuring
           | 
           | It's reassuring in the sense that some theoretical problem
           | (costly installs) can be avoided.
           | 
           | Otherwise, not really. The big selling point with Unity was
           | that you pay per seat, and that's that. You don't owe them
           | anything beyond that particular fee, no money, no
           | confidential information, nothing. The change of terms is a
           | not-so-tacit admission that their business model does not
           | work and that the whims of the MBA-types are going to dictate
           | the future of the platform. Unreal Engine has basically the
           | same revenue share type of deal (but no per-seat cost), but
           | then its leadership has a proven track record in developing
           | actual games.
           | 
           | > The net effect is that the current crop of near-completion
           | Unity-based games may be completed and supported with the now
           | current version.
           | 
           | Of course, in the short term nobody is going to switch
           | engines mid-flight. However, in a few years time, when we ask
           | ourselves "How did Unity die?" this change of terms is likely
           | to be identified as the point of no return.
        
         | HellDunkel wrote:
         | How could they possibly have done that? Dont they have a EULA
         | that users have to consent to? At least the PR disaster raise a
         | big red flag.
        
           | phpisthebest wrote:
           | >>Dont they have a EULA
           | 
           | Most EULA's say "we can change this when ever we want... " so
           | likely they were banking on that.
           | 
           | Most EULA's in a sane legal system would be considered
           | unconscionable contracts and thus unenforceable,
           | unfortunately the US Legal system is far from sane,
           | 
           | That said, I am sure they heard from lawyers at major studios
           | who said "yea try to retro active bill us and we will
           | bankrupt you in legal fees" so they changed their tune.
        
         | ethbr1 wrote:
         | Exactly.
         | 
         | How is "We've decided not to open ourselves up to legal
         | liability by retroactively modifying TOS conditions, and
         | instead only make the same changes in the future" a 180deg?
         | 
         | Fuck Unity's corporate ownership. And so fuck Unity.
        
       | karaterobot wrote:
       | I don't think either of the claims in the headline of the article
       | are supported by the content of the article. They didn't u-turn,
       | they modified their terms but are making the same set of changes
       | with new parameters. They did not beg forgiveness, they said they
       | were sorry for how they handled it, but did not say they were
       | sorry for their new policy, or that they were asking anyone to
       | forgive them for it.
       | 
       | They basically did the standard thing of "we're sorry for how we
       | communicated this the first time around, but we're still doing
       | it, and we've scheduled a Q&A so we can give you more
       | information".
       | 
       | Should I think of articles like this as news or opinion? It's
       | packaged as news, with the reporting standards of a tweet.
        
         | dartos wrote:
         | _checks url_
         | 
         | Pretty sure TechCrunch is mostly PR for tech companies.
        
           | DonHopkins wrote:
           | You don't say?
           | 
           | https://www.youtube.com/watch?v=J-GVd_HLlps
           | 
           | https://www.youtube.com/watch?v=Ex1JuIN0eaA
        
         | thiht wrote:
         | > they said they were sorry for how they handled it
         | 
         | More like sorry the peasants didn't understand their master
         | plan. It gives more money to Unity! What's not to like?
        
         | bangonkeyboard wrote:
         | _> Should I think of articles like this as news or opinion?_
         | 
         | As PR.
        
           | fnordpiglet wrote:
           | As attracting your click with bait.
        
         | dwallin wrote:
         | The devil is in the details (which was the problem with the
         | original terms). The original plan seemed reasonable at face
         | value but when you dived into the details it was really
         | problematic. The revised terms are transformatively better, but
         | might seem similar just looking at them shallowly. The key bits
         | are
         | 
         | 1) It is no longer retroactive. Existing games on the market
         | using unity can continue distributing without their business
         | getting immediately impacted.
         | 
         | 2) It's no longer per install, it's now "new people engaging
         | with your game each month" and the numbers are now all self-
         | reported. Originally Unity was going to calculate installs on
         | their end in an opaque way.
         | 
         | 3) You can choose to just use a revenue share arrangement
         | instead of per install. Since it's the lower of the two you can
         | effectively ignore whichever one isn't favorable to your
         | business.
        
           | usefulcat wrote:
           | Isn't the elephant in the room the fact that they can still
           | unilaterally change the terms at any time in the future?
        
             | qwytw wrote:
             | Presumably not retroactively though? The pricing model
             | seems to only be applicable starting 2024 LTS version.
             | Which seems pretty reasonable? I mean you can't really
             | expect them to never change TOS for future versions.
        
               | themoonisachees wrote:
               | If i was starting a multi-year, potentially billion-
               | dollar project right now, what has unity done to
               | guarantee my project won't be axed because of their
               | greed? Personally, i'd expect them to actually not change
               | TOS for a given version ever, enabling me to at least
               | have the safety net of never updating the engine, but
               | they removed that guarantee from the TOS. This isn't a
               | SaaS app used to sync your photos we're talking about,
               | this is the underlying tech for massive swathes of some
               | people's entire lives.
               | 
               | This is like saying "you can't really expect linux TOS to
               | never change for future versions" (pretend that makes
               | sense). Like yeah they might be subject to change, but as
               | someone basing my entire work on it, i am making the bet
               | that i will continue to be able to do that, and unity has
               | just showed that not only they can change it, but that
               | they will, without hesitation and possibly retroactively.
        
               | qwytw wrote:
               | I can't and I won't in any way justify the retroactive
               | part (even though they seemingly promised not to do that
               | again, they already made the same promise a couple of
               | years ago..).
               | 
               | But I'm not quite sure I understand your overall
               | argument. Are you saying that if you release any type of
               | software you're should never be allowed to change the TOS
               | in subsequent version? e.g. Windows 11 should have
               | exactly the same TOS as Windows 95?
        
             | autoexec wrote:
             | Yeah, I can't really see why anyone should trust them now.
             | They've already shown themselves as being willing to screw
             | over their users to satisfy their greed. They'll do it
             | again.
        
               | mrguyorama wrote:
               | This was actually the SECOND time they tried to do TOS
               | shenanigans, which is why they had that dumb git repo of
               | TOS that they tried to stealthily delete before running
               | this change.
               | 
               | Surely they won't do it a third time, right? Especially
               | after this "U-turn" sitll includes all the tech and legal
               | for setting up a "fee for each installation"
        
       | DoneWithAllThat wrote:
       | The amount of mental gymnastics on display here (not to mention
       | bloodthirstiness) to not acknowledge that the new terms are
       | genuinely a huge improvement and likely palatable to the majority
       | of game actual developers in crazy.
       | 
       | I have a few friends who work on relatively medium-scale game
       | development operations and every one of them is basically saying
       | "oh thank god, we can work with this". But reading this thread
       | you'd think it was still a catastrophe, just a slightly smaller
       | one.
        
         | rybosworld wrote:
         | I don't see any comments in this thread that argue the new
         | terms are worse than before. I also don't see any comments that
         | argue the new terms aren't palatable.
         | 
         | As far as I can tell, most of the discussion is to the effect
         | of: "does a reversion to only slightly shitty pricing terms
         | make up for initially trying to get away with _super_ shitty
         | terms? "
        
         | JohnFen wrote:
         | > to not acknowledge that the new terms are genuinely a huge
         | improvement
         | 
         | I'll acknowledge that!
         | 
         | But it doesn't matter. This is the second time that Unity
         | retroactively changed the terms of their deal. That they
         | removed the retroactive part is great, but that they've done it
         | twice also indicates that it will happen again at some point in
         | the future.
         | 
         | So, for me, it doesn't matter in the slightest how favorable
         | their new terms are. They've shown their true colors and they
         | can't take that back.
         | 
         | That's why I won't be buying any Unity-based games in the
         | future. Unity is a bad actor, and I don't want to support their
         | business.
        
       | unitylol wrote:
       | This isn't the kind of situation for forgiveness. The management
       | promoting these unpopular changes this needs to go, and if
       | Unity's board won't take action, developers and customers will.
        
       | ekanes wrote:
       | This seems almost impossible to fix: When a person or company is
       | caught violating their promises, it's a big hurdle to
       | differentiate between:
       | 
       | A: "Sorry we got caught / sorry you're upset" and
       | 
       | B: "Oh snap. Our internal values are obviously way wrong. The
       | board has fired the CEO, we are going to solve this in the open
       | along with the community, and then we'll bind our own hands in
       | every way legal that we won't do this again."
       | 
       | So far this still smells a lot like A.
        
         | xyst wrote:
         | They have taken the FB approach. Backpeddle on changes. Wait
         | for heat to cool off. Then back to fucking you over.
        
         | sbarre wrote:
         | Yeah if you look at the Unity leadership and board, you can see
         | clearly who is in charge and what their values are. If that
         | doesn't change, then talk is cheap.
         | 
         | Unity has entered the enshittification (or more generously
         | "value extraction") phase of their existence, and you should
         | assume that going forward no matter what they do, it will be in
         | the context of prioritizing value extraction over customer
         | success or happiness.
         | 
         | Companies are allowed to make money, but how it's done really
         | matters.
        
         | TheGRS wrote:
         | They likely won't ever escape it. Unity entered the market as a
         | free, batteries-included game engine. It rose to prominence in
         | the indie community because it was free and it had a LOT of
         | user-generated materials. Their whole brand has this foundation
         | of being friendly to small developers. You take that away in
         | even the smallest way and they have nothing to stand on.
         | 
         | By comparison, Epic didn't have that sort of baggage. They were
         | a big company with a big engine made for big games. And over
         | time they made that engine cheaper and more accessible to
         | smaller devs.
        
         | failbuffer wrote:
         | Exactly. Diplomacy is the art of saying "nice doggy" until you
         | can find a big enough rock.
        
       | xwdv wrote:
       | The damage is done. This whole debacle only confirms what I
       | always knew to be true: you must build your own game engines and
       | tooling.
        
         | baal80spam wrote:
         | This is my belief as well. In addition (I might be in the
         | minority here) but I can always tell when a game is made in
         | Unity - it has this cheap, plastic feel to it.
        
         | SXX wrote:
         | Building own engine and tools is not financially viable for 99%
         | of game development companies.
        
           | valianteffort wrote:
           | Major developers are too focused on things that hardly matter
           | like cutting edge graphics, and hardly interested in things
           | that do like gameplay. Indie is where people are more
           | forgiving, and keeping as much profit matters. Thus in house
           | engine development is a more viable strategy.
        
             | SXX wrote:
             | I am co-founder of indie game company. Like in any business
             | there is tons of things you have to deal with: hr and
             | managing people, making good game prototypes and pitches,
             | finding funding or publisher, negotiating contracts,
             | crunching for milestones and release.
             | 
             | In case of majorify of indie games you only can only get
             | $100,000-500,000 of funding total for one game with
             | development time of 6-18 months. And like 50%+ of this
             | money will go into creating art assets especially if we
             | talk of pixel art.
             | 
             | Go look what is the salary of senior C++ programmer with
             | experience working with graphics, audio and little bit of
             | everything. And one person can hardly create anything close
             | to game engine tooling unless he work for several years.
             | 
             | Making own game engine is the last any game developer gonna
             | consider.
        
           | superkuh wrote:
           | That's too bad. I guess for profit companies won't then and
           | actual decent human people with more incentives in their
           | lives than only profit will continue to do so.
        
             | the_af wrote:
             | Even without profit in mind: sometimes you just want to
             | build a game.
             | 
             | It's easy to get sidetracked by "the engine" when all you
             | wanted was to create a game... Most amateur gamedevs I know
             | all started creating "the engine" and then the actual game
             | never happened.
        
             | simonw wrote:
             | That position doesn't make any sense to me.
             | 
             | Why should "decent human people" who want to build a cool
             | game be forced to first build an engine for it?
        
             | SXX wrote:
             | I wish to just work on making cool games, but unfortunately
             | my damn landlord and grocery store only care about profit
             | and charge me money every time I have to deal with them.
        
             | rondini wrote:
             | If anything ONLY huge for-profit companies have the
             | knowledge and resources to build their own engines. Without
             | Unity or whatever takes its place thousands of indie devs
             | would never have get off the ground.
        
             | chc wrote:
             | Humans actually need to eat more than for-profit companies
             | do.
        
           | raytopia wrote:
           | There are lots of frameworks people can build on. So it
           | doesn't have to be from scratch.
        
         | Zambyte wrote:
         | > you must build your own game engines and tooling.
         | 
         | From source perhaps
        
         | jayd16 wrote:
         | Not to be snide but how many games have you shipped like that?
         | Its really a massive undertaking to build a game engine. Not to
         | mention a distraction as well.
        
           | JohnFen wrote:
           | You don't need to build a game engine, though. Just build a
           | game. Game engines exist basically to be able to reuse code
           | across the development of many games.
           | 
           | If you don't worry about writing an engine, and just write
           | games without one, then as a side-effect you'll also be
           | developing the core of an engine that's more specifically
           | optimized for the sort of work that you actually do.
           | 
           | Eventually, it may become advantageous to make that into a
           | formal engine, or it may not. Either way, you're still
           | creating games.
        
             | SXX wrote:
             | What you describing is only possible for hobby game
             | developers with extremely small scale of a game or
             | development time of 4-5 years. Majority of game developers
             | simply dont have skillset to work with audio, graphics APIs
             | and cross platform support.
        
               | JohnFen wrote:
               | > What you describing is only possible for hobby game
               | developers with extremely small scale of a game or
               | development time of 4-5 years.
               | 
               | This is demonstrably untrue. It wasn't all that long ago
               | that there were no game engines available for use, and
               | yet small devs managed to produce a ton of great games
               | anyway. It is true that a small developer is unlikely to
               | be able to produce a grand AAA-scale game in a reasonable
               | time, though.
               | 
               | > Majority of game developers simply dont have skillset
               | to work with audio, graphics APIs and cross platform
               | support.
               | 
               | Then perhaps they should gain that skillset? I would have
               | assumed that any game dev is well-versed in doing these
               | things regardless, but if not, isn't that a problem?
        
               | SXX wrote:
               | > This is demonstrably untrue. It wasn't all that long
               | ago that there were no game engines available for use,
               | and yet small devs managed to produce a ton of great
               | games anyway.
               | 
               | Audience expectations for production quality of art,
               | animations and overall gameplay has grown accordingly
               | over the years. To become a success game dont have to be
               | best of the best, but it's just cant be much worse than
               | baseline of modern successful games.
               | 
               | If there is any indie games that you like and they were
               | released less than 10 years ago please do a little
               | research of how long they actually took to build. There
               | are reasons why one-guy indie game production take 5-7
               | years.
               | 
               | > Then perhaps they should gain that skillset?
               | 
               | It's just too many skills and each of them take years of
               | practice. If you take any modern game engine there will
               | be dedicated programmers working on audio, graphics,
               | networking, physics, etc.
               | 
               | If you have group of 3 rock start programmer buddies who
               | can work full time for free then you might have some
               | chances, but I doubt you will have any time left to
               | actually make games.
               | 
               | Also even with your 3 buddies working for free process of
               | making a game costs money. And if you tell the publishers
               | or investors that your company building their own game
               | engine no one will ever invest money into your project.
        
               | JohnFen wrote:
               | > If there is any indie games that you like and they were
               | released less than 10 years ago please do a little
               | research of how long they actually took to build.
               | 
               | I know a number of successful game developers that are
               | counterexamples to your thesis.
               | 
               | > If you take any modern game engine there will be
               | dedicated programmers working on audio, graphics,
               | networking, physics, etc.
               | 
               | Right, but that's to make a full engine. I'm arguing that
               | you shouldn't make an engine at all.
               | 
               | Yes, if you're aiming at high production values, then
               | you're looking at millions of dollars of investment and a
               | full team.
               | 
               | But if you're looking to produce an excellent and
               | successful game, the equation can be entirely different.
               | You don't need top-notch graphics, top-notch sounds, etc.
               | You just need to make a great game, and a great game is
               | defined by the gameplay, not by the window dressing.
               | 
               | If you're a one-man shop, it absolutely is major factor
               | in terms of what sort of games you can produce. There's
               | no question about it. But it doesn't mean you can't
               | produce excellent and successful games.
        
             | jayd16 wrote:
             | Might as well write a custom language and model editor too.
             | These are all worthwhile endeavors but they are
             | distractions if your goal is the game itself.
             | 
             | >you're still creating games.
             | 
             | No, every moment you're writing or debugging engine code is
             | a moment you're not working on content.
        
               | fragmede wrote:
               | The Sapir-Whorf Hypothesis, but for gaming. If the game
               | engine won't let you, say, jump, then the content being
               | generated is limited by that facet of the game engine. So
               | in working on the game engine, and adding the ability to
               | jump, you're unlocking the possibility of new content.
        
               | jayd16 wrote:
               | Or you could pick a modern engine, already have those
               | things and focus on the novel content and not the
               | possibility of content.
        
       | anigbrowl wrote:
       | Now's the time to see if the CEO bought back any of the stock he
       | sold before the announcement.
        
       | ajuc wrote:
       | Once a company tries sth like this there's no point going back.
       | They will fuck you up again the moment people stop watching every
       | step their make.
        
       | epa wrote:
       | Thats the problem with expectations. When you have a free model
       | you need to be freemium with additional features, not adjust
       | pricing to the whole group.
        
         | WillPostForFood wrote:
         | That's what Unity did, they are ~freemium, and tried to raise
         | prices on paying users. They just showed you can do it
         | incredibly stupidly.
        
       | capableweb wrote:
       | > the runtime fee policy has been almost completely reversed
       | 
       | Oh, that sounds good!
       | 
       | > Under the revised terms, there is no runtime fee whatever for
       | any game developed with a current version of Unity, only for
       | those developers who adopt the latest version in 2024.
       | 
       | So, not at all reversed, just pushed further into the future?
       | 
       | > Overall the changes seem to address most of the issues people
       | had with the new terms, and importantly it is more or less opt-in
       | 
       | This makes it seem like this is a submarine post trying to help
       | Unity to regain some sort of control, rather than a journalistic
       | investigation into the event, where the journalist at least would
       | try to be impartial.
        
         | JohnFen wrote:
         | Well, it _is_ a TechCruch article, so that 's not surprising.
         | You need to adjust your filters accordingly.
        
       | raziel2701 wrote:
       | Trust is not a boomerang, when you throw it away it doesn't come
       | back.
        
         | LadyCailin wrote:
         | Depends, if you're big enough, it will come back to you after
         | it orbits once.
        
         | iamsaitam wrote:
         | Great metaphor.
        
       | olliecornelia wrote:
       | Sadly many game developers are also Gamers.
        
         | bobsmith432 wrote:
         | The real problem is sadly most video game companies are public
         | traded greasefestivals. See Valve for a good honest game
         | company.
        
       | louwrentius wrote:
       | You can never trust them as they may still just choose to
       | implement it somewhere in the future.
       | 
       | The thing is: Capitalism demands perpetual (growing) growth. Pay-
       | per-download would have helped tremendously with this.
       | 
       | I don't believe pay-per-download is dead.
       | 
       | Money isn't free anymore, but companies are desperate for growth.
       | Inflation is currently caused by companies issuing significant
       | price hikes to appease shareholders. I expect more pay-per-
       | download-style shenanigans from other companies or outrageous
       | price hikes going forward, to sustain growth.
        
         | rybosworld wrote:
         | > You can never trust them as they may still just choose to
         | implement it somewhere in the future
         | 
         | Completely agree.
         | 
         | > The thing is: Capitalism demands perpetual (growing) growth.
         | Pay-per-download would have helped tremendously with this.
         | 
         | Disagree. The market provided a strong answer in the form of:
         | "No, we hate this model and will literally do extra work
         | (switch game engines) to avoid it".
        
         | mordae wrote:
         | That's OK. Capitalism demands growth, but infinite growth on a
         | finite planet is impossible. As the attempts to extract value
         | at all (especially reputational) costs ramp up, reputation of
         | the whole system is going to crumble. People are going to look
         | into alternatives then. Godot and Blender.
        
       | gigatexal wrote:
       | Did Apple talk to them I wonder?
        
         | isk517 wrote:
         | Maybe if they got there early enough, I suspect there was a
         | line up composed of all of the larger developers, publishers,
         | and platform holders.
        
       | glimshe wrote:
       | Unity, if one of your employees makes an egregious move that is
       | not only immoral, but also destroys the trusts of coworkers, do
       | you fire them or forgive?
        
       | Tiktaalik wrote:
       | Developers were already moving away from Unity (at least
       | traditional pc/console game publishers) months and years before
       | this and this will only accelerate the decline.
       | 
       | I've been told that Unity remains one of the best engines for
       | mobile development so maybe those folks will continue to linger
       | around, but I think for everyone else it's accelerated their move
       | to the exit.
        
       | maxFlow wrote:
       | As a side note, Godot's Development Fund [0] is currently sitting
       | at 51.1k euros/month. Does anybody know where it was at before
       | the Unity pricing revamp announcement?
       | 
       | [0] https://fund.godotengine.org/
        
         | lukasus wrote:
         | 25k euros on September 12th
         | https://web.archive.org/web/20230912192257/https://fund.godo...
        
         | SXX wrote:
         | Accidentally Godot's Development Fund was announced like a day
         | before Unity debacle.
        
           | dmonitor wrote:
           | It was the same day, even
        
         | [deleted]
        
       | nonrandomstring wrote:
       | Seems like Unity are really going to get punished.
       | 
       | Plenty of companies renege on promises, or stiff their customers,
       | and we just suck it up and keep coming back. Take Sony, discussed
       | earlier as "deserving" of being hacked, but all the same we keep
       | buying their stuff no matter how despicable their behaviour.
       | 
       | Something is different about this.
       | 
       | There's a community that seems to have solidity. And they seem
       | hell-bent on rubbing Unity's nose in its own poop.
       | 
       | And Unity is small and dependent enough to be really hurt. I
       | expect they will survive, but as markets get more specialised I
       | wonder if in times to come coordinated action will totally take
       | down companies.
        
         | ComputerGuru wrote:
         | I think it's that Unity actually isn't that big and evil that
         | (unfortunately?) makes it so they are more likely to pay a
         | price for their egregiousness than truly Machiavellian entities
         | operating at world scale.
         | 
         | I wish the world would get likewise up in arms at being
         | similarly abused by the likes of true industrial titans (in and
         | out of the tech sector).
        
           | nonrandomstring wrote:
           | > I think it's that Unity actually isn't that big and evil
           | 
           | Yep, I remember when they were getting together, was it
           | around 2006 maybe, when they were the kid on the block and
           | Unreal was heavy.
           | 
           | > that (unfortunately?) makes it so they are more likely to
           | pay a price
           | 
           | Kinda how the second or third biggest kid attracts the
           | bullies. Not saying the game community are "bullying" Unity,
           | but there are bigger fish to fry.
        
       | rybosworld wrote:
       | There's a really simple fix: Fire the execs.
       | 
       | It's difficult to take this company seriously when they are run
       | by out of touch MBA's who routinely make objectively poor
       | business decisions and then reward themselves handsomely. I think
       | people are increasingly tired of business leaders paying
       | themselves millions when things go well, but facing no
       | repercussions when they don't.
       | 
       | "STAT | $494 million - The cumulative stock-based compensation
       | Unity reported paying out over its past three quarters.
       | 
       | STAT | $152 million - The cumulative "profit" Unity reported over
       | those same three quarters."
       | 
       | https://www.gamesindustry.biz/unitys-self-combustion-engine-...
       | 
       | NOBODY believes they won't try something like this again, because
       | the people responsible are still there. Get rid of the people
       | that broke the trust and I guarantee you'll see the community
       | praise the decision.
        
         | poutinepapi wrote:
         | OI! Can we get this person cookie?
         | 
         | I remember when it dawned on my poor team lead that they had
         | gone from being a team lead to being alone and in charge of a
         | massive portion of Unity's systems. Just like me, they're an
         | immigrant. However, they also have a family to consider, so
         | what options are available to them?
         | 
         | Being honest mate, it's not much better out there, the games
         | industry is wall to wall owned and operated by mostly
         | borderline-sociopathic MBAs who are as useful as a chocolate
         | teapot and nowhere near as delicious when you bite into them.
         | 
         | It's sad because I've been using Unity since it was only
         | available on MacOS and it used Boo, but hey, c'est
         | l'capitalisme, nes't pas? And already two prospective jobs that
         | were using Unity ghosted me so hard that I know who I gotta
         | call.
         | 
         | So I shrug my shoulders, and keep studying for my third post-
         | graduate[1] that I can barely afford to get more skills so
         | another useless MBA fuck hires me and pays me a pittance.
         | 
         | Oh! And I switched to Godot too, but that was out of spite
         | mostly.
         | 
         | [1] Insert joke about over-educated millennial
        
         | itsafarqueue wrote:
         | Another way to interpret these stats are that these MBAs are
         | staggeringly good at what they do (extracting cash for
         | themselves).
        
         | autoexec wrote:
         | > Fire the execs...I think people are increasingly tired of
         | business leaders paying themselves millions when things go
         | well, but facing no repercussions when they don't.
         | 
         | Does firing execs even count as repercussions when they've got
         | golden parachutes to make sure they can fail with no
         | consequences
        
         | shmatt wrote:
         | I wrote a similar comment yesterday but worth noting again.
         | This isn't the usual group of MBAs looking for a quick buck.
         | These are the people who have come in from ironSource. A
         | company who has made billions by attaching malware in disguise
         | to personal computers[1]. Executives who green lit projects
         | like mentioned in this post really don't care about their
         | users, its all about maximizing profits while stepping on
         | everyone else
         | 
         | [1] https://www.benedelman.org/news-021815/
        
           | qwytw wrote:
           | > This isn't the usual group of MBAs looking for a quick
           | buck. These are the people who have come in from ironSource
           | 
           | I'm sure that Riccitello and Unity's execs who didn't come
           | from IronSource are more than capable of coming up with
           | something like this.
        
           | Sohcahtoa82 wrote:
           | > This isn't the usual group of MBAs looking for a quick
           | buck.
           | 
           | > Executives who green lit projects like mentioned in this
           | post really don't care about their users, its all about
           | maximizing profits while stepping on everyone else
           | 
           | Uh...that sounds _exactly_ like a group of MBAs looking for a
           | quick buck.
        
             | cacois wrote:
             | I think the implication was that this is a more insidious
             | "milk them for all they are worth, damn the consequences"
             | group
        
       | hresvelgr wrote:
       | Unity would not have pulled this stunt if it wasn't going to make
       | money and they knew they couldn't get away with it. My suspicion
       | is that developers below the 90th percentile likely don't impact
       | their revenue at all and they are likely trying to hit 99th
       | percentile titles like Genshin Impact and Hearthstone, titles
       | which are extremely cross platform and would need to be at the
       | latest engine version to use the console SDKs.
       | 
       | This may very well be an intentional shedding of a demographic,
       | as typically lower price tier and free customers tend to be the
       | largest support burden for SaaS companies.
        
         | TheGRS wrote:
         | Yea another odd thing with Unity is that since it was free and
         | very accessible to small game makers, they were also heavily
         | associated with shovelware. Maybe this is also an attempt to
         | get away from that. I just don't see how they have the funds to
         | weather through this shift though, their whole identity was
         | being the small studio engine.
        
       | m3kw9 wrote:
       | The board meeting:
       | 
       | Exec:"they'd have no choice but to pay this new fee, they are
       | fked now"
       | 
       | A week later..
        
       | gumballindie wrote:
       | Have they fired that toxic CEO yet? It won't make much of a
       | difference, but the guy's career should come to an end. Time to
       | be freed to focus on other, more important, things.
        
         | sbarre wrote:
         | Everyone seems really focused on JR (the CEO) but I haven't
         | heard much talk about Tomer Bar-Zeev who came to Unity via the
         | ironSource merger (he was a founder), and is "President, Grow"
         | of Unity, and also on the board.
         | 
         | I suspect this guy, considering ironSource's past and his
         | current title, may have been more responsible for these changes
         | than the CEO. I assume the CEO has to sign off but the whole
         | strategy of value extraction and nebulous fees just stinks of
         | ironSource.
        
           | BudaDude wrote:
           | While this may be true, JR has made a number of decisions
           | over the years that has harmed Unity before the merge.
        
       | KronisLV wrote:
       | I think this is probably a net positive at least in some regards.
       | 
       | Unity (and other company execs) saw that pricing per install will
       | most likely generate a lot of outrage, so profit seeking must be
       | kept to more moderate means.
       | 
       | Unity settled on terms that will still generate them some income
       | (which is probably good, given how fast they're burning money),
       | the revenue share is still lower than that of Unreal and if the
       | fireside chat is to be believed, then these terms should hold for
       | a while.
       | 
       | Unity won't be making every game/program phone home, at least if
       | you don't use their analytics, the install figures will be self-
       | reported and also the splash screen will be optional.
       | 
       | The people with years of Unity experience and purchased assets
       | won't be forced to migrate to something else and will be able to
       | use their good tech and tools (even if the editor can be
       | annoying), and their businesses won't have to pay insane amounts
       | of money for runtime fees.
       | 
       | In addition, engines like Godot get a nice boost in popularity
       | and also some funding, which should secure them a better future.
       | Probably not much is changing for the niche engines that I like,
       | but it's still to nice see Godot succeeding in some ways!
       | 
       | That whole fiasco could have been avoided altogether, though -
       | just consider the new policies for like half a year and run some
       | numbers first, I'm not sure how they missed out on how their
       | initial plans would affect mobile games!
        
         | Lord-Jobo wrote:
         | I think the actual weight of this incident over long term will
         | fall on whether or not Unity reports noticeable losses of
         | revenue after this. If they don't, the industry wont care and
         | wont learn from their mistake.
         | 
         | The people making these decisions dont really pay attention to
         | anything else besides quarterly reports and stock movement, and
         | they rarely actually know much about the industry they work
         | in(from my observations). these are broad generalizations,
         | there will be exceptions definitely.
        
       | Verdex wrote:
       | I was probably never going to learn unity in the first place. But
       | when the news came out that shifted to, "Well, now I'm definitely
       | never going to learn unity."
       | 
       | However, I missed the news that Unity merged with ironSource. The
       | runtime fees news filled me in on that and also filled me in on
       | some of the less than savory things that ironSource has been up
       | to in the past.
       | 
       | Now my position has moved towards, "I guess I shouldn't play
       | anything made in Unity (at least not on machines where I care
       | about their security)." And cancelling the runtime fee isn't
       | likely to shift my position.
        
         | JohnFen wrote:
         | > Now my position has moved towards, "I guess I shouldn't play
         | anything made in Unity
         | 
         | I'm not a game dev at all, but this is where the whole thing
         | has brought me as well. If it's based on Unity, I'll pass.
        
           | TheGRS wrote:
           | This is a really weird takeaway for an end-user. This is
           | punishing game developers for using a certain tool. Unless
           | Unity is doing something adverse to the end user I don't see
           | why that should be a factor in your game purchases. I've
           | played plenty of great games made with Unity.
        
             | JohnFen wrote:
             | I don't like how Unity conducts their business, and I now
             | actively distrust them, so it makes sense to add them to my
             | list of "companies to avoid".
             | 
             | I don't want to support businesses that operate as they do.
             | The intent isn't to punish developers, of course, but
             | continuing to give money to a company that I don't want to
             | support is asking more of me than I'm willing to do.
             | 
             | In the end, it's just me and my decision will have no
             | effect on anybody. If enough other people also avoid Unity,
             | then devs will have to adapt. That's just life.
        
           | SXX wrote:
           | So you don't like Unity because of everything happen and how
           | they threated game developers. And for that reason you want
           | to refuse to pay those game developers?
           | 
           | As it's now Unity dont collect any telemetry.
        
             | bobthepanda wrote:
             | Unity already showed they were willing to change contract
             | terms unilaterally, so why anyone should trust that they
             | will stay doing what they currently do is beyond me.
        
             | JohnFen wrote:
             | Not exactly. I don't trust Unity because they've clearly
             | demonstrated that they can't be trusted. I'm not avoiding
             | Unity as some sort of solidarity with wronged developers,
             | I'm avoiding Unity because I don't want to support a
             | company that behaves that way.
             | 
             | > As it's now Unity dont collect any telemetry.
             | 
             | Maybe not (but maybe -- how would I know?), but Unity
             | clearly has no problems throwing people under the bus if it
             | suits them, so again -- they can't be trusted. On this
             | point or any other.
        
           | Uehreka wrote:
           | Ah, I wish it were that easy, but a number of my favorite
           | games (KSP, Outer Wilds, Disco Elysium off the top of my
           | head) are made in Unity. If you play indie PC games you can't
           | boycott Unity without missing a ton of really good games.
        
             | syncbehind wrote:
             | > If you play indie PC games you can't boycott Unity
             | without missing a ton of really good games.
             | 
             | The naivete involved in expecting to boycott a product
             | without having any inconveniences never ceases to amuse me.
             | 
             | The very nature of boycotting necessitates that you will
             | miss out on things. If you never used the
             | product/byproduct, what effect would your boycott have?
             | It's like a bald person boycotting a hair cuttery, who
             | cares?
        
               | Sohcahtoa82 wrote:
               | In the gaming world, boycotts are an absolute joke. I
               | think many gamers don't even know what the word means and
               | will pre-order and play the hell out of a game they're
               | claiming to be boycotting.
        
             | JohnFen wrote:
             | > If you play indie PC games you can't boycott Unity
             | without missing a ton of really good games.
             | 
             | That may be true, but so what? There are more great non-
             | Unity-based games than I have time in my life to play
             | anyway.
        
             | fcsp wrote:
             | I suppose this is going to change drastically going forward
             | as game devs probably won't want to risk their livelihood
             | on the whims of a company that is ok with making such
             | changes
        
             | srinivgp wrote:
             | If you play games you can't play games without missing a
             | ton of really good games. There are _a ton_ of really good
             | games.
        
               | Uehreka wrote:
               | The games market is large, but not infinite. Like, there
               | may be many space games, but only one space sim that has
               | the depth and complexity of KSP 1, and that's KSP 1. Not
               | to mention that a lot of gamers have no idea what engine
               | their favorite games use. For instance, I was shocked to
               | discover that Disco Elysium used Unity because it looks
               | so different from the "stock Unity look".
        
               | syncbehind wrote:
               | >Not to mention that a lot of gamers have no idea what
               | engine their favorite games use.
               | 
               | If you start to boycott something, you typically have
               | done some research (why else would you have wanted to
               | boycott it in the first place). I.e boycotting Nestle
               | means that you research where the company may have their
               | fingers in and avoid that.
        
             | slowmovintarget wrote:
             | I suspect that kind of boycott would hurt the independent
             | developers more than it hurts Unity.
        
               | syncbehind wrote:
               | Those developers will then need to pivot in response to
               | market changes. But yes, that's often how it goes.
               | 
               | If you boycott a child-labor produced coffee, and it just
               | so happens that your favourite indie cafe uses that as
               | their main coffee because it's so cheap! Yea, that cafe
               | will suffer.
        
               | slowmovintarget wrote:
               | I'd be all for a boycott in your example, but not in the
               | case of Unity... as a purchaser of games. As a developer,
               | you'd better believe I'd be looking hard at Godot /
               | Defold / Unreal... or turning off the Unity ads in my
               | products. I don't think Unity's intended pricing change
               | is morally equivalent to child labor.
        
               | syncbehind wrote:
               | I used a hyperbole to get my point across. I'm not
               | equating the two.
               | 
               | I mean, even not using them as a development platform is
               | something. But I don't get the logic behind supporting
               | them as a purchaser of games? Is it just FOMO?
        
               | slowmovintarget wrote:
               | No. It's because I don't believe it strikes at the right
               | targets, for lack of a better metaphor. You get
               | collateral damage that I don't think is worthwhile. If
               | the desired goal is to have developers move away from
               | Unity, Unity themselves have given enough incentive.
               | 
               | You suggested boycotting the developers that use Unity. I
               | don't get your scorched earth logic. It seems
               | unreasonable to me.
        
               | syncbehind wrote:
               | It isn't "Scorched earth". It's boycotting by proxy.
               | 
               | >Unity themselves have given enough incentive.
               | 
               | Sure, if they change on their own volition, then I have
               | no need to boycott those developers. This adds to that
               | incentive should they not do so.
               | 
               | (copied from my other comment)
               | 
               | I.e. I have no real way to boycott Nestle, but if enough
               | people stop buying their products, the stores will carry
               | fewer of them. Yea, the stores (or devs, or cafes) will
               | get hurt in the short term, but only if they're insistent
               | on not listening to their users/the market.
        
               | apetresc wrote:
               | This analogy doesn't work; in your coffee example, the
               | cafe is complicit in benefiting from the manufacturer's
               | cost-cutting (at the expense of the children). But the
               | only injured party in the Unity case is the game
               | developers themselves, who presumably are already aware
               | what their own interests are.
               | 
               | To fix your analogy, it would be like a coffee
               | manufacturer who apparently somehow screws over their
               | customers (cafes), so you decide to retaliate by
               | boycotting the cafe.
        
               | syncbehind wrote:
               | Is it really though? As an end user, I don't actively buy
               | things from massive coffee distributors, just as I do not
               | use unity to develop things. If the cafe, in this
               | example, carries other beans- I'd have no reason not to
               | buy those instead.
               | 
               | The boycotting happens by proxy. This isn't a hard
               | concept to understand.
               | 
               | I.e. I have no real way to boycott Nestle, but if enough
               | people stop buying their products, the stores will carry
               | fewer of them. Yea, the stores (or devs, or cafes) will
               | get hurt in the short term, but only if they're insistent
               | on not listening to their users/the market.
        
         | jonplackett wrote:
         | You're just going to be punishing game devs who are locked in.
         | Sure, make your own games with something else (although unreal
         | has similar rev share) but it seems cruel to take this out on
         | unity devs who have no option
        
           | debaserab2 wrote:
           | If the tool they use to make their game requires customers to
           | install malware onto their machine you can't really blame the
           | customer for avoiding software that is built with said tool.
        
             | EricE wrote:
             | Declaring they are installing malware is a pretty bold
             | assertion. Care to back that up with something other than
             | feelings?
        
               | debaserab2 wrote:
               | If you've followed the Unity debacle I assume you've
               | already read about this, but a cursory search for
               | "Ironsource malware" on google yields:
               | 
               | https://www.gamesindustry.biz/unity-ironsource-malware-
               | came-...
               | 
               | https://www.pcgamer.com/unity-is-merging-with-a-company-
               | who-...
        
               | qwytw wrote:
               | Is there any indication all of the IronSource or other ad
               | stuff will not be optional?
               | 
               | Not allowing developers to remove it from their games
               | would certainly be a step too far (at this time anyway,
               | who know what will they come up with in a couple of
               | years).
        
         | adamredwoods wrote:
         | Another thread said it best (paraphrased): they felt the power,
         | and fear, of how one CEO's action that could change their
         | livelihood.
         | 
         | I've felt this when Flash was canceled for iOS. Steve Jobs's
         | "letter about Flash" changed my job outlook in just one day.
        
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