Unity employees have extraordinary working conditions and pay. It sucks that their hard work gets tarnished by stupid executives and poor PR but let's not paint the employee as a victim here.
Too early to tell, but it could signal the start of a trend where developers and game studios at least entertain the idea of having a look at other engine before going with unity.
Don't underestimate the sunk cost of Unity. The commitment to Unity it big. Unity is taught in game classes, people are formed and specialized in it, and you might have years of in-house tools which you couldn't re-use.
I can see hobbyist switching and game studios with games that are easy to port, like arcade-style 2d games. For a lot of studio switching is a real risk of bankruptcy, more so than the extra fees. It will take more than a few days for Unity to fall, or even have an "exodus".
I agree with the essence of your post, but the part about Unity already charging devs proportionally based on sales is not true. The editor is currently licensed per-seats and there is currently no cap to how much money you can make if you run the enterprise license, which is 5k/year per employee.
You'd be crucified in most communities for pointing out something like that though. Brand loyalty and addiction to outrage is rampant with gamers and tech enthusiasts.
What? The revenue threshold is mentionned over and over again, there is even a table with the revenue brackets. The info is right there, in the article and in the Unity blog post. Are you so addicted to outrage that you won't even get your basic facts right? I am done here.
I am not defending the absolutely awkward pricing model of Unity.
Do you think we should also give them a flat 30% then? 1/3 of your gross is massive, and we could argue Unity is just as important in the execution of your game.
As far as I am concerned the comparison with retail does not hold. Retail runs on thin margins. Steam on the other hand is absolutely massive and afaik is one of the most, if not the most profitable business per employee in the USA. It is absolutely greed. They have nice features but we're all forced to pay whether or not we use them. But of course this is Gabe, the guy who tried to replicate 1:1 the absolute horrible business model of MTG on digital. Billionnaire gonna billionnaire.
This is not the point I was trying to make. Replace "recoup" by whatever term you see fit I don't think they are owed this money either. They are trying to cut on their quaterly losses tho, which are massives.
You don't pay a dime until your game sells for 200k per year, at which point your quickly forced to go pro. It is not then until the 1M mark that you owe money. It is right there on the pricing page, did you read it?
Experts are supposed to break it down to them. But yeah, this is a flawed system but I fear the honnest take is that most humans know nothing about most things (even if we're tempted to believe otherwise), so you'd be running out of avalaible judges real quick.
Since smartphone became a thing it has always been my theory that millenials, and up to a point GenX, would be the only two generations to be forced into being tech-savy. Boomers and GenZ have been overwhelmingly tablet and phone users. Whoever still logging on a PC nowadays will have a vastly different experience than what it used to be.
It is a different world really. I am a huge geek and I have been in tech for a long time now, but I still get confused look at family gathering when I tell them I have no idea how to fix someone's Ipad or what app/settings/touch gesture to do whatever.
You're getting downvote, but it is kinda fucked up that we all praise Steam, yet they are, along with other storefronts, taking a 30% revenue cut from every sales. There is a reason gamedevs are strangled for money. Unity's move is tone deaf, but not only it can never realistically make up 30% of your gross, it only affects developers making over 1M per year.
Not to excuse them, but if we're to be outraged we should at least consider the whole problem.
Anyway, I am sick of this system where all the money is funnelled by middle-men. It happens virtually everywhere and apparently it is catching up to the digital world too.
In practice it mostly affect studio making over 1M in sales per year. The download fee only occur on pro users past that threshold. The fee is so ridiculous that they're basically forcing devs to get pro, but that was kinda already a thing anyway. For studios malong over 1M a year, well they gotta pay up unfortunately. Unfortunately 1M per year ins't that much for a middle-sized studio, but small studio are barely affected by this change.
Hey, fair points. I am not saying that all big are bad and all indies are good. The industry is definitely getting carried by indies in some genres and that is ok.
It would seem you agree on most points, as I passionate myself it just surprised me to sometime be surrounded by people who didn't really care. It depends on the project and the studio of course. I can't really blame the workers though as I said, so I agree with you that it makes sense in most cases to not recruit only "gamers". Thanks for sharing!
No, not to the same extent. I mean past a certain size we probably shouldn't expect big executives to care, but you still have a lot of passionate people in this industry, so you can totally have "true" gamers working in big budget games.
Yeah, it is kind of the default isn't it. It kinda make sense for the programmers and artists, but it is still kinda weird that the actual designers don't really understand why people play video games. You wouldn't expect a movie director to not like movies, or a car designer to not like cars. I guess it must be happening everywhere at least to some degree.
Nowadays I would compare some game studios to what some boys bands were to music. You start with some guys with money who are neither musicians, nor sound engineers, nor anything really. They pick singers and musicians based on look and market research, they hire a large team of specialized workers, and then they spend millions on marketing to flood the space with their new album. The indie developers in this scenario would be Pink Floyd.
It wasn't always like this, at least for video games. I feel like in the 80s up to the early 00s it was mostly dominated by passionate workers, but there just isn't enough passionate workers for the demand. As the industry grew, big players started building those "soulless" projects to make good return on investment. Not to denigrate the individual contributions of the workers, but sadly the people who own those business don't really care if they're making games or cars or selling cigarettes. They care about r.o.i.
Unity employees have extraordinary working conditions and pay. It sucks that their hard work gets tarnished by stupid executives and poor PR but let's not paint the employee as a victim here.