There's a clause in the new terms that say you can plead your case that some installs are piracy and shouldn't count.I should mention however that in the case of piracy
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There's a clause in the new terms that say you can plead your case that some installs are piracy and shouldn't count.I should mention however that in the case of piracy
His games are popular, with 3.5m YouTube subscribers to his channel, and upwards of 40,000 concurrent players, winner of a few "played best with friends" awards for his 2 games, and featured on a number of popular Twitch and YouTube streamer channels."What a lot of people are missing here is the "Installs over the standard threshold" label on that graph, which is noted in the licenses as being 200,000 installs or $200,000 USD within a 12-month timeframe whichever comes first."
Dude had 28 million installs in approximately 2 years. He'll probably cross the threshold on January 5th, and while the "I owe $5.6M" is, then, wrong, we could make a SWAG assuming his games continue to be popular.
So this means probably with each billing cycle or however its handled you will need to provide total number of sales versus their provided number of installs? Which seems to me like it would be a better model to just base it off sales? Counting installs just seems like a terrible way to do this IMO.There's a clause in the new terms that say you can plead your case that some installs are piracy and shouldn't count.
Yeah, this just seems like plain greed, especially since they say they count beta, early access, etc.Counting installs just seems like a terrible way to do this IMO.
Crab game has an item shop where you can buy stuff for real money.I have to assume he has found a way to monetize that.
So the question for him is does that shop make more than $200,000 a year?Crab game has an item shop where you can buy stuff for real money.
Interesting thought, i hadnt thought that this could just be a PR stunt to see exactly how much the companies would allow. I would imagine they did a risk assessment of this move and decided it was worth it, just doesnt feel like it would be in the long run to me and my ignorant opinion lol.Yeah, this just seems like plain greed, especially since they say they count beta, early access, etc.
On the other hand, maybe they threw that in so they could take it out at the first sign of backlash and get praise from the simps.
It counts beta and early access, but it doesn't then count those installs after the game goes live, which is something that the current license doesn't do, as it doesn't count beta or early access at all, so if you leave your game Early access for 10 years, and monetize development with an in-game shop, and only really go live with it during the game's swan song, Unity only started charging for launch onwards, and some developers are actively exploiting that with their games never actually leaving early access or beta.Yeah, this just seems like plain greed, especially since they say they count beta, early access, etc.
On the other hand, maybe they threw that in so they could take it out at the first sign of backlash and get praise from the simps.
LMAO! "Well, we really don't have a good solution right now, so get fucked and pay anyway."Q: What's going to stop us being charged for pirated copies of our games?
A: We do already have fraud detection practices in our Ads technology which is solving a similar problem, so we will leverage that know-how as a starting point. We recognize that users will have concerns about this and we will make available a process for them to submit their concerns to our fraud compliance team.
Going to end up requiring an account to install, only way i can think of that working. That wont be popular for anyoneLMAO! "Well, we really don't have a good solution right now, so get fucked and pay anyway."
I think this is pushing publishers into things like game pass, as there they aren't charged for demos, and fees are billed back to the likes of Microsoft, or whoever is offering the bundle or the pass, it also changes so things that are still in "early access" get charged but when the game is finished and launched properly they aren't recharged for on that account.
It seems to financially incentivise the tieing of installs to accounts for things as it changes how installs are counted.
The changes aren't exactly good but I wouldn't go so far as to call them bad either. They are just different, and I wonder if this change is a precursor to something else.
Unity is the default dev environment for the Switch, and I wonder if for the Switch 2 Electric Bugaloo that is still the case, because if they aren't that could explain a few things.
Telemetry built into the executable.This may be a silly question but if I were to compile a game, upload it to my own server and have a direct download link (so separate from Steam or other similar services), then how exactly would Unity know how many downloads or installs of that game have been made?
They don't (honor system quite a bit), but in a scenario where it would be a big enough success to go over the threashold, I imagine they would sue and try to discover the game generated income, using their analytics + advertises sales price on the website for a gross estimate.This may be a silly question but if I were to compile a game, upload it to my own server and have a direct download link (so separate from Steam or other similar services), then how exactly would Unity know how many downloads or installs of that game have been made?
Telemetry built into the executable.
They're baking in some sort of DRM that will use "proprietary technology" to "know" how many installs it has.This may be a silly question but if I were to compile a game, upload it to my own server and have a direct download link (so separate from Steam or other similar services), then how exactly would Unity know how many downloads or installs of that game have been made?
something that big would probably pay a pro license and not your hobbist free version to make it down to 1-2 cent, that made enough money the last 12 month to have to pay but was on the base Unity license scenario will probably be rare, probably enter pay for the pro version territory fast.Vampire Survivors is unity. 20c is a significant portion of the cost of that game.
Yep, but it's not like they're going to not check out the pricing online of a game with significant installs .That can be a good proxy for the game usage, less clear about the money made.
This, it's tiered.something that big would probably pay a pro license and not your hobbist free version to make it down to 1-2 cent, that made enough money the last 12 month to have to pay but was on the base Unity license scenario will probably be rare, probably enter pay for the pro version territory fast.
If you offer deals, difference price by country, the fact price would be public and telemetry if it is big and you say not enough to be in the zone they would sue and try to discover, but if it is on the line it is not like it would be that clear.Yep, but it's not like they're going to not check out the pricing online of a game with significant installs .
In a perfect world where installs could be tracked perfectly and not have so many obvious holes, it would come out cheaper than unreal's 5% cut for most projects that aren't f2p mobile with ads being their only income."Hm, every day we become more and more insignificant next to Unreal, after it basically took over the world after letting people use it for free and only taking payment from portions of revenue gained from sales of software, guaranteeing the creators only pay for Unreal if they're getting paid first."
"lets not do that at all and alienate our existing long-time users! that will give us back an edge!"
Honestly, this sounds like Unity KNOWS their time is limited, and they're trying to pry as much profit from the few devs locked in in the little time they have left before Unreal becomes the only game in town. No sense fighting against the tide, rake in as much cash before the sun sets.
Hah, funny to read that given Rust's history. I think they re-did the game once at least.
Edit:
Cult of the Lamb threatens to de-list from Steam next year.
https://www.ign.com/articles/cult-o...s-to-delete-game-on-jan-1-amid-unity-backlash
I think they’re going to have to walk back further to keep people invested in the engine.Not sure if mentioned yet, but they walked back on some of this ' says it will only charge for an “initial install" and demos won't count. Saw this on destructiod. But install on 2nd device will count.
Yeah, but now they are promising things that are not technically possible to measure.Not sure if mentioned yet, but they walked back on some of this ' says it will only charge for an “initial install" and demos won't count. Saw this on destructiod. But install on 2nd device will count.
The advertising modules phone home.This may be a silly question but if I were to compile a game, upload it to my own server and have a direct download link (so separate from Steam or other similar services), then how exactly would Unity know how many downloads or installs of that game have been made?
It’s really hard to fight that Fortnight money."Hm, every day we become more and more insignificant next to Unreal, after it basically took over the world after letting people use it for free and only taking payment from portions of revenue gained from sales of software, guaranteeing the creators only pay for Unreal if they're getting paid first."
"lets not do that at all and alienate our existing long-time users! that will give us back an edge!"
Honestly, this sounds like Unity KNOWS their time is limited, and they're trying to pry as much profit from the few devs locked in in the little time they have left before Unreal becomes the only game in town. No sense fighting against the tide, rake in as much cash before the sun sets.
"Hm, every day we become more and more insignificant next to Unreal, after it basically took over the world after letting people use it for free and only taking payment from portions of revenue gained from sales of software, guaranteeing the creators only pay for Unreal if they're getting paid first."
"lets not do that at all and alienate our existing long-time users! that will give us back an edge!"
Honestly, this sounds like Unity KNOWS their time is limited, and they're trying to pry as much profit from the few devs locked in in the little time they have left before Unreal becomes the only game in town. No sense fighting against the tide, rake in as much cash before the sun sets.
Video-Game Company Unity Closes Offices Following Death Threat
Unity canceled a planned town hall and closed two offices Thursday after receiving what it said was a credible death threat in the wake of a controversial pricing decision earlier this week, Bloomberg News reported Thursday, citing people familiar with the matter.
From the report:Unity, the maker of tools and technology for video games, set off a firestorm on Sept. 12 by announcing it will begin charging developers a new fee for games made using its software, called the Unity Engine. Beginning Jan. 1, makers of Unity games will have to pay per user installation after a certain threshold is reached. Some video-game makers accused Unity of violating its own terms of service and lamented that the new charges could threaten their livelihoods. Many game studios put out harshly worded statements urging the technology company to reconsider.
There's another side to that too, you can develop for Unity on an overclocked Proctor Silex toaster from the early 2000s as long as it still powers on, Unreal requires some additional resources and actual hardware behind it.I don't think that's it. Unity has been doing fine. They got in with schools and people default to using Unity because it's what they're familiar with even though Unreal Engine often would be a much better choice.
Unity is just looking for ways to make more money.
Unity is run by people with the sole purpose of making as much money as possible with shady backgrounds.
The route they are trying is to milk the their entire audience they do have as much as possible no matter how shady it seems. They think they can get away with it, or calculated how much of a hit it will be to reputation and think they'll end up ahead.
This is in line with other things they've added to their engine like their micro transaction and ads systems. They're focusing on any features they can add to get them more money.
it's a very different approach to what Epic is doing with Unreal Engine.
Video-Game Company Unity Closes Offices Following Death Threat
Unity canceled a planned town hall and closed two offices Thursday after receiving what it said was a credible death threat in the wake of a controversial pricing decision earlier this week, Bloomberg News reported Thursday, citing people familiar with the matter.
From the report:Unity, the maker of tools and technology for video games, set off a firestorm on Sept. 12 by announcing it will begin charging developers a new fee for games made using its software, called the Unity Engine. Beginning Jan. 1, makers of Unity games will have to pay per user installation after a certain threshold is reached. Some video-game makers accused Unity of violating its own terms of service and lamented that the new charges could threaten their livelihoods. Many game studios put out harshly worded statements urging the technology company to reconsider.
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What is wrong with people, the change sucks, and should be addressed, but this is not the way.