Armenius
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https://www.pcgamer.com/unity-is-merging-with-a-company-who-made-a-malware-installer/
In an interview about the acquisition, CEO of Unity John Riccitiello, who is infamous as the former CEO of EA and has a history of pushing monetization in video games, calls developers who don't bake monetization into their creative process "fucking idiots." He goes onto say that the compulsion loop, the concept of a gameplay loop that psychologically incentivizes players to play and spend more money, needs to be long in order to be successful.
https://www.pocketgamer.biz/interview/79190/unity-ironsource-john-riccitiello-marc-whitten-merger/
What do you think of the acquisition and Riccitiello's comments?

Unity, the company behind the multiplatform game engine of the same name, announced it has entered into an agreement to merge with IronSource(opens in new tab). "If you don't know ironSource," Unity's statement reads, "they bring a proven record of helping creators focus on what creators do best – bringing great apps and user experiences to life – while enabling business expansion in the app economy."
IronSource is also well-known for another reason. It developed InstallCore, a wrapper for bundling software installations. If you've searched for a popular program and seen a link to a third-party site with a URL that ended in something like "downloadb.net" or "hdownload.net" it may well have been InstallCore. If you made the mistake of downloading it, you'd be offered the kind of extras with generic names like RegClean Pro and DriverSupport an unsophisticated user might click OK on, which is how you end up with a PC full of toolbars and junk that's as slow as your parents' is. InstallCore was obnoxious enough Windows Defender will stop it running(opens in new tab), and Malwarebytes(opens in new tab) too.
As documented by Microsoft's chief economist for web experience, strategy, and policy Ben Edelman(opens in new tab), InstallCore was also behind a fake installer for a Windows version of Snapchat, a program that's only ever been available on mobile. It would instead install Android emulator BlueStacks, as well as the usual injection of adware.
Game developers who use Unity are less than thrilled about the merger. Andreia Gaita(opens in new tab), who runs game porting studio Spoiled Cat, tweeted that, "A game engine is the thing that you use to build and distribute games to devices. The vendors of those devices, like Apple, need to trust that the engine is not bundling bad things along with the game. Merging with a company that specializes in bundling malware is… WTF". Or as Maddy Thorson(opens in new tab) of Celeste fame succinctly put it, "Man, fuck Unity".
In an interview about the acquisition, CEO of Unity John Riccitiello, who is infamous as the former CEO of EA and has a history of pushing monetization in video games, calls developers who don't bake monetization into their creative process "fucking idiots." He goes onto say that the compulsion loop, the concept of a gameplay loop that psychologically incentivizes players to play and spend more money, needs to be long in order to be successful.
https://www.pocketgamer.biz/interview/79190/unity-ironsource-john-riccitiello-marc-whitten-merger/
Implementing monetisation earlier in the process and conversation is certainly an angle that has seen pushback from some developers.
Riccitiello: Ferrari and some of the other high-end car manufacturers still use clay and carving knives. It’s a very small portion of the gaming industry that works that way, and some of these people are my favourite people in the world to fight with – they’re the most beautiful and pure, brilliant people. They’re also some of the biggest fucking idiots.
I’ve been in the gaming industry longer than most anybody – getting to the grey hair and all that. It used to be the case that developers would throw their game over the wall to the publicist and sales force with literally no interaction beforehand. That model is baked into the philosophy of a lot of artforms and medium, and it’s one I am deeply respectful of; I know their dedication and care.
But this industry divides people between those who still hold to that philosophy and those who massively embrace how to figure out what makes a successful product. And I don’t know a successful artist anywhere that doesn’t care about what their player thinks. This is where this cycle of feedback comes back, and they can choose to ignore it. But to choose to not know it at all is not a great call.
I’ve seen great games fail because they tuned their compulsion loop to two minutes when it should have been an hour. Sometimes, you wouldn’t even notice the product difference between a massive success and tremendous fail, but for this tuning and what it does to the attrition rate. There isn’t a developer on the planet that wouldn’t want that knowledge.
What do you think of the acquisition and Riccitiello's comments?