The self reporting takes away most of tu time fee associated issues, and the 2,5% cap solves the edge cases (I would be surprised if it’s used more than 1% of the time, for users over $1M revenue per game per year -the cap-).
Keeping terms tied to versions also provides needed stability.
But the trust it’s going to take a long time to recover, if it ever does.
One lesson from all this is how extremely unprofitable professional game engines are (both Unity and Unreal) even with pretty high fees, so in many, many cases a viable alternative to either is going to have a very steep buy-in. I maaaaybe could see entities Apple or Nintendo going there in an alternative, happier timeline (basically entities so big that profit is secondary to vertical integration).
If suddenly the number of platforms to deploy sinks dramatically, things will be different and the barriers of entry lower significantly, but that’s a different problem.
Exactly. I think devs may complain about trust for years to come, but if they are facing 2.5% max at Unity (for a major success by indie standards), 5% at Unreal, they will grumble but stick with Unity.
Those that find Godot sufficient for their needs should have switched to it before trust was an issue, as it’s terms are a no brainier if the technology is sufficient.
Unity will also have to really push features in it’s next LTS to draw people to that and the new terms. That’s a good thing for most devs that fall below the minimum revenue threshold - Unity will be in a beauty contest to attract highly profitable devs, and all others enjoy the benefits for free.
What’s amusing about this is that this announcement made me think of the initial Xbox One launch, which was the last time I saw a company lose this much goodwill this quickly. And then I realized Marc Whitten was still with Xbox when that happened. :)
(That said, Marc is a smart guy, and is responsible for much of the innovation that happened in the second half of the 360’s prime. Worked with him on a couple of projects and he’s a passionate gamer.)
Maybe this whole thing was a New Coke conspiracy. “Let’s announce some outrageous and egregious changes to the TOS! Then we can release an updated TOS that we can make more money on and we’ll look like good guys!” **
** I do not believe this is the case. But someone will.
I always heard is more complex than Unity, requiring also knowledge of c++, while devs in Unity work with the more mainstream c#. That’s why Unreal is usually used by AA-AAA games, and only a few indie games.
That Unreal Engine may lag behind Unity in terms of total games on available on Steam, but that seems like a less relevant metric for most purposes. It’s my understanding (and I may be wrong) the number for Unity includes a large proportions of games that are essentially hobby projects, with little impact on the commercial viability of the engine, other than maybe as training grounds for future professional developers.
Yeah, but the list of Unity projects also includes Hearthstone, Subnautica, Hollow Knight, Among Us, Kerbal Space Program, Cuphead, Cities: Skylines, Genshin Impact, etc. etc.
I didn’t mean to call you out on your statement–there’s just a tenacious misconception in gamer circles that Unity games are lower quality games by definition, or can only be so big in scope or sales and that’s totally not true.