Note to Self: DON'T USE UNITY ENGINE
Take FEE from Developers for Every copy for every game installed.
FREE GAMES the fees still apply estimate more than $25,000,000
Declare bankruptcy to the bank, loaner's and users. (??? Does Unity apply the same charges to Casino machines,slot websites, jackpot party, it's legally a gaming ain't it?)
I get FREE GAME, while DEVELOPER is CHARGED for that MY FREE COPY
So if I a Gamer become a Developer will be CHARGED for FREE GAMES even by multiple copies from one user
" That's bad " I feel bad for studio's situation :(
*Edit UPDATES (September 13 2023)
- Unity "regrouped" and now says ONLY the initial installation of a game triggers a fee (0.20$ per install){I hope there no glitches concerning installation}
- Demos mostly won't trigger fees (Keyword: MOSTLY what does that mean)
- Devs not charged fee for Game Pass, Thank God for the Indie Developers
- Charity games/bundles exempted from fees
Xbox is on the hook, for Gamepass?
*Edit Updates (September 13 2023)
Unity:
-Who is impacted by this price increase: The price increase is very targeted. In fact, more than 90% of our customers will not be affected by this change. Customers who will be impacted are generally those who have found a substantial scale in downloads and revenue and have reached both our install and revenue thresholds. This means a low (or no) fee for creators who have not found scale success yet and a modest one-time fee for those who have. (How big of scale of success before your charged?)
-Fee on new installs only: Once you meet the two install and revenue thresholds, you only pay the runtime fee on new installs after Jan 1, 2024. It’s not perpetual: You only pay once for an install, not an ongoing perpetual license royalty like a revenue share model. (???)(How do they know that from device)
-How we define and count installs: Assuming the install and revenue thresholds are met, we will only count net new installs on any device starting Jan 1, 2024. Additionally, developers are not responsible for paying a runtime fee on: • Re-install charges - we are not going to charge a fee for re-installs. •Fraudulent installs charges - we are not going to charge a fee for fraudulent installs. We will work directly with you on cases where fraud or botnets are suspected of malicious intent.
- Trials, partial play demos, & automation installs (devops) charges - we are not going to count these toward your install count. Early access games are not considered demos.
- Web and streaming games - we are not going to count web and streaming games toward your install count either.
- Charity-related installs - the pricing change and install count will not be applied to your charity bundles/initiatives.(Good)
•If I make a expansion pack does count as install, what if I made sequel?
•Fee apply to$200,000 USD (How does work for other countries)
So I charge $60 per ONE Videogame I will be charged fees once I sell about 3400 copies ($204000)
I then sell say 10,000copies(New Sequels as well)
(If I download game onto my computer twice they get charged 0.20, how ever if I redownload onto another device say Xbox, would they get charged again, charges may vary depending on how many games.)
OVERALL
Seems to force companies to charge customers higher prices on videogames to avoid a loss of profit.
*Edit Updates as of (September 22.2023)
- Your Game is made using a Unity Pro or Unity Enterprise plan.
- Your Game is created or will be upgraded to the next major Unity version releasing in 2024.
- Your Game meets BOTH thresholds of $1,000,000 (USD) gross revenue (GROSS= Before Deductions & Taxes) on a trailing 12 month basis(?) AND 1,000,000 *lifetime initial engagements.
As for counting the number of *initial engagements, it will depend on your game and distribution platforms.
Some example metrics that we recommend are number of units sold or first-time user downloads.
This list is not comprehensive, but you can submit an estimate based on these metrics. Hope this helps! You can also find more information here: https://unity.com/pricing-updates
I'm sorry, Did that User say runtime fee is still tied to the number of installations (WTF Runtime Fee)
•Qualify(Ew) for the run-time fee:
1) are on Pro and Enterprise plans
2) have upgraded to the Long Term Support (LTS) version releasing in 2024 (or later)
3) You have crossed the $1,000,000 (USD) in gross revenue (GROSS= Before Deductions & Taxes)(trailing 12 months)
4) 1,000,000 initial engagements
( I noticed that it doesn't seem to mention International Revenue. Only the USD)
•Delete Unity
•Deletes Game before they make million
•Make $900,000 then make Game Free
•Make Game Free and implore people for their generosity
•Change Game Engine
Too tired to do the math...
8 notes
·
View notes
The constant rolling disaster that is Overwatch's game development aside, what really perplexes me about how Blizzard is handling the broader franchise is their continual insistence that a canon narrative exists in spite of their equally continual refusal to tell anyone what it is.
Like, okay, the events of the games aren't canon. Fair enough: the games are multiplayer-only, and you can't account for player actions.
Oh, and the animated short films aren't canon either – they're properly understood as in-universe propaganda, not depictions of actual events. That's a little high concept for you guys, but fine.
But surely the comics are canon, right? Well, no; some of the comics (we're not telling you which ones) were canon at one point, but the writing team has decided to go in a different direction.
My dudes, what is left? The weird Source Filmmaker porn? Is that canon? Well, apparently it's at least as canon as anything else!
24K notes
·
View notes
Just this week in games:
- EA laid off 700 workers
- Sony laid of 900 workers
- Rockstar announces in-person work mandates for all employees (a 'soft layoff' that will force some staff to quit, which likely means that actual layoffs are forthcoming)
In 2023 6,000 games workers were laid off. Now in 2024 over 10,000 workers have been laid off, and there's still 10 months to go.
Not to be hyperbolic, but I think this is perhaps the worst year for video games ever if we're measuring by number of layoffs.
19K notes
·
View notes