Garry Newman: The new Unity pricing would have cost him $410,000 of lifetime revenue

https://programming.dev/post/2918152

Garry Newman: The new Unity pricing would have cost him $410,000 of lifetime revenue - programming.dev

This is of course not including the yearly Unity subscription, where Unity Pro costs $2,040 per seat (although they may have Enterprise pricing) Absolutely ridiculous. Many Unity devs are saying they’re switching engines on social media.

The enshittification continues.

Watch for more products that enable normal people to do great things to become paywalled. Only your gatekeeper masters may direct the market, and the creativity. In their infinite wisdom, they demand the control of gods.

Billionaires are a mistake.

I starting to see enshittification as part of the cycle of renewal in capitalism. Don't get me wrong...it's a completely foolish and disasterous way of doing things, and billionaires are a black mark on society as a whole, but innovation happens when you take away the established tools.

Twitter is a good example. Elon seriously accelerated the enshittification, and now It's tanking. Meanwhile, alternatives are springing up at breakneck speeds to replace it. Which one will win the war is anyone guess, but Twitter will be the loser regardless. Reddit is another one. And Digg before it. As one commits corporate seppuku, others step in to take its place.

While it sucks for anyone caught in the crossfire, and the ones responsible for nuking a corporate landscape often skip away with a golden parachute, it usually leads to a shakeup that can bring amazing innovations. The key is to get in on the next wave, hope you picked the winner, and make sure you get out before shit hits the fans this time.

But that cycle is bad for the advancement of society as a whole. Instead of having something others can build on, everyone has to start from scratch and redo a lot of the work that was already done.

Establishing new social networks for example take a whole lot of time. And then you tank them so others can do the same thing all over again? That’s not progress. That’s standstill being sold as progress.

Lol your mistake is thinking that these people care at all about “the advancement of society as a whole”.
It's not a mistake to be optimistic.
But it is to believe that those in charge will be.
Optimistic is fine. I love it.
But don’t be unrealistic and think the world works like that.
I'm not saying it's a good thing. In fact, I opened with the statement that it's not a good thing. But it just seems to be the way things are done, intentional or not. It's a constant 2 steps forward, 1 and a half steps back, but slowly we do make some progress. This is just an observation that I've noticed. I truly wish it were different, but that's just how things seem to unfold.

That point about social networks is true, but it’s more of a symptom of the internet at large.

Running things on the web isn’t free and most of the major innovation has stemmed from trying to hide that fact from people.

It started in the late 80s with donations to the guy that ran your favorite BBS. But that was not sustainable, so banner ads started showing up, but they didn’t pay out enough. Then the pop-up and was born, but it turns out that people really hate those. So then they did away with them entirely, instead harvesting data about the users to sell to advertisers.

Now, there are basically 2 paths forward. Host your own microservices that connects to a larger network, widely spreading out hosting and storage costs across the userbase. Or, pay a subscription to access a service with the understanding that they won’t advertise or sell your data.

Donations are somewhat sustainable because the per-user cost of having stuff on the internet is super low. So even at $1 USD per month any remotely successful service becomes wildly profitable. People just thought that banner ads would be yet-even-more profitable since they can be applied to everyone who looks at the site, not just regular users.

But in that case, it would be best to do a subscription model.

This would involve an agreement not to sell data, to collect only data with a use demonstrated to be critical to the operation of the service, and a plan to dispose of that data within X amount of time. This also needs a written contract stating that the cost of subscription won’t go more than X% above the user’s pro-rata share of the demonstrated cost of providing the service, consisting of certain very specific purposes (building, servers, ISP, employee revenue, etc.) to avoid cheating for more profit. A subscription service, protected against privacy infringement and price gouging (a profit limit).

If it’s ever going to work this would need to be a government-mandated privacy act. I usually hate government intervention, but this is very much a necessary evil to prevent price gouging.

I only suggest this over donations, because realistically, after upscaling to a global audience, only 5-10% of traffic would be users that choose to donate, increasing costs to around $10-20/month, which yet again lowers the number of people who choose to donate. It stabilizes, but at such a low percentage that it’s unsustainable at a large scale without millionaire donors willing to pledge $20-30 ish per month throughout the entire product lifetime…

In going to be dirt poor if I have to subscribe to every site I visit online.
But not every user donates
Specifically on Twitter and Reddit, this has led to a massive jump in federated social media. That seems like an advancement to me.
In other words: everything turns to shit.
Yeah, at least these dominant corporations are now being forced to compete and become profitable without the advantages of free financing. This process is revealing the ghoulishness that their exaggerated ability to outspend their competition via borrowed capital had been hiding from the consumers.
Anyone used O3DE?
@verysoft @popcar2 I briefly tried it before when it was the proprietary game engine Amazon Lumberyard. It was alright but personally I prefer developing games without an engine

What’s the tl:dr?

The creators of the unity engine are charging people extra for games they have already created?

Creators of the Unity engine want to charge developers per game install, the more people that install the game the more you have to pay. This includes games that already exist and never agreed to this. It also causes a lot of safety concerns, how will they confirm how many installs a game has? Are they bundling spyware with Unity games?
What will they do when 50 angry incels run a script that downloads/installs/deletes your game hundreds of times a day?

ign.com/…/why-unitys-new-install-fees-are-spurrin…

They said they have a fraud detection system for their ads business and will use that as a starting point.

I don’t see how they are going to be able to move forward with this change.

Why Unity's New Install Fees Are Spurring Massive Backlash Among Game Developers - IGN

Game developers aren't happy with a new policy from Unity that will cost developers a small fee every time someone installs a game built on Unity's game engine.

IGN
Agreed. Terrible ideas here
The obvious rebuttal to that is that it is in the financial interest not to detect false installs because the developer will owe them money for those. Why would ANYONE trust their word on this?
That is a great point. I bet they are going to walk this back on games that have been released already. Hopefully, devs will just move to an opensource game engine or make their own.
Thanks, a few Lemmy posts later and I saw this article that explain
Thanks, a few Lemmy posts later and I saw this article that explain
Great link, thanks!
From what I hear, from January 2024, any for-profit game made in Unity that meet a certain profit and download threshold will have to pay a fee to Unity per install of said game, including those released before these changes are being introduced.

I wonder how that works.

Like if I released a Unity game in 2016… if I tell Unity to fuck off, would they then try to get my game off of Steam?

Unity also said it will track installs with its own proprietary data. Speaking to Axios, Unity also confirmed that if a player deletes a game and re-installs it, that counts as two installs, and two separate fees.

From the article linked in comments here. That’s unbelievable. I’m at a lose for words.

I guess they don’t want anyone to use Unity at all

That’s fucked because I delete and download games from my steam library all the time. If I need just a little more space I’ll delete a few games but then probably pick them back up a little later.
Exactly. I do it all the time too.
In this age of gaming, it’s a necessity. I don’t have endless storage space for 120+GB game files that I’m not playing to sit indefinitely. What a completely fucked plan.
How are post facto agreement changes working retroactively legal?
They're only legal until someone challenges it. Shouldn't take long before Microsoft has a nice little letter for them in the mail.

Up until now companies have been getting away with this because of “user agreements.” Nobody has had the money and interest to get them in court.

I don’t see any possible way this survives a lawsuit, for exactly the reason you said. This is almost certainly not legal but nobody has had a reason to get precedent to say it until now.

They want to charge game devs $0.20 per install. Yes, that's right, they want to charge devs 20 cents every time somebody installs their game.

Thanks for responding to my post.

That will be uhh… 0.20.

So 1000 installs per day (small numbers for a global title) = $200/day x 30 = $6000/mo, and then at like 10% after the hype wears off, $600/mo for the entire product lifetime (even installing on a new computer charges, so this cost doesn’t go away when new users stop coming)…

Ah fuck, ya got me. pays up

... wait a minute... pays up again

Now, everyone who has ever responded to one of my comments also has to pay me.

Why a terrible company. I don’t even want to redeem their free games any more.

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Did your cat write that?
I think the real problem is how shady it seems. Like has everyone forgotten the concept of “grandfather in”? People will make new games in unity if they factor in the cost. I think people are understanding if they have the priory knowledge that unity needs to maybe start charging something. But sounds like they are asking for after these businesses already have created budgets. It sounds like it could be a bit of extortion depending on what the original agreement was. " Extortion might involve … damage to a companies financial well being."
I’m not a fan of the new licensing scheme, but at 20 cents or less per install, I have a difficult time feeling sorry for a dev losing $400k. That means he’s already made a shit ton of money.
That’s over 10 years and ~50 staff. So about $50,000 a year.
He cites $40k per year in the original post. At $40 per game on Steam currently, $40k isn’t much of $16,000,000/yr at that pricing.

Taking a cut from my initial purchase, sure, but to charge the developer everytime I decide to re-install the game?

That’s absolutely absurd.

Then you get into developers being billed for potentially millions of installs of a free to play game while only profiting off a small percentage of users willing to make in-game purchases. That ratio can be so massive that the total revenue from those paying players pales in comparison to the free-to-play bill.

Finally; retro-actively applying this to developers that have been building their projects through Unity for years and never agreed to these terms to begin with is such a ridiculously scummy move… Want new terms for new projects going forward? Fine. Leave the existing devs alone with the terms they actually agreed to.

Forcing someone to accept your new harmful terms because they’re already too invested in your service to reasonably change course should be criminal.

I think the main issue here is the precedent it sets. Every time we see a new awful thing rear it’s ugly head, people don’t scream loud enough or for long enough. Because of that, these things become ingrained and part of the norm.

We certainly don’t want “installations” (whatever that actually means to them, which isn’t even explained well) to get a foothold.

It’s the “per install” that’s a lot of the problem. It’s like an ISP data cap or charging per text message.

30% of which already go to Steam in the case of Garry. Plus wages, taxes, rent, equipment. You add another 10-20%+ on top which you can’t predict. Plus all the paid libraries and licenses already charging per seats or game revenue.

That being said, devs like Garry absolutely make banks and 400k is not that huge of a chunk for him. He, and a lot of devs, would probably be paying more on a royalty system like UE, which is the real irony here. But yeah, what most people lament is the slimeyness of the move and the terms.

They’re going to back off on this and replace it with something bad but not as horrible. This is testing the water, and opens the door to charging everyone money every time you install a game, not just devs.

Have an install saved on your external and want to install it next week? You’ll get charged for it as of you didn’t already pay for it.

Games you have in your steam/gog backlog? Get charged again for it when you decide to play it.

I guarantee there are investors/publishers/whoever hitting themselves right now screaming “why didn’t I think of that?”.

I think they might actually get told to fuck off by publishers, strictly because they wouldn't be making any money out of it on top of the bad publicity being passed down to them by consumers.
I’m talking about the publishers doing it.
Until the owner of the engine is the publisher, like if Microsoft buys Unity and only sells on MS Store…
I’m not sure what you mean. How is that any different than what I said?

Every major publisher including Trillion dollar Microsoft has Unity engine games in their catalog.

I don’t think any of them really want to pay for that. MS would just scoop up Unity before paying that.

EA has been doing this for years. Except they were nearly infinitesimally nicer about it and gave you X installs per key, with the caveat that you had to burn hours on their support line to get it reset.
Probably where that guy got the idea since the Unity CEO was the EA CEO during that online pass era.