this post was submitted on 14 Sep 2023
305 points (98.1% liked)

Technology

58303 readers
10 users here now

This is a most excellent place for technology news and articles.


Our Rules


  1. Follow the lemmy.world rules.
  2. Only tech related content.
  3. Be excellent to each another!
  4. Mod approved content bots can post up to 10 articles per day.
  5. Threads asking for personal tech support may be deleted.
  6. Politics threads may be removed.
  7. No memes allowed as posts, OK to post as comments.
  8. Only approved bots from the list below, to ask if your bot can be added please contact us.
  9. Check for duplicates before posting, duplicates may be removed

Approved Bots


founded 1 year ago
MODERATORS
 

Unity’s new “per-install” pricing enrages the game development community | Fees of up to $0.20 per install threaten to upend large chunks of the industry.::Fees of up to $0.20 per install threaten to upend large chunks of the industry.

you are viewing a single comment's thread
view the rest of the comments
[–] [email protected] 30 points 1 year ago (4 children)

So out of every 1M downloads, that's $200,000 to Unity's pocket and out of the pockets of developers. Am I doing this math right?

[–] [email protected] 74 points 1 year ago (3 children)

Not downloads. Installs. They also count re installs. So if you. Install a game, play it, remove it, then install again later that is an additional charge to the dev.

[–] [email protected] 18 points 1 year ago (3 children)

How does that even work if say I buy a game at $10 and then I uninstall and install 51 times?

[–] [email protected] 32 points 1 year ago (1 children)

You’ve entered into a brand new era of trolling game developers by directing costing them for the fun of it.

[–] [email protected] 14 points 1 year ago

I can even automate it for pennies.

Spin up 100 digital ocean droplets with Terra form. Install steam, the game, open the game, let it crash. Kill the droplet and do it again.

For every $0.70 I spend, I could get ~2000 installs. Per hour. Costing some dev up to $400/h

[–] [email protected] 13 points 1 year ago* (last edited 1 year ago)

They don't count reinstalls.

You can tell because they totally promise and definitely won't let you see how their system works because it's "proprietary".

[–] [email protected] 11 points 1 year ago

That’s the cool part, it doesn’t.

[–] [email protected] 6 points 1 year ago* (last edited 1 year ago) (1 children)

So.. if your game becomes the most pirated game in history, you're on the hook for millions off zero income.

Way to go Unity..

[–] [email protected] 0 points 1 year ago (2 children)

They carved out an exception for pirated copies

[–] [email protected] 1 points 1 year ago

And they can tell.. how exactly?

[–] [email protected] 4 points 1 year ago (1 children)

If I've read this right, they don't count re-installs on the same hardware, so just "I don't want to play this anymore" uninstall -later- "I want to play this again" reinstall won't count as two installs. But reinstalls of the same license on different hardware does, so "I just bought a game! Let's play it on my aging gaming PC" installs I just bought a new gaming PC, let's see what that game looks like on high graphics settings installs again does count as two installs and the studio will...bewilderingly...be charged twice for that one sale.

[–] [email protected] 1 points 1 year ago (1 children)

Now I'm intrigued about multiple installs on multiple virtual machines.

[–] [email protected] 2 points 1 year ago

You're not the first to consider that possibility. It seems possible to grief a studio by repeatedly installing games in virtual machines and running up their Unity bill.

The question of "what about pirated games" has also come up. Are developers going to be charged per install of pirated games? Unity's answer to this has been an LTT brand "Trust me, bro."

[–] [email protected] 18 points 1 year ago (2 children)

Plus on top of all the other subscription fees.

it's not even really about the money, even if it will fuck the devs and ruin projects and lives, but the breach of trust and a mark that more shit is probably on it's way if this goes through. Unity owns a ecosystem that many people depend on and now they really start squeezing. It's not right.

This is why things that act as commons should be either nationalised or replaced with free software.

[–] [email protected] 6 points 1 year ago

I agree. This dipping of fingers into the pockets of devs errodes trust.

[–] [email protected] 2 points 1 year ago* (last edited 1 year ago) (1 children)

Plus on top of all the other subscription fees

False. This 200k number assumes you would stay on Unity Personal, which breaks EULA anyway since you’re required to buy Unity Pro once you have more than 200k in revenue and funding.

The real cost for 1M installs, under Unity Pro, would be 62k$, to which you’re adding 2k annually for every seat of Pro you need, that’s it. Again, this assumes you’re making upwards of 2M$ annually. As soon as your game falls back under that, there’s no runtime fees anymore.

Compare with Unreal, where as soon as your game made 1M$ revenue over its lifetime, you’re on the hook for the 5% revshare perpetually. Over time, there’s loads of situations where that will stay more expensive.

[–] [email protected] 2 points 1 year ago

Compare with Unreal, where as soon as your game made 1M$ revenue over its lifetime, you’re on the hook for the 5% revshare perpetually. Over time, there’s loads of situations where that will stay more expensive.

The difference between that and Unity that with Unreal it's predictable.

[–] [email protected] 2 points 1 year ago

Not necessarily. It depends on the Unity license being used and it scales based on installs. So higher tier license and more installs makes each additional install cheaper. But if they are using the free license, it stays at 20c per install no 'discount' at any install counts. It is a bit convoluted: https://unity.com/runtime-fee

[–] [email protected] 2 points 1 year ago

Basically unless you're going to make a sellout game, it might cost you money to make a game.