We have heard you. We apologize for the confusion and angst the runtime fee policy we announced on Tuesday caused. We are listening, talking to our team members, community, customers, and partners, and will be making changes to the policy. We will share an update in a couple of days. Thank you for your honest and critical feedback.

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    • Hector_McG@programming.dev
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      1 year ago

      Unity have already established market dominance, if not effective monopoly, as the mobile gaming development platform. They are in a position of power, they have invested large sums of money to get there, and there is really very little game developers with a product 1 or 2 years in development can do about it.

      While this is going to be difficult for Indy developers, they really only have themselves to blame. Part of the task when you are making a major software platform decision as a company is to research your vendor’s financial strategy - that’s basic due diligence. Unity has been loss making for years, which either means they are not financially viable (and not a safe bet), or they are engaging in a strategy of establishing an effective monopoly position to later squeeze dependant customers until the pips squeak.

      This is likely just the start, whether it’s through runtime charges, Unity control of in-game advertising, or huge hikes in seat license fees. Possibly all three.

      • Viking_Hippie@lemmy.world
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        1 year ago

        While this is going to be difficult for Indy developers, they really only have themselves to blame

        In the same way that underpaid workers are to blame for not “just” finding and getting a better job or “learning skills”. Fuck off with that pro-corporate victim blaming.

        • Hector_McG@programming.dev
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          1 year ago

          Not pro-corporate in any way, I don’t see how you could possibly read that into what I posted. But if you choose to sup with the devil, best use a long spoon.

          • Viking_Hippie@lemmy.world
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            1 year ago

            In the case of most of the companies affected by the changes, they literally signed up under a different agreement and then Unity changed the terms once they were pretty much locked in and couldn’t change to another engine without serious costs and/or difficulty.

            There’s literally no way indie devs are at fault here and yes, blaming them for being victims of corporate fuckery IS taking the side of the corporation fucking them.

  • Jaysyn@kbin.social
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    1 year ago

    they really only have themselves to blame. Part of the task when you are making a major software platform decision as a company is to research your vendor’s financial strategy

    This is basically victim blaming & the old Unity license was fine because it allowed you to create console ports. Godot still isn’t a valid solution for consoles.