95
Unity reveals plans to charge per game install, drawing criticism from development community
(www.eurogamer.net)
Rule 0: Be civil
Rule #1: No spam, porn, or facilitating piracy
Rule #2: No advertisements
Rule #3: No memes, PCMR language, or low-effort posts/comments
Rule #4: No tech support or game help questions
Rule #5: No questions about building/buying computers, hardware, peripherals, furniture, etc.
Rule #6: No game suggestions, friend requests, surveys, or begging.
Rule #7: No Let's Plays, streams, highlight reels/montages, random videos or shorts
Rule #8: No off-topic posts/comments
Rule #9: Use the original source, no editorialized titles, no duplicates
"We see that you're successful, and we demand to drain you dry"
That's not a very good strategy if they want to keep companies successful and using their engine.
I thought their cut of sales have always been like that. It's free until you've sold X units, and then the pricing tiers start.
Aka, low barrier to entry to get devs on the platform, and then they make their money when you're (relatively) successful.
Game engines are very difficult, and require a lot of support to keep up with hardware, industry changes. This pricing seems more than fair. Writing your own game engine from scratch will add way more than 30% to the dev cost.
Its not a problem if it's a cut of sale price, but for every installation (or in webgl games every time someone streams it) which the devs don't even get compensation? So if someone wants to play on multiple devices the cost for developments go up? They don't even host it, why would the game devs pay for them? They already paying them from sales price, and most likely a subscription fro unity pro (and they conveniently dropped the cheapest tier, so you need to pay even more for the same benefits) so it really seems like just a new tax for extra the revenue. This send like a really good way to chase away any developer.
They make huge amounts at the asset store
This is more them double dipping than anything