Do you even develop games? probably not “Anon”, if you are going to talk so much nonsense.
First it says BOTH thresholds have to met, so show me Data backing up how this new fee is terrible for game developers using Unity. Like I said, Unity was never cheap, so they had to spend big bucks already to use Unity, plus other software.
Of course, most people complaining, like you, probably have never touched a game engine in your life to know the process of making one, don’t know about pipelines and everything involved on a game, therefore you and most people will never hit the ‘thresholds’ to know if it is cheaper or more expensive for you or not.
So don’t throw the “consideration” talk at me, when you are not sure if this will affect anyone or not, because I doubt most people have done mathematics to know it.
Also, it depends on the game and the studio, so I doubt you have any statistics to back up your claim, and how you are more considerate only because you are not knowledgeable about the subject, and you are just parroting what others say, without research first.
I am not claiming it will be better or worst, I am questioning why people make so much drama, about it, and how is this different than Unreal Engine which is tagged as free, but you have to pay %5 royalty after 1 million dollars revenue, without trying to find data first and make a real study how this game will affect Unity games, you know, taking already made games and applying the new fee to know how much the cost will change or not.
So compare old Unity prices with New Unity prices and then you can compare them to other game engines like Unreal which has it at 5% after 1 million, or Cryengine which has it also at %5 but starts at a lower revenue “If your publisher receives total gross receipts of USD 100,000.00 for a given year for a given game, and you only get forwarded 70%, you still have to pay USD 4,750.00 as royalty.”
So my point is simple since it seems you missed it. if you are hitting 200K for a probably mobile game (which is what Unity is used mostly for), well, that’s a lot of money, that means you are not stopping at 200K but you will probably go higher.
if you are developing a game to make money, like most reasonable people, that means developers will get the PRO license and not the Personal one, which means this fee will have a higher threshold and be cheaper.
Because that means you are making tons of money so you can license the produce to benefit you more.
You make it seem like Game Engine is everything, and while it is the most important art, studios already need tons of other software to make videogames, which cost money, and they are not cheap, and sometimes they are not even ‘cheap’ for indies because there is not ‘indie’ licenses, or their team is bigger than the license allows, also, studios might want to acquire the Perpetual or Permanent license which is more expensive, than the subscription one, but that means you are not ‘subscribing’ to a software and you won’t get forced updates in many cases that might break your pipeline.
But this is why many studios stay in old versions of any 3D software, because they developed tools for their pipeline and all that, and they don’t need newer versions.
I mean, not everyone is using the ‘free’ Blender to make games… which is mediocre at everything it does, even if it can do a lot, in fact, I quoted free, because vanilla Blender is bad, you need to buy or get for free many plugins to make it do what other software have, making it just as ‘paid’ as any other 3D software, but worst since you don’t get the same support as you would by being a paid costumer.
So, there is a lot of expenses about making a videogame, so this fee might not add much difference when having to pay other software, in fact, sometimes many studios don’t fall in the ‘indie’ license for the size of the team, which means you have to pay 4 or 10 times more for the software.
Compare Maya indie to full Maya, or Houdini indie to Houdini FX or something…. also Substance software, which I don’t think it has a perpetual license and you have to rent it, a lot of money each month, per license or seat.
For example, just Zbrush acquisition by Maxon, and therefore price changes and now you having to pay, per major version, means if you want to have perpetual license you need to pay 970 dollars to Maxon to get updated Zbrush for every new version.
Just 3D Software and the Adobe and Maxon acquisitions of Substance and Zbrush respectively, made pipelines a lot more expensive, especially Zbrush since it was 1 time fee before.
You need real software to do games, not free tools only ignorant people would recommend, you need th best tools for a pipeline and the best tools for X and Y job, you can’t relay on a single package and hundreds of plugins, especially when Blender can’t even handle many polygons as other software do.
So how can this fee be so much terrible that will make everything worst? Probably not, and if it does, then show the statistics and real data.
And don’t start with ‘you are not considerate’ at me, I think Game Engine developers are the most important ones for games anyway, so, they deserve to change whatever they want to change and if people want to pay for it they will pay for it.
Unity was never a cheap game engine, and it was mostly used for Mobile for how easier it made things and being C# and all that.
So yes, I have consideration with Game Engine developers, people like John Carmack, in the 90s with ID Tech, making amazing technology for people to get new features and stuff in Video Games. They are the reasons why Games can look as realistic as they can today, the revolution of game engines was really good at one time.
I wish Game Engines didn’t make it so easy for anyone to make videogames, especially people who complain about this but barely can make a cube move with WASD.
In today’s game engines, they are not even making assets, they are buying kitbashes and template and all, even downloading them illegally and then just change the assets and name it whatever, most people have no morals or passion or anything, they only want to push a button and release a game.
In fact, people could do what John Carmack did, their own game engine and be better, but nah, they would rather rent this game engines and complain about their prices and fees.
This was obvious that Unity would look for ways to make money faster because their acquisitions, Ziva Dynamics, WETA FX and PiXYZ and dozen others in the last few years.
And again, with the AI and servers cost and all that, well, it was just obvious they would modify something.
In fact, if you read, hey also mention “Qualifying customers may be eligible for credits toward the Unity Runtime Fee based on the adoption of Unity services beyond the Editor, such as Unity Gaming Services or Unity LevelPlay mediation for mobile ad-supported games. ” So for example the cost could be less when you are using their acquisitions related to ad business.
So again, show me real data, stop parroting what you don’t know, show me X and Y studio where this fee will be so bad for them, show me all their operation cost, all the licenses they already pay, all the software they should be using in order to make a game that will met the thresholds.
Game engines are already making it easy for people to publish their games unlike before 30 or 20 years ago, so at least people can stop complaining, especially when they don’t have real data to back up the whole drama.