Do you know how many times I install and uninstall a game before I even play it? I could probably destroy a small game company on my own with this fee structure, and I’m sure I’m not alone with the constant installing and uninstalling.
Why would that be? If h265 is anything to go by, MPEG will probably charge an arm and a leg for h266, and the entire industry will pivot away from MPEG and move to AV2. I’m not even sure YouTube will ever implement h266
Wikipedia incorporates pay-to-win mechanics, lootboxes, microtransactions and cosmetics. There will also be a convoluted crafting system with decaying materials and several incompatible currencies for every purpose imaginable.
I’m surprised it’s not per-seat or per-user. Not like the dev is getting more money if the user re-installs the game. Also not a fan of it being monthly. I get why you would charge twice if the user installs it twice since you may not be able to track concurrent installs without DRM, but that should only apply if you choose a per-install licence. Per-install also opens you up to malicious users installing/uninstalling to make you pay.
There should be a per-seat/per-user perpetual price if the dev never updates the Unity engine itself. I get charging per-seat/per-user monthly if they devs are pulling in new versions, but that should stop if you cease updating.
WTF. Luckily it isn’t an issue for me right now, but I guess I won’t be using Unity in future like I once thought I might.
I couldn’t find it in the article, but I assume this is only going forward and not somehow retroactive? Lots of amazing indie titles I’ve played run on Unity.
Yep, hopefully Godot ends up being the real winner, because with as many AAA studios that have started to abandon their own in-house engines in favor of Unreal, it’s starting to feel a bit like Epic is going to end up with more than a healthy share of the market.
engadget.com
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