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Докладване на проблем с превода
I wonder if this is going to turn into; "Hey guys, that was a mistake and wasn't supposed to be a public announcement. Sorry."
Oh, I'm sure people are already doing that since this little slip.
Yes, I care.
The Unity fee-per-install changes won't just affect PC games on Steam.
It will affect PC games on any platform, console games on any platform, and mobile games on any mobile platform.
My daughter is a junior dev at a mobile-only game studio. They have 2 games on early development using Unity. The studio founders told everyone to take a vacation yesterday and not come into work until they can decide what they are going to do. This could kill the start-up or lead to lay-offs for devs and support staff.
Junior devs and support staff will go first.
So yeah- I care.
For every huge AAA game studio or publisher you are thinking about, thinking they won't be hurt much- there will still be people let go who won't have income to pay bills or take care of their families or medical expenses, and there will be thousands of solo devs and small studios who go bankrupt or just go under and choose to close up- real people *besides gamers* are going to be hurt by this. Including my daughter.
So yes. I care about it.
$200k in sales and/or 200k installs. Then the developer will be charged X cents per an install, sending the developer a bill for said amount on a regular basis.
Unit is killing it's self right now with this. There are many other options and they don't charge per an install.
Even if they don't charge for a first install, there really is not reason for a charge per an install. Ad what will they do if the developer shuts down? Claim ownership of the game or fine someone else to charge? No, the whole thing beyond ridiculous.
And what about modded games? People tend to uninstall, remove all files and reinstall those games to fix issues with mods.
And I know I have several games I reinstall every now and them, play for a while, then remove. I've installed Battletech five times since I got it.
I agree with install charges being a scummy thing to do. I was working on a possible game, but now will look into a different engine. Godot seems like it will work and is 100% royalty free, with no install charge.
This ranks right up there with install limits on games that developer have tried in the past. Didn't work for them, I doubt it will work out for Unity either.
From what they clarified it only would be in effect for the FIRST install of a game, so once user X installs a game, they won't be charged ever again for that license. Still think its not a good model and will be hard to manage, but its slightly better then the original confusion from it
https://kotaku.com/unity-engine-subscription-cost-unreal-godot-indie-dev-1850831032
That is what I have read so far. Can you link to where it states that it will only be for the first install?
And, honestly, even then, there shouldn't really be a fee for it.
https://www.truetrophies.com/n24198/sony-unity-pricing-changes
This one even talks about how it may effect subscription services.
And going by their FAQ:
https://unity.com/pricing-updates
"How is Unity collecting the number of installs?
We leverage our own proprietary data model and will provide estimates of the number of times the runtime is distributed for a given project – this estimate will cover an invoice for all platforms."
"What is the Unity Runtime Fee?
We are introducing a Unity Runtime Fee that applies to certain Unity subscription plans based on per-game installs across any Unity-supported game platform. Creators only pay once per download."
It's first install of a game (or app) on a device. So- you have the game on Steam and get a Steam Deck and install it there- 2 installs. Got a new laptop? Another install there. Bought a new gaming desktop? New install there when you install the game on your new rig.
No idea how it will work with NVIDIA GeForce Now, or Internet Gaming Cafes, but for mobile games- they tend to have higher download and install rates than PC and console games, and people with money who like to have the newest iPhone (which seems to release every 6-12 months)- new install each time you get a new phone or tablet.
It doesn't track the license- it tracks the install of the Unity Runtime. So- what happens if the developer updates the engine and the runtime updates? Charge for install for each runtime update as well?
It's a complete mess, and Unity is *not* being clear on exactly how it will work- different devs and publishers are getting different answers, different gaming journos and magazines are getting different answers. So- a lot of what we are seeing online right now is outdated info already, or unintentional misinformation, or just Unity not telling it's own people exactly how it is supposed to work, with the people at the top changing their answers on the fly, so the answer they gave their support personnel is outdated 5 minutes after they've given it.
Meanwhile the top brass at Epic/UnReal Engine are rubbing their hands gleefully, planning on what new model of yacht they are going to buy.
To add a bit more:
What happens if you format and reinstall? What happens if you uninstall and reinstall? If you uninstall and run CClean to clean the registry, then reinstall?
Way too many questions for such a system to be viable or reliable enough to charge for.
Like you said, a complete mess.
So if you uninstall and latter redownload the game, the developer would have to pay twice.
Each download/install (they seem to use the term interchangeably in the FAQ) would cost the developer .07 for some markets and .15 for others AND .01 for yet another market segment, going by example they have given.
"How is the Unity Runtime Fee calculated?
If a game or app meets the minimum thresholds for eligibility, the Unity Runtime Fee will be calculated based on the applicable rate (depending on the number of installs, the country of installs, and the user’s Unity plan) multiplied by the number of eligible installs.
The fee schedule for Unity Pro and Unity Enterprise provides tiered rates with volume discounts for higher numbers of installs. For a game with a high number of installs spanning more than one tier, the first volume tier will be charged at the first per-install rate, and the second volume tier at the next rate, and so on.
For example, let’s look at a hypothetical game made by a team using Unity Pro with the following revenue and install numbers:
Revenue from last 12 months - $2M USD
Lifetime installs - 5M
The Unity Runtime Fee will apply to this game, as it surpasses the $1M revenue and 1M lifetime install thresholds for Unity Pro. Let’s look at the game’s installs from the last month:
Prior month installs (Standard fee countries) - 200K
Prior month installs (Emerging market fee countries) - 100K
The fee for install activity is $23.5K USD, calculated as follows:
(100K x $0.15 (first tier for standard fee countries)) + (100K x $0.075 (second tier for standard fee countries)) + (100K x $0.01 (fee for emerging market countries)) = $23.5K USD"
You know the thing he does with everything simply because he can.
To fix this,
one day you install your new game. And it says, "can not install, you need to wait before developer pays for the next 100 installs. Try again in a month or so."
https://www.axios.com/2023/09/13/unity-runtime-fee-policy-marc-whitten
It seems they've also scrapped the fees on demos after the initial stink.
Also Game pass fees would be charged to Microsoft. That's gonna be loads of fun.
IMO This is going to blow a stink like a firecracker on a toilet.