I can say, unequivocally, if you’re starting a new game project, do not use Unity. If you started a project 4 months ago, it’s worth switching to something else. Unity is quite simply not a company to be trusted.

It’s on developers to sort through these two types of costs, meaning Unity has added a bunch of admin work for us, while making it extremely costly for games like Vampire Survivor to sell their game at the price they do. Vampire Survivor’s edge was their price, now doing something like that is completely unfeasible. Imagine releasing a game for 99 cents under the personal plan, where Steam takes 30% off the top for their platform fee, and then unity takes 20 cents per install, and now you’re making a maximum of 46 cents on the dollar. As a developer who starts a game under the personal plan, because you’re not sure how well it’ll do, you’re punished, astoundingly so, for being a breakout success. Not to mention that sales will now be more costly for developers since Unity is not asking for a percentage, but a flat fee. If I reduce the price of my game, the price unity asks for doesn’t decrease.

  • PonyOfWar@pawb.social
    link
    fedilink
    arrow-up
    51
    ·
    1 year ago

    Really sucks to be a Unity developer right now. I’ve been working with mostly Unity for around 10 years now, and while I’m not directly affected by the recent changes, it really feels like the engine has been dying a slow death for a few years now. Hopefully Ricitello will leave eventually and they can turn this around, otherwise many of my skills will be useless in a few years…

    • Icalasari@kbin.social
      link
      fedilink
      arrow-up
      24
      ·
      1 year ago

      Nintendo has a few games made in Unity

      Noteably, one of the Pokemon games is made in Unity

      I don’t think that CEO will last long once Nintendo realizes their biggest cash cow gets hit by this

      • rastilin@kbin.social
        link
        fedilink
        arrow-up
        23
        ·
        1 year ago

        If I were running a Unity project, I’d be tempted to just jump to Unreal. No matter what promises Unity makes you don’t have any actual guarantee that they’ll keep them while Unreal has the “non-retroactive” clause directly in their contract. However painful the switch is, you’ll only have to do it once.

        • Tarte@kbin.social
          link
          fedilink
          arrow-up
          13
          ·
          1 year ago

          “non-retroactive” clause directly in their contract

          I also wonder how Unity‘s approach will work in countries where that is the legal default. I have a feeling that we will be seeing quite a few lawsuits next year, if they actually go ahead with their plans.

      • ursakhiin@beehaw.org
        link
        fedilink
        arrow-up
        3
        ·
        1 year ago

        Nintendo would probably prefer the 20 cent per copy license fee to a percent based one. New Pokemon games are sold at 60 dollars in the US and sell millions of copies. This is a bigger issue for indie developers looking to sell for a cheaper price to bring in sales.

    • InfiniteLoop@lemm.ee
      link
      fedilink
      English
      arrow-up
      12
      ·
      1 year ago

      are unity and unreal so different that your 10 years of experience in one isn’t helpful for the other? i’m not a game developer but I had assumed it was similar to web frameworks - definitely high switching costs for porting an existing project, but as a developer looking for a job there are still many portable skills.

      i’d guess it also depends on what parts of the engine you are working in?

      • PonyOfWar@pawb.social
        link
        fedilink
        arrow-up
        11
        ·
        1 year ago

        To an extent I can apply my knowledge to other engines, sure. I’m working on my third Unreal project currently, and while it’s not like starting from scratch, I’m definitely way slower working with it. It also doesn’t replace Unity completely. It’s great for high-spec 3D stuff, but almost useless for mobile 3D/AR apps, which is a lot of what I do (not making games but mainly industrial interactive 3d applications).

          • Piers@beehaw.org
            link
            fedilink
            English
            arrow-up
            2
            ·
            1 year ago

            I’m not so sure about that. Godot is fantastic for making the sorts of projects they are describing. But if the relatively minor difference between Unity and Unreal’s workflow are a turn off for them, then the consciously different workflow in Godot is probably going to be a significant barrier. Personally, whilst I love Godot because it’s FOSS and lightweight and a great platform for building smaller scale games: a big part of the appeal for me is that I find the Unreal and Unity ways of doing things stupid, confusing and clumsy and the Godot way clever, clear and elegant. I know lots of people feel the exact opposite.

        • HerrLewakaas@feddit.de
          link
          fedilink
          arrow-up
          4
          ·
          1 year ago

          Hey same here, although I’m just getting started in the industry. I’ll look into Unreal soon I guess, been wanting to do that for a while anyways, and maybe also experiment with godot

          • Piers@beehaw.org
            link
            fedilink
            English
            arrow-up
            2
            ·
            1 year ago

            Unreal is good if you want to work on big expensive projects at big companies. Godot is good if you want to work on your own projects today and potentially but not definitly work on small to middle-sized projects at small to middle-sized at small to middle-sized companies in the future. Unity is fine if you want to work on small to middle-sized projects at small to middle-sized companies now and potentially in the future.

            Which sucks. There ought to be a clear and unambiguous path to chose for someone moving into game development today but since Unity keeps making weird choices that are hostile to developers whilst not continuing to improve at a good pace, it’s hard to say for sure which engine will fill in the not-Unreal Engine part of the market unless you have a crystal ball.

            Realistically the best thing is to have as strong a foundation in programming generally as you can so that switching engines is minimally disruptive (as there will always be a need to do so eventually. There’s very little chance one single engine will continue to be the standard over the 40+ years of a career.)

  • frog 🐸@beehaw.org
    link
    fedilink
    English
    arrow-up
    14
    ·
    edit-2
    1 year ago

    I heard from a friend that, allegedly, Riccitiello sold a load of his shares in Unity last week, almost like he knew those shares would be worth less this week… No idea if there’s any truth to it. You know how rumours can be.

    I’m starting a game design degree on Monday, and I know Unity is on the syllabus (though not until later in the year). Guess it’ll be interesting to start the term with a conversation about how useful knowledge of Unity will be long term. Since the majority of graduates from this university go into or start indie studios (due to geography), how Unity treat smaller developers is definitely going to be relevant.

    • Piers@beehaw.org
      link
      fedilink
      English
      arrow-up
      4
      ·
      1 year ago

      The reality is that it’s a lot of fuss for a game development company to switch engines but for an experienced individual developer it’s not a huge deal to switch engines. If you learn game development and design today using Unity then 100% of the game design knowledge is exactly transferable and 80-99% of the game development knowledge (depending on exactly what you’re doing) will transfer to Unreal or Godot or whatever else you might need to use later.

      It’s like a musician switching from one audio production suite to another. The musical theory stays the same and while the exact details of how to make each bit of software do stuff is different, the actual stuff you’re making it do is broadly the same.

    • Benign@kbin.social
      link
      fedilink
      arrow-up
      2
      ·
      1 year ago

      I don’t quite get how the changes are so bad for indies. You must have both $200k revenue and 200k installs before the fee starts ticking on the excess installs. Do indies really sell that kind of numbers?

      I can see how the flood of ad-based mobile F2P games are hit, but I don’t feel sorry for those that run that kind of model.

      • Wirrvogel@feddit.de
        link
        fedilink
        English
        arrow-up
        8
        ·
        1 year ago

        Do indies really sell that kind of numbers?

        Some do and can you risk to be one of them if Unity takes that much after the first week?

        Terraria, a game that got fresh content for years, meaning people were each update reinstalling the game, installing it on multiple platforms etc.

        During its first week of release, the game sold over 200,000 copies. That number increased to 12 million by June 2015. As of the end of 2020, the game has sold over 35 million copies worldwide. Read more: https://www.tuko.co.ke/421556-top-20-selling-indie-games-time-out.html

    • SkyeStarfall@lemmy.blahaj.zone
      link
      fedilink
      arrow-up
      7
      ·
      edit-2
      1 year ago

      Sounds like those game developers are about to become unemployable without further education

      Also, I don’t really know how one can be a good developer without that necessary foundation. Maybe you can use a tool, but how would you know what to do with it…?

      • Piers@beehaw.org
        link
        fedilink
        English
        arrow-up
        1
        ·
        1 year ago

        I think the game “development” industry is run by people who don’t understand the difference between a game designer and a game developer. As such there’s lots of people who only know as much about game design as the average developer does being tasked to do game design work and vice versa.