So, classic corporate walk-back. Put something out that's horrible, get backlash, walk it back to what you originally wanted to do which is "less horrible", then make people feel good cause they feel like they won while you're still laughing to the bank.
That doesn't add up, in this case. If they simply announced a revenue share, something that Unreal Engine already has, it wouldn't have been anywhere as controversial. Some devs would grumble but it wouldn't have been taken as an existential threat worth jumping ship as soon as possible.
The whole charge per download was likely an attempt to get more money out of freemium mobile games, but nobody was willing to accept that.
Really, the damage to their image so significant, it's likely many dev studios will drop it even under those conditions, just out of lost trust.
I'm telling my computers teacher friends to drop Unity from their courses. There are lots of other options. Just not Roblox, which is even worse than Unity.
If I were in a university course with Unity, I'd be asking my professor some pretty pointed questions about platform visibility and stability, too.
The reputation damage from this change will be lasting.
I think you’re giving them too much credit. These companies are run by people who fundamentally don’t understand their market or customers, and they over reach out of greed and over estimating their worth. We are in a time of companies needing to prove profitability, so here we are.
These corporate "apologies" always rub me the wrong way. A policy like this had to pass through so many hands before getting certified. You just know that a whole room full of C-Suite executives genuinely thought this was a good idea and couldn't think through its potential problems.
“I don’t think there’s any version of this that would have gone down a whole lot differently than what happened,” Riccitiello said. “It is a massively transformational change to our business model.”
But, he acknowledged, “I think we could have done a lot of things a lot better.”
[...] Under the tentative new plan, Unity will limit fees to 4% of a game’s revenue for customers making over $1 million and said that installations counted toward reaching the threshold won’t be retroactive,
really? Thats nearly the same appeasement Wizards of the Hasbro offered after that huge debacle earlier this year.
One of the most controversial elements of the policy concerned how Unity would track installations of its software. Although the company first said it would use proprietary tools, Whitten said Monday management will rely on users to self-report the data.
Do I even need to comment on this or can we just get some popcorn and watch while they find out that self-reporting doesn’t work?
I still don't understand how modifying contracts that already exist without written consent from the other party is even legal. I mean, isn't the whole point of a contract to enforce the conditions of an agreement? If one side can just change it willy-nilly, doesn't that kind of defeat the whole purpose of a contract in the first place?
Seriously, if someone more legal-minded could explain this, that would be fantastic.
Oh, there won’t be any install-tracking. They will „rely on users to self-report the data“. Sounds to me like they didn’t have any plan for how to reliably track installations in the first place because this is CEO bullshit bingo that was never cleared with the r&d department. So now „I’m sure the users won’t lie to us“ is their best option.
Under the tentative new plan, Unity will limit fees to 4% of a game’s revenue for customers making over $1 million and said that installations counted toward reaching the threshold won’t be retroactive,
Wait, if they're changing to a revenue model why is there still an installation threshold? Either the article is funky, or this new model is still counting installations.