Marc Whitten, a Unity executive, said the company hasn’t yet announced the latest changes because executives are still running them by partners and don’t want to repeat last week’s communications debacle, which led to several clarifications.
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.
In the meeting, Riccitiello emphasized that the new policy is designed to generate more revenue from the company's biggest customers and that more than 90% of Unity users won’t be affected. Several employees asked during the meeting how Unity would bounce back from what appeared to be a breach of trust. Executives said the company will have to “show, not tell” and handle future communications more carefully.
Drazula wrote on Sep 19, 2023, 21:01:They haven't announced the details of their plan yet. The 4% number is from a Bloomberg reporter interpreting a recording from a company meeting. And it's a ceiling still based on the install threshold fuckery. If I'm understanding correctly, a $2M game charging $20 (100K copies sold), that has an average of 2 installs per copy sold (200K installs), using the free version of Unity ($0.20 per install), would be looking at $40,000 to Unity. That number goes up depending on installs per copy sold, and down for a higher game price, non-free versions of Unity and fast front-loaded sales (and also sales in emerging markets). Best case for a $60 price point and 1 install/sale, all in one month (ignoring emerging markets), is $333 off the $2M.
Everyone is missing something key: Unreal takes 5% of revenue ABOVE 1 million. Unity is taking 4% IF YOU MAKE 1 million or more. So if a game makes $2 million, Unreal would take 50,000 for $1 million, Unity would take $80,000 for $2 million. You don't break between Unreal and Unity until you get to $5 million in revenue.
Orogogus wrote on Sep 19, 2023, 12:38:Everyone is missing something key: Unreal takes 5% of revenue ABOVE 1 million. Unity is taking 4% IF YOU MAKE 1 million or more. So if a game makes $2 million, Unreal would take 50,000 for $1 million, Unity would take $80,000 for $2 million. You don't break between Unreal and Unity until you get to $5 million in revenue.Overon wrote on Sep 19, 2023, 06:26:Ya, that's clear. But 4% of revenue in and of itself isn't outrageous. The meltdown should be over whether anything they say is worth consideration, since apparently they can just unilaterally change the terms of their agreements.Orogogus wrote on Sep 19, 2023, 02:47:Trust has been broken. Nobody can trust the party member that betrayed you.Simon Says wrote on Sep 18, 2023, 21:39:No one's missing that. Unity has a free tier and two paid tiers with flat per-user annual fees. And regardless, no one's licensing their game engine by charging a percentage of profit instead of revenue.Jobastion wrote on Sep 18, 2023, 20:15:Simon Says wrote on Sep 18, 2023, 19:31:It's 1% less than Epic asks for.
"Unity will limit fees to 4% of a game’s revenue for customers making over $1 million"
4% of... not profit, but GROSS REVENUE is still a MAJOR RIPOFF TAX. 4% of profits wouldn't had been a big deal, but still a pretty hefty tax, but on gross revenue? That's a very big slice of profits.
LOL, do they think developers are stupid?
Especially when you can transfer to Unreal Engine in record time.
What you're missing is that it's on top of what Unity already asks...
It's not the total price, it's just an ADDED FEE.
Mr. Tact wrote on Sep 19, 2023, 19:03:At least in my area, Time Warner didn't originally charge a modem rental fee for Internet service, but started doing so in 2012. Data caps from AT&T started popping up around the same time after being unlimited for the first decade or so. Costs for cable went up, too, from $50 to $80 between about 2010 to 2020. T-Mobile home Internet recently made their autopay payment discount cash/debit-only. None of those were mutually agreed-upon changes. They can't retroactively take your money for services already paid for, but they can change their terms going forward.Orogogus wrote on Sep 19, 2023, 18:55:Thankfully, I no long have cable, but I can't imagine they would get very far if they tried to retro-actively add charges for services.
When the cable company raises your fees or imposes a surprise data cap there's not much you can do.
Orogogus wrote on Sep 19, 2023, 18:55:Thankfully, I no long have cable, but I can't imagine they would get very far if they tried to retro-actively add charges for services.
When the cable company raises your fees or imposes a surprise data cap there's not much you can do.
Mr. Tact wrote on Sep 19, 2023, 18:02:I'm pretty sure it's just an electronic agreement, at least for the free version. I think you can still download it now and start playing around with it. Even with the paid versions, I don't think it's much different from any other service -- you agree to pay what they're asking, or you don't use their product. When the cable company raises your fees or imposes a surprise data cap there's not much you can do. I think it would be difficult for them to retroactively go after revenue already made, but I'd be surprised if it were illegal for them to go after future revenue, especially in the US.
Hmm. So do the devs actually sign a contract of some kind to get the free version? That would make sense to me. Which returns me to my original confusion which I commented on in one of the other topics on this subject. How can the contract be so vague/broad to allow changes like that? Don't these guys hire lawyers to review documents for their businesses?
Edit: Was writing the above while Orogogus was posting his. It still seems weird to me, like it is an over reach. But maybe I'm not knowledgeable enough to understand it...
Mr. Tact wrote on Sep 19, 2023, 17:26:https://mobidictum.com/game-industry/unitys-pricing-changes-what-will-happen-now/
So, I spent some time thinking about this.. I've seen references to a free version of the engine. Surely it isn't really free? I would have guessed there was something like, "Yes, it is free unless your product generates X income. Then you need to compensate us." Is that the core of this? Or are they really the jerks they have made themselves look like?
Mr. Tact wrote on Sep 19, 2023, 17:26:Unreal operates the same way. I think you pay nothing until you're over a mil. This creates a community of users and lets people become familiar with the software with the only expense being time. As their skill grows and they join a mid-sized or larger software developer, then Unreal starts to make money back on that investment. Kind of like the pusher on the corner giving the first hit for free.
So, I spent some time thinking about this.. I've seen references to a free version of the engine. Surely it isn't really free? I would have guessed there was something like, "Yes, it is free unless your product generates X income. Then you need to compensate us." Is that the core of this? Or are they really the jerks they have made themselves look like?
MeanJim wrote on Sep 19, 2023, 15:52:
The whole thing has me wondering why Unit and other software tools like it are even entitled to a portion of revenue generated by a product it was used to create. I can't think of any other industry where the tools used to make a product get a cut of the revenue generated by that product. Do the makers of cinema cameras get a chunk of revenue from movies it was used to shoot? What about the lens and film makers? Does John Deer get a cut of every farmer's revenue that uses their tractors. What about the makers of the wrenches and other tools used to build that tractor, do they get a cut of John Deer's revenue for the sale of the tractor. What about the worker that used those tools to build that tractor, should they get some of that pie too?
GinRummy wrote on Sep 19, 2023, 13:04:Lots of indie games make over a million. A million is barely enough to fund three or four developers for the time it takes to make a game.
I believe, and I didn't see this pointed out, but it's only a fee on gross income AFTER your million. It's not like when your revenue hits 1 million you suddenly owe them $40,000. You only owe 4% on money made after that point, which is mostly only AAA titles.
Overon wrote on Sep 19, 2023, 06:26:Ya, that's clear. But 4% of revenue in and of itself isn't outrageous. The meltdown should be over whether anything they say is worth consideration, since apparently they can just unilaterally change the terms of their agreements.Orogogus wrote on Sep 19, 2023, 02:47:Trust has been broken. Nobody can trust the party member that betrayed you.Simon Says wrote on Sep 18, 2023, 21:39:No one's missing that. Unity has a free tier and two paid tiers with flat per-user annual fees. And regardless, no one's licensing their game engine by charging a percentage of profit instead of revenue.Jobastion wrote on Sep 18, 2023, 20:15:Simon Says wrote on Sep 18, 2023, 19:31:It's 1% less than Epic asks for.
"Unity will limit fees to 4% of a game’s revenue for customers making over $1 million"
4% of... not profit, but GROSS REVENUE is still a MAJOR RIPOFF TAX. 4% of profits wouldn't had been a big deal, but still a pretty hefty tax, but on gross revenue? That's a very big slice of profits.
LOL, do they think developers are stupid?
Especially when you can transfer to Unreal Engine in record time.
What you're missing is that it's on top of what Unity already asks...
It's not the total price, it's just an ADDED FEE.
Orogogus wrote on Sep 19, 2023, 02:47:Trust has been broken. Nobody can trust the party member that betrayed you.Simon Says wrote on Sep 18, 2023, 21:39:No one's missing that. Unity has a free tier and two paid tiers with flat per-user annual fees. And regardless, no one's licensing their game engine by charging a percentage of profit instead of revenue.Jobastion wrote on Sep 18, 2023, 20:15:Simon Says wrote on Sep 18, 2023, 19:31:It's 1% less than Epic asks for.
"Unity will limit fees to 4% of a game’s revenue for customers making over $1 million"
4% of... not profit, but GROSS REVENUE is still a MAJOR RIPOFF TAX. 4% of profits wouldn't had been a big deal, but still a pretty hefty tax, but on gross revenue? That's a very big slice of profits.
LOL, do they think developers are stupid?
Especially when you can transfer to Unreal Engine in record time.
What you're missing is that it's on top of what Unity already asks...
It's not the total price, it's just an ADDED FEE.
Simon Says wrote on Sep 18, 2023, 21:39:No one's missing that. Unity has a free tier and two paid tiers with flat per-user annual fees. And regardless, no one's licensing their game engine by charging a percentage of profit instead of revenue.Jobastion wrote on Sep 18, 2023, 20:15:Simon Says wrote on Sep 18, 2023, 19:31:It's 1% less than Epic asks for.
"Unity will limit fees to 4% of a game’s revenue for customers making over $1 million"
4% of... not profit, but GROSS REVENUE is still a MAJOR RIPOFF TAX. 4% of profits wouldn't had been a big deal, but still a pretty hefty tax, but on gross revenue? That's a very big slice of profits.
LOL, do they think developers are stupid?
Especially when you can transfer to Unreal Engine in record time.
What you're missing is that it's on top of what Unity already asks...
It's not the total price, it's just an ADDED FEE.
Donkey_Punch wrote on Sep 18, 2023, 19:28:
Was it all a bluff just to make these new terms seem like a "win"?