• @brsrklf
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    89 months ago

    Out of the loop. What’s the change?

    From context it seems Unity is asking for a new fee per installed game, instead of using what the studio actually earned from the game?

    If so, yeah, I get how it would be terrible if your game got a sudden huge install base from gamepass or such.

    • @mordack550@lemmy.world
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      69 months ago

      It will ask a small fee for every install, on top of the royalties. The issue seems that for small studios this fee is not feasible, and it seems that also pirated games and demos would count

    • @Cheers@sh.itjust.works
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      49 months ago

      But also, what entitles them to even a portion of the games proceeds? Adobe doesn’t get a cut for every digital piece you create. Dundermifflin doesn’t get a cut everytime you write a new contract. That’s absolute bullshit and they should get a fine for even thinking they’re allowed to be this big and change the rules like this. That’s a monopoly mindset.

      • @brsrklf
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        19 months ago

        I guess it really depends how it’s done. I don’t think an actual cut of the proceeds is fair either, but stuff like having a low entry point and scaling your tool’s cost a bit according to the project success can be a good idea.

        That said after they’d try to pull a stunt like they did I definitely wouldn’t trust them anymore.

    • @SulaymanF@lemmy.world
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      9 months ago

      Also, trolls could delete and reinstall the app repeatedly, forcing the developer on the hook for large amounts of money to Epic games.

      • @Whirlybird@aussie.zone
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        -79 months ago

        This has been confirmed not true. It’s on a machine level. You can install 10000 times on the same machine and it will only charge for 1 install.

        • FlumPHP
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          49 months ago

          And? It would take a trivial amount of effort to spin up VMs and install the game on each. If I immediately tear the VM down after, I’m sure my cost would be covered by free AWS credits.