• @ObsidianBlk@lemmy.world
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    1310 months ago

    First of all if you’re a poor (and possibly solo) developer who could only spring for the lowest tier you’re being charged the highest rate per install. That rate is 20 cents… per install… not per purchase… per install. If I buy the game once and install it on my desktop machine, my laptop, and my steam deck, the developer has to pay 60 cents. one of those computers breaks down and I need to reinstall the game, that’s an additional 20 cents every time. I have a young nephew who thinks nothing of installing a game to play for a day or two then uninstalling it to make room for another only to reinstall that first game again later. He does this with a lot of games… almost all of which are Unity games (I know, because he wants me to play these games with him quite often, so I see that logo pop up). Come January 1st, every time he installs that game, BOOM, developer owes 20 cents. My nephew isn’t special and, if he’s uninstalling and reinstalling games like that you can bet there’s 1000s of other kids doing the same! Hell, you don’t even have to be a kid. I might play a game for a few months, uninstall it, then reinstall it years later. That’s another thing… this 20 cents is perpetual! As a developer, what happens when you’re done with your game? You do have the time or energy to maintain the game anymore? This pricing model doesn’t care. You abandoned your game 5 years ago? Don’t care, 100 people installed your game, you owe us $20!

    • @lolcatnip@reddthat.com
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      10 months ago

      I didn’t realize they never “per install” quite so literally. That does make a big difference and it’s a really weird way for them to charge.

      Edit: Ok so according to another commenter your interpretation is common but wrong, and Unity clarified they mean the first install per customer only. So my position that this isn’t a big deal stands.

      • @ObsidianBlk@lemmy.world
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        510 months ago

        Sorry, no. This is not accurate either. According to Unity’s own FAQ regarding the subject… Which you can look at right here…

        Do installs of the same game by the same user across multiple devices count as different installs? We treat different devices as different installs. We don’t want to track identity across different devices.

        So, again, if I install the game on 3 different devices, Unity considers that 3 installs. If I build a new computer later, then reinstall the game there, it’ll count as a new install. The scary thing is… what if someone hates you as a developer? They now only need to buy your game once, then setup a script to roll VMs and install your game on VMs (each VM counts as a seperate device), and you, as the developer, will be hit with the new install cost each time.

        Additionally…

        Does the Unity Runtime Fee apply to pirated copies of games? We are happy to work with any developer who has been the victim of piracy so that they are not unfairly hurt by unwanted installs.

        The issue here is… the developer would already have been charged the fee for a “pirated” install, because, how is a developer supposed to even know their game was pirated in the first place. Here, the developer may already be financially hit for a pirated game and now has to spend time and resources with Unity to convince them that some percentage of installs are pirated installs. Earlier in their FAQ, Unity claims they do not have a “phone home” when a Unity game is run, so, how are they determining installs in the first place? “Aggregate data”… or, another words, “trust us”.