• 0 Posts
  • 35 Comments
Joined 1 year ago
cake
Cake day: August 3rd, 2023

help-circle
  • I made games primarily for Windows which we also compiled for Linux. It is mostly input/output stuff, aka hardware issues. That is, audio issues, input issues, storage issues, dependency issues. Modern game engine mostly handle the rest. It wasn’t such a big deal to fix, but most gamedev lacked experience with Linux, and most projects are already over budget and late, so fixing Linux for an extra 2-5% of sales didn’t make much sense at small scale. Proton kind off fixed all of this tho.






  • Fair enough, this is an atrocious billing system, but I I firmly believe that this is simply a gimmick to get around charging royalties without calling it so. Maybe I am biased, but the people working at Unity are not monsters, and I believe the employee who posted publicly and stated that the people implementing this system made sure that it would be under-reporting installs is speaking the truth. I think there is this misconception that Unity is simply gonna fire an event for every install and charge you directly for each report, but there is no way that this will be this simple. In all likelihood they will use this to keep a list of the popular games, and the actual fee will be based on heuristics like estimated sales and whatever other analytics and ads generated by the game clients. Sure it is a “trust me bro” system, yes it’s bad, yes it could be abused, I think it is fair to call it out and ask for a more transparent system, but deep down I just don’t believe that Unity is evil and did this to abuse the developers.

    In all likelihood THEY will be the one forced to under charge, and really they’re doing this to force you into their ecosystem so it is likely that they will reach out the studios individually before incurring the fees. The whole thing is worded in a way that past a certain level of success, they will charge you royalties unless you play ball with them and serve ads and buy in other services. I would not blame anyone for calling it scummy, but I think it is important to understand their motives, they want to force your hand to use whatever they’re selling. The installation fee is just a smoke screen, they have nothing to gain bankrupting studios by making up numbers. Of course, this is just my own take. I think I have a fairly good understanding of how they operate, but I could be wrong.


  • Elderos@lemmings.worldtoGames@sh.itjust.worksUnity's self-combustion engine
    link
    fedilink
    English
    arrow-up
    47
    arrow-down
    1
    ·
    edit-2
    1 year ago

    Finally an article that goes beyond the drama and misinformation. It is not just about the new fee, which realistically is nothing compared to what you would owe epic for the same level of success.

    What sucks is the shadiness and the deceptive nature of it all. I am sure the executives felt really clever and thought it would almost fly under the radar After all, they managed to spin this as not-a-royalty after years of boasting that Unity wouldn’t have any.

    The new changes are essentially this :

    You’re forced into going with the pro or enterprise license past a certain revenue (which was sort of a thing already).

    You’re forced into serving Unity ads, or else you get charged a some royalties, which realistically should still be less than what UE charges.

    You’re forced retroactively into it, as they deleted the old TOS behind the scenes.

    They’re definitely not being upfront about their intentions, and due to their complete aversion to mentionning the word royalties, they managed to deceptively make up a lie that sounds worst than the actual truth. Even though this is a move targetted at multi-mullion dollars productions, actual students and hobbyist are now worried about being charged per user downloads, which is not happening.

    It is sad to see, Unity went from being owned and operated by people who truely cared. I worked there for a number of years and most leaders and employees truely believed they were a force of good in this otherwise shitty world. It is crazy how much the company changed in just a number of years/months. It sucks, and whoever ended up in charge robbed both the employees and the users of something great.

    John was a smooth talker, and even as the company was turning corporate and seemingly stepping on old values, he was very good at making sensible arguments and justifying the company transformation. I can’t help but feel deceived now. Ultimately I left the company because I disagreed with so many decisions. Virtually my entire backlog was stuff I disagreed with and I just couldn’t justify waking up in the morning. We’re long past the “Users first” slogan which made Unity so popular with indies.





  • A bare bone program with rendering and movement is not a game, it’s a prototype, and this demonstrate nothing about modern game development. Of course a prototype with nothing but rendering and basic inputs coded in c++ is gonna be multi-platform by default. Hell, it is just code on a repo, you don’t even need to build it and test it and deploy it for all platforms as it is up to the user. I don’t think you understand the scope of making a fully-completed game. I had dozens of unfinished prototypes on my computer, some of which I made decades ago, some are multi-platform because of the language and tech. Still, this means nothing. It still cost money to support multiple platforms. Only exception nowadays is if your game happen to be compatible with Proton. But yeah, supporting Mac and a bunch of other platforms? It is not free my dude.


  • Valve is definitely an exception. I am not sure why, but it is pretty much in the open that Gabe Newell has a bone to pick with Microsoft and he has been throwing money at Linux for over a decade to break their monopoly on gaming. I’d argue that this has nothing to do with their love for the community and more so with Gabe’s personal vendetta against Microsoft.

    Reality is that most game devs, most executives and most people in marketing don’t really care about Linux. It is good PR to support Mac and Linux, and some of the geekier developers will go the extra mile to support it, but I think it is common in the industry to assume that Linux users are not gamer, or that they have enough knowledge to install a dual boot. They don’t care in the sense that they don’t even think about it, its not even on the radar for most game companies. Most studios probably never even had a discussion about it. That is how irrelevant Linux has been to gaming. Hence why Proton is such a tour de force.




  • In an ideal world everything would work out, but for some business it is a pretty huge commitment for what was less than 2% of the market just a few months ago. We certainly lost money porting our game in Linux at that last place I worked. It was before Proton though. Obviously each case is different, and some games work on Linux out-the-box due to Photon so this become a non-issue.


  • Elderos@lemmings.worldtoLinux@lemmy.mlIt either runs on Linux or refund
    link
    fedilink
    arrow-up
    12
    arrow-down
    1
    ·
    edit-2
    1 year ago

    Virtually no anticheat worked on Linux just a few years ago except maybe Valve and Blizzard in-house solutions. Games that are out and already committed to a specific anticheat can’t do much but to wait, so it is not really on them. Changing the anticheat solution mid-way on a released game would piss off so many people you can’t imagine. On a brand new game though, I would agree that this should be considered.


  • Well, first of all I know multi-platform game exists and in some case it will just work out of the box. If it doesn’t though, not all companies have the money to hire QA for other platforms or devs to look into issues when stuff goes wrong on Linux. Most game companies fail and run out of cash, only the top survives. They don’t have that sort of money laying around to mess around a platform with 2% of users. My previous company certainly loss money on Linux and it was a cause of tension internally.

    Secondly, a Minecraft prototype written in c++ and using native OpenGL calls is a terrible example. Even though I understand the dev volunteer his time so money isn’t an issue, it would cost a fortune and take years for your average studio to make a game from scratch like this without a game engine.



  • We might as well been coworkers. Crazy just how sheepish all the big execs are. Productivity was supposedly up at the peak of the WFH policies, but now suddenly it is so important to go back even though there is not enough room for everyone.

    I don’t miss being crammed into a pretencious office being surrounded at arm length by 5 other people, some of which at loud as fuck and spend their days on zoom. I really won’t do it anymore, I don’t care if I starve.

    45min commute which cost over a hundred per month and still require me to walk in shitty weather, already soaked in sweat half the months of the year, so I can walk in and plug my shitty laptop on a dock and ultimately still have 99% of my work done remotely and on zoom on my shitty webcam because half the office is home and three quarter of my colleagues live in a different country.


  • The entitlement in this whole thread is insane. Is that how linux gamers are? Not to mention that modern gaming require developers to use third-party anti-cheat solution on which they have little control. You’d think the Linux crowd would understand that it makes more sense to please the 98% of players up until anti-cheats get better Linux support.