• kicksystem@lemmy.world
      link
      fedilink
      English
      arrow-up
      1
      arrow-down
      29
      ·
      1 year ago

      It’s based on downloads. It is easy to track those.

      “We are introducing a Unity Runtime Fee that is based upon each time a qualifying game is downloaded by an end user. We chose this because each time a game is downloaded, the Unity Runtime is also installed. Also we believe that an initial install-based fee allows creators to keep the ongoing financial gains from player engagement, unlike a revenue share.” https://blog.unity.com/news/plan-pricing-and-packaging-updates

      • nous@programming.dev
        link
        fedilink
        English
        arrow-up
        16
        ·
        1 year ago

        Games qualify for the Unity Runtime Fee after two criteria have been met: 1) the game has passed a minimum revenue threshold in the last 12 months

        So revenue still need to be tracked like it was before so they know when to start charging. This just adds another metric to track, not replacing anything and does not make anything easier.

        Also we believe that an initial install-based fee allows creators to keep the ongoing financial gains from player engagement, unlike a revenue share

        This from the CEO of unity John Riccitiello who introduced loot boxes at EA and famously called developers that don’t have ongoing monetisation of games fucking idiots. Yeah, fuck that shit. This will just penalise developers that sell their game and don’t constantly try to grab as much money from their user base as they can. Exactly what he wants to see. Fuck that guy he seems to destroy everything he touches.