This seems to be a case of start with a horrible plan that they know will make everyone angry only to roll it back to a plan that still sucks but isn’t quite as bad to try to reduce the sting. The thing is, I don’t think their customers are that stupid.
They underestimate their customers. They keep forgetting they’re business to business, not business to customer.
Developers are other businesses, even if they’re a business with an employee of one, although often they are small but not tiny teams. The relationship that they have with unity is a business relationship and it can end at any time should that relationship cease to be productive, for we don’t have random undying loyalty to one platform, that wouldn’t be financially sensible.
Good luck porting over a 10 year old game you released on Unity to some other engine in such a way that your overall costs are lower than just sticking with it and eating the fees.
For a 10-year-old game I probably wouldn’t (unless it was Minecraft level popular) but for a 1-year-old game I might, and for a game I haven’t developed yet I definitely will.
If the game is old not being played that much anymore then the fees probably are not going to hit me that much but if it’s old and popular it’ll be a big financial hit.
I hear this accusation a lot, but how many times does it work out for the company? Maybe the second plan doesn’t get any press and that’s proving your point?
Maybe? I don’t recall ever doing anything about it back then. I stopped using it now because I can’t use Apollo and interacting with Reddit on mobile now sucks.
This seems to be a case of start with a horrible plan that they know will make everyone angry only to roll it back to a plan that still sucks but isn’t quite as bad to try to reduce the sting. The thing is, I don’t think their customers are that stupid.
They underestimate their customers. They keep forgetting they’re business to business, not business to customer.
Developers are other businesses, even if they’re a business with an employee of one, although often they are small but not tiny teams. The relationship that they have with unity is a business relationship and it can end at any time should that relationship cease to be productive, for we don’t have random undying loyalty to one platform, that wouldn’t be financially sensible.
Good luck porting over a 10 year old game you released on Unity to some other engine in such a way that your overall costs are lower than just sticking with it and eating the fees.
For a 10-year-old game I probably wouldn’t (unless it was Minecraft level popular) but for a 1-year-old game I might, and for a game I haven’t developed yet I definitely will.
If the game is old not being played that much anymore then the fees probably are not going to hit me that much but if it’s old and popular it’ll be a big financial hit.
I hear this accusation a lot, but how many times does it work out for the company? Maybe the second plan doesn’t get any press and that’s proving your point?
Worked with reddit when they hired Ellen Pao as a scape goat to implement harse changes then they rolled it back after to what they wanted
I don’t remember what they were trying to change, what they ended up concluding with and what it was like originally.
Exactly.
Maybe? I don’t recall ever doing anything about it back then. I stopped using it now because I can’t use Apollo and interacting with Reddit on mobile now sucks.
Oh, I don’t think it often works out. But a business person can make the data show what they want to do while ignoring what is likely to happen.