- cross-posted to:
- technews
- cross-posted to:
- technews
So today Unity announced changes in how they are going to monetize their game engine, and it is, rightfully might I add, poorly recieved Here is how much youtuber Dani would have to pay unity if they consider his games to gain over $200k in revenue
Now I don’t know how much tracking crackers and re-packers remove from the games getting cracked, but if unity were to count cracked games as a valid install (and they will count every install of a game they are aware of), thn piracy could seriously bankrupt indie devs. Like, not just losing them revenue, but actively losing them money. While piracy is already in an ethical grey area, I think that is just a bit too much. So, I want to raise awareness of this, and with it I have 2 questions to ask:
- Do the people that crack games make sure to remove the ability of unity tracking cracked installs?
- If the answer to the previous question is “no”, how do we make them aware of the fact that it is probably for the better if they do this?
Hey boss Unreal is eating some of our market shares, what should we do?
Boss: Isn’t obvious, we drive the company off the cliff. Duh
God executives are the dumbest mother fuckers
It’s actually remarkable.
Godot is looking much better to me today than it did yesterday.
I’m not involved in piracy/DRM/gamedev but I really doubt they’ll track cracked installs and if they do, actually get indie devs to pay.
Because what’s stopping one person from “cracking” a game, then “installing” it 1,000,000 times? Whatever metric they use to track installs has to prevent abuse like this, or you’re giving random devs (of games that aren’t even popular) stupidly high bills.
When devs see more installs than purchases, they’ll dispute and claim Unity’s numbers are artificially inflated. Which is a big challenge for Unity’s massive legal team, because in the above scenario they really are. Even if Unity successfully defends the extra installs in court, it would be terrible publicity to say “well, if someone manages to install your game 1,000 times without buying it 1,000 times you’re still responsible”. Whatever negative publicity Unity already has for merely charging for installs pales in comparison, and this would actually get most devs to stop using Unity, because nobody will risk going into debt or unexpectedly losing a huge chunk of revenue for a game engine.
So, the only reasonable metric Unity has to track installs is whatever metric is used to track purchases, because if someone purchases the game 1,000,000 times and installs it, no issue, good for the dev. I just don’t see any other way which prevents easy abuse; even if it’s tied to the DRM, if there’s a way to crack the DRM but not remove the install counter, some troll is going to do it and fake absurd amounts of extra installs.
Whatever metric they use to track installs has to prevent abuse like this
I would be eagerly awaiting a follow-up response from unity from this, because as it stands right now, consensus among gamedev circles is that unity won’t prevent abuse at all, which is just awful for multiple groups of people.
- someone paying for your game and then re-downloading it every hour would cost you $144 a month
- someone paying for your game and then re-downloading it every 5 minutes would cost you $1728 a month
- web games exist, and if the Unity Runtime Download metric is used there, well, that is going to be an expensive bill for anyone putting any sense of monetization in their web game
Yeah most games are available offline, how would they track these metrics beyond steam/store sales?
And for the web games can they not be self hosted?
That’s what I was thinking.
It’s going to be a legal kerfuffle trying to prove that Unity (or a competitor) doesn’t have an installation farm operating somewhere.
Godot is great.
Maybe that will give Godot a serious chance for second place I guess, Unity ocupied that for far too long anyway!
Cracking often includes blocking all networking features of a game to kill any phone-home license checking, so it’s likely that Unity will not know cracked games are getting installed. But it is not guaranteed.
More likely every game dev save for a few big developers (who we don’t give a shit about) is going to drop this radioactive business model like a hot plutonium potato and it will become a non-issue.
Usually, cracking doesn’t typically result in the blocking of network features. This is why most groups suggest blocking the executable in the firewall.
Blocks the 1st party networks, but it doesn’t mean they don’t implement their own (or more so that the repackers don’t)
unity is so bad at DRM, genshin impact got cracked a while ago and people made a private server with no paimon barrier. So not really worry about cracked games.
Yes and no, IIRC the last time I installed a cracked game (disclaimer: it has been a decade) I was required to install the game first with internet OFF, then replace the .exe with a cracked version. But it’s entirely possible that there are a lot of newbies doing this without blocking traffic, and launching the game with their internet on and without the crack. So Unity might not see EVERY pirate, but they will definitely see SOME. How many, I’m not sure.
Unity is the worst.
I hope game developers can shift to different game engines! Can’t imagine how difficult that could be since I don’t even know more than some basic python.
It’s pretty much a “develop from zero” situation. You can import assets, but will probably have to at least fix them up. If you are lucky, the two engines use the same language, but probably not. For example Unity uses C# while UE5 uses C++. And then you didn’t even get to the parts where you actually use use the engine. Everything that touches the capabilities of the specific game engine need to be rewritten. That is off the top of my head: interaction, physics engine usage, collision engine usage, AI stuff etc.
Godot also supports c# but 90% of the functions would be editor calls (maybe someone could make a translator)
Probably difficult difficult limes difficult. Like rebuilding a wood frame house into a concrete block house.
You can reuse parts (doors, windows, etc) but not everything comes apart easily, and it’s still a lot of work reassembling things. Even the parts you should be able to reuse, you may end up replacing since they don’t “disassemble” easily.
Maybe not for their current games, but for their future games.
Still sucks if you’ve got a team that’s really good at Unity, but yeah
It’s usually quite difficult, since most other engines use C++, which is pretty different from C# in many aspects. My engine (PixelPerfectEngine - 2D game engine primarily aimed at retro pixelart games, link: https://github.com/ZILtoid1991/pixelperfectengine ) is written in D, which is much closer to C# in a lot of aspects, however my engine is far less capable than Unity, still needs a lot of development, and also has it’s own quirks that make some features inconveinent to implement or add.
I just run all games behind a firewall. Hopefully that blocks unity from learning about steam installs too.
Yeah that’s what tends to happen when you go into complete dependence to a single product of a private company. They will greedily fuck you over at some point and you look like a total dumbass.
Am I the only one thinking we need to convince EA or Origin to make a Unity game if this is an option?!
Unity is janky as fuck so I hope this turns more developers away so that they’ll use Unreal or anything else for that matter.
The thing is Unreal could do something similar later.
Yes, the only safe (sophisticated) engine is Godot. It’s free and open source.
Does this mean you can’t make free games with Unity anymore?
Nope, just means that you can’t make over 200,000 US yearly if it has over 200,000 downloads
Yeah… Enshittification of game engines, they’re trying really hard to show they can do it too.
This was a good summary to read from a Unity game devs perspective, just keeps getting worse.
Make sure to firewall every single Unity game going forward folks!
(… which is something you should already be doing for any pirated software in general)