Smaller studios would've taken the biggest hits from Unity's Runtime Fee policy, and also helped it retaliate against would-be merger partner AppLovin.
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111Y

To where? Godot isn’t there yet (sorry, maybe in five years, it’s impressive and on the right track. Not today). And unreal is under the same pressure.

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1Y

i don’t think unreal is under the same pressure for three reasons:

  1. they already have a reasonable revenue sharing model. they make a lot more per licensee than unity does because they take a cut of your sales rather than charging a per-engineer license for the dev kit.

  2. epic’s headcount is not nearly as horrendously bloated, even before the recent layoffs.

  3. the company is still privately held with Tim Sweeney the majority owner.

points 1 and 2 mean epic is actually profitable, and has been for decades at this point. meanwhile, the publicly traded unity has struggled to break even for most of its existence

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-31Y

If you think point 3 is a real point, then I have a bridge to sell you. Point 1 is literally the new model for unity.

It’s the same pressures.

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1Y

Yes, point 1 is the model they should have adopted in the first place. The whole problem with their original announcement was that it was a) retroactive, b) structured in a way that would significantly hurt f2p and indie games, and c) based on installs rather than sales, meaning you could get charged multiple times for the same sale. If Unity had come out and said “starting with Unity 2024, we will be switching to a revenue sharing model", a lot of people might have still been upset, but it would not have caused nearly the same shitstorm and they would have had a better path towards sustainability.

Point 3 is absolutely real, because when you own your company, you do not have legal obligations to throngs of faceless public stockholders. Companies turn to shit all the time when they go public, because the pressure for immediate quarterly returns outweighs the pressure to maintain long-term sustainability. I think it’s exactly why platforms like Steam have avoided enshittifying, because their owners know they can make more money long term by building a sustainable platform that people like rather than burning their users to make a quick buck and juice their next quarterly report.

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41Y

If you dont think point 3 is a real point, Im curious if you even know what a bridge is.

Legal obligations to shareholders drastically change the company meaning of profitable.

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-21Y

point 3 was suggesting that because tim sweeney holds 51% of the company, he has no obligations to those who invested.

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1Y

Its stating that because he owns a majority share, he has the ability to suppress publicly traded short term value inflation in favor of showing other private investors that long term growth is both sustainable and profitable.

Which, as shown by how completely anti-short term the epic games store is run, is clearly a sales pitch that his other private investors are buying into.

Which is probably the exact reason they are remaining off the public market

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11Y

This assumes a lot, it assumes a lot about the investment agreements, especially about veto rights

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-11Y

No it doesnt.

It points at the long term focused business decisions, and then points at the private nature of its investors, and says “hey thats a pattern we see a lot with privately owned and invested companies.”

hiddengoat
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151Y

You know what else isn’t there yet? Unity, Unreal, Source, CryEngine… literally every commercial game engine requires development if you’re actually looking to push hardware limits. They’re just toolboxes.

Godot is no different, except that developers are going to be much more likely to release their changes publicly.

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51Y

Godot is fantastic, it’s where blender was in 2007-8 and it’s super exciting.

It’s nowhere near the same level as the contemporaries yet. You can’t even build for console right now and have to hire third parties to port.

Rentlar
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31Y

Keep in mind that the console makers likely don’t want too much of their SDKs to become part of Godot’s open codebase. They license it to publishers who promise them that they won’t divulge important IP.

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31Y

keep in mind that unreal engine is also open source. Epic just has a system where if you get the go-ahead from a console maker, and they can confirm that, then you get access to the parts of the engine that connect to the console SDK’s

if you are an indie dev today, you can get the go-ahead from sony/nintendo/whoever and launch your UE/unity game on those platforms without much fuss. if you have a godot game you have to contact a third party porting house and ask them to port the game to those consoles. those companies have already made the godot hookups into platform specific SDK’s but you still have to contact, and licence them to do this, if they accept working with you.

Rentlar
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51Y

The problem is that Godot is FLOSS. Unreal is missing the free (as in freedom) and libre part.

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11Y

kinda, its MIT so it’s not free. I can, for example, change a bunch of godot. release my changes in binary only form and you can’t demand the source from me. I mean you can but i’ve no legal compulsion to do that.

Goronmon
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31Y

keep in mind that unreal engine is also open source.

The Unreal Engine is not open source by any reasonable definition of open source. Being “source available” is not the same as open source, as you can’t use the code whoever you like.

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01Y

deleted by creator

Goronmon
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1Y

Source available is open source. There’s a recent movement trying to redefine open source to refer only to FOSS, but it’s pretty stupid.

You have it reversed. The “source available is open source” argument is the more recent idea. Unless by “recent” you mean “in the last 30 years”.

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-11Y

you can’t use most open source code “however you like” either, they all have licenses. the main restriction with unreal engine is that you can’t mix it with copyleft licenses and you can’t use it commercially.

but you can do what most people want to do, modify, extend, fix, learn. that’s the most relevant thing for what we are talking about here

Goronmon
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1Y

you can’t use most open source code “however you like” either

Alright, sure my language was overly broad. “The licensing is restrictive in a way which makes it clearly not open source.” would have been a better choice.

…the main restriction with unreal engine is that you can’t mix it with copyleft licenses and you can’t use it commercially.

So, it’s not open source.

…but you can do what most people want to do, modify, extend, fix, learn. that’s the most relevant thing for what we are talking about here

That still doesn’t make it open source, mainly because you are missing one of biggest aspects, distribution.

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11Y

Open source != copyleft. That’s free software if you want to go that route.

Also, you can distribute your version, of course you can. Both your changes and binary form. It’s just all distributed under epics unreal engine licence

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101Y

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