The fans really rose to the occasion.

  • Cethin@lemmy.zip
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    1 year ago

    How else are they going to pay to improve the engine and add things. A revenue cut is the market standard. In fact, Unity comes in slightly lower than Unreal Engine with the newer terms.

    You don’t try to change things retroactively though. That’s not how contracts work. What they tried to do original was both not a good deal and most likely not legal. They lost everyone’s confidence. This isn’t because they wanted money, but because how they went about it.

    • Dirk Darkly@sh.itjust.works
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      1 year ago

      They’ll pay by charging customers a reasonable licensing fee. Market standards are meaningless in an age of aggressive monetization and consolidation. Of course they’ll try and get away with as much as they can and people have been shown to excuse a lot. However, I would pose that is entirely unreasonable that providing access to tools earns anyone a portion of future sales.

      This very clearly goes beyond paying to improve the services and is simply about maximizing profit.

      • Cethin@lemmy.zip
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        1 year ago

        I partially agree, but I also disagree that it’s all about profit. The point of revenue sharing is that if they make the engine well, then it becomes more likely for your game to be successful. That revenue share can be re-invested to continue improving it.

        Would you say that the engine is not part of the game? In what way is it seperate from the thing you created? Employees ideally should get a share of revenue, as they helped create the product, and the engine is part of the product, so their employees should get a share for the work they helped create as well.