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Diss-Unity

Update: I guess this became old news while I was sleeping.

I was out of the office this past week when Unity emitted some signals about business model changes that were primarily perceived on a scale from “toilet flushing” to “death rattle” by most of the game developer community. You know how to Google if you want to know more.

There is no surprise to anyone that Unity is trying to make more money. This is what businesses do for a living—especially public companies. The big surprise came around the details of what they were proposing. I counted precisely two people who responded with “This is an entirely reasonable thing to do.” One of them claims this because it does not affect their personal project. The other one surprised me with the depths at which they tried to say “This is fine!” The second one has an entrenched position as a former game publishing executive and current Unity shareholder that gives them some plausible rationale for their batshit lunatic uncaring personal opinion. That is right everyone, I am subtweeting on my blog. Nanner nanner poo poo.

So what is wrong with Unity’s new proposal to charge per install?

A lot of people are griping about the notion of “democratizing game development” from the early Unity founders and previous promises made that this will never happen. I concede that these two things have amped up the emotion around the subject.

I want to talk about four things here: Timing, blast radius, enforcement, and shenanigans.

Let’s start with the timing. About a decade ago, I used to work in developer relations for a social games platform. It was not a successful social platform in some ways, especially for people who migrated games over from Facebook and their North American-centric audience. A number of companies that brought games to us at Hi5 decided that the platform was not working successfully and wanted to sunset their games. We would ask them to give an announcement to the community about the coming event as well as give them thirty to ninety days to play on the platform with commerce options turned off. This was generally accepted as a good business practice for someone spending five, ten, or even one hundred bucks on a social game.

This is not the timing for a tectonic shift in your business model for thousands of business partners generating millions of dollars of revenue.

If you are going to make a substantive change like this for your partners, you want to give them six months to a year of notice, and potentially phase it in for new titles or on specific versions of software. This made a really bad announcement into something much worse.

The next thing I want to talk about is the blast radius of the new pricing structure. There was a super-gaslighty attempt to reassure everyone that this only affects ten percent of their developer customers. Whether this is true or not will be up to someone else to figure out. I will say that one person I have spoken to has said this will not affect them. A significant number of other people have done some math: between three percent to a whopping one thousand percent in some worst-case scenarios for mobile game developers. Most PC and console games will not be affected by this, and I would imagine that mobile developers greatly outnumber console or PC developers based on my own suspicions. I know that the ten to fifteen people who have asserted it will impact them are just an empirical data point, and there are also dozens, if not hundreds, of other high-profile mobile game developers out there making bombastic statements about how this hurts their business.

I freely admit that I have more direct conversations with mobile developers than PC or console developers on any given day. I also know that Mobile contains a lot more “free to play” behaviors where you typically install a game and hope that one percent of your users will convert to a paying audience. I will talk more about this shortly. 

The third thing that strikes me as a serious red flag is how Unity will define and enforce installs. In their own words:

“We leverage our own proprietary data model and will provide estimates of the number of times the runtime is distributed for a given project – this estimate will cover an invoice for all platforms.“

That raises all kinds of questions and concerns for me. Having worked with GDPR and ‘right-to-forget’ implementations, there is certainly a world where this data will be hard, if not outright illegal to track. It is called Europe. There will be lots of unusual edge cases for demo software and also lots of new vectors for angry game audiences to inflict economic harm on a game studio.

The final thing I want to talk about here is related to mobile again, and some shenanigans. I do believe that more than ten percent of the game companies out there will be materially impacted by Unity’s pricing changes and that many of them will be mobile game companies. A significant number, if not the majority, of these companies will be companies that are using advertising platforms to generate revenue off of a large number of installs in order to make a modest amount of revenue after spending a considerable amount of money on buying traffic. The hypercasual game segment is a good example of this. Unity has merged with Ironsource and is offering to waive the majority (or entirety) of the install fee for partners who sign up with Ironsource ads.

On the face of it, these look like some monopolist-style shenanigans to me. A quick check with some of my super-secret spies has confirmed that it would be more effective for some people to pay the install fee than switch over to Ironsource, which is pretty shocking. This winds up being a pretty slimy way to induce people to try your advertising services, which is where Unity makes a large portion of its money.

I am going to set aside all of the fist-shaking, emotional feelings about the current leadership and how this is essentially “EA destroys Bioware” all over again, or any of the similar threads making their way around the internet. Unity is trying to make money and it is trying to make money fast. We can gripe about their merger with Ironsource, or their acquisition of Weta Digital, but attempting to navigate the near future is why Unity pays their CEO 11 million dollars a year.

We all have ideas about where things are going and sometimes they are not even close even after drinking three or four or twelve beers.

So what should we do as developers? 

What should we do if we are pointy-haired bosses at Unity?

If you are a PC or Console developer you probably price that install fee into your overall game plan and weep silently as the door to easily adding revenue in mobile just got twenty cents farther away. I know one person who has already written off this cost.

If you are a mobile developer, you are probably halfway out the door to a different platform. And I would be too.

If you are making 3D mobile games, you are already paying one to seven dollars to purchase an install regardless of whether or not they make money. If you are making less than two million dollars on your game, as a mobile game you are probably better off migrating to Unreal Engine for some measly unit economics. If you are making more than two hundred thousand dollars, that is absolutely true. You are probably already upgrading to the next level of Unity subscription because you have a gun to your head for your existing project, and figuring out how to keep your existing Unity experts around while spinning up a mobile team using Unreal Engine.

If you are making 2D mobiles, you are probably switching to a different engine too. Godot is probably the most fully baked engine out there and if it had a decent community following before, it would surely increase substantially as a result of this past week’s news from Unity.

Half of the reason for you to make this drastic change is the immediate economics. The other half is the deep truth that until Unity has plugged its revenue hole significantly, it will do other, similar drastic measures in the future. This will be a calculation that happens every three months because it is a public company.

There are already people installing new SDKs and evaluating the cost of making their next game in Unity. There is some subset that is probably going to migrate their current game to another platform out of sheer spite despite the cost it will incur because the timing and intention of the messaging are so violent to the community at large.

So what would I do if I were in leadership at Unity?

That gets complicated. The first thing I would be doing is wondering how we went out to the world with such a toxic, poorly incentivized debacle. The amount of damage that has been done has barely registered with its shareholders yet.

The second thing I would do is I would start with some very thoughtful changes that will help with damage control.

The first is to revisit the timing of the new pricing scheme. I know Unity needs money today. The right thing to do is to give everyone a three-month extension on this and have its new pricing plan rolling out in the May time frame. Set up the new system and the new reporting and give everyone a chance to see what it looks like. They have made a bold claim that this will only affect ten percent of its customer base, so why not prove it first? Give a public report of the new pricing scheme and how many developers were charged and at what tier.

The second thing to do is revisit the unit economics and the tiers themselves. Take a page from the Epic playbook here. Their revenue model has the first million dollars of revenue being royalty-free. It steps up to five percent beyond that which means you are paying two point five percent royalties on the first two million dollars of your game. That is pretty good for a game engine that does not cost you any money upfront. Putting a two hundred thousand dollar threshold in there for the indie developer was incredibly stupid. That number is way too low. They should step it up and make it one million dollars for the free tier and the former Plus tier. They should move the Enterprise tier to five million dollars or five million installs.

The first thing this will buy you is a sense of relief that this probably is more in line with your customer’s expectations that this will impact ten percent of the audience. Like it or not, independent game developers all believe they will get to a million dollars or a million installs of their game. Even if they do not fall into the affected developer who will need to start paying an install fee, they all believe they will.

It is super important to make sure that people feel that their platform partners support them.

Setting the install and revenue threshold for personal projects to two hundred thousand basically makes the independent game developer community feel like you are a baby-eating fucking cannibal.

These two steps alone would give people a tremendous sense of relief and probably bring a lot of the negativity down.

You could go a third step and stagger the install fees on top of that, starting with a penny. Increase it over time, or increase it over volume, I don’t care. If you built a system like this, and you weren’t making enough money, no one will overreact to that number going up as you struggle to make enough money to get your CEO his next Bentley.

So what is likely to happen?

Who the hell knows? Maybe someone at Unity is going to print this page, run it up to the C-staff, and make a few of the proposed changes here to help bring the temperature of the room down. Maybe the next time I am in the halls of GDC someone will give me a fist bump for saying that these kinds of business decisions make people think you are a baby-eating cannibal.

Maybe I am going to spend next weekend downloading the Godot engine and seeing what it will take for me to build a game in it, so I can provide advice and counsel for the dozen to two dozen companies I know who are already in the planning phases for their migration out of Unity.

Thank you for reading along. I was out of the office this week and spent hours today catching up on emotional Slack threads and multiple horrified cost calculations. I narrowly avoided turning into 2010-John and getting into a vicious emotional argument with someone online about how this is still a luxury compared to how musicians are treated, or participating in a dozen other fruitless conversations. I was appreciative that two to three people who were misinformed about Epic pricing were able to learn that there is a royalty-free million dollars to be had if you download and start using their tools for free. The deep truth there is if you got far enough along on using Unreal Engine in your game that you were paying a big enough royalty on it to matter, you are probably making enough money to just build your own engine anyway.

All of that aside, I am deeply curious to see how many Godot and Unreal Engine developers will be created this month.

See you all next week!

By jszeder

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One reply on “Diss-Unity”

Batshit lunatic here.

Unity has already revised their policy, so you can all breathe a sigh of relief. They are adopting a rev share model similar to Unreal. I predict that this rev share model will be economically less favorable to game developers than the one-time fee Unity was proposing last week.

Be careful what you wish for.

I agree with much of what you wrote here but I think there is another dimension to the story, which I share below.

First a couple of small point:

1. No argument that the Unity announcement was poorly handled. That’s obvious. It was incredibly awkward.

2. The reaction from many (not all) game developers can only be described as “typically hysterical.” I realize you consider yourself a champion of the independent game developer, and perhaps that is true, but when you attack me and other critics for calling out bad behavior by devs, you do not seem like a champion but rather an apologist for some desperate people who are unhinged. You are not really dealing honestly with the fact that some developers have demonstrated really bad judgement that deserves to be called out and criticized. For example, I am surprised that you have nothing to say about the fact that an angry developer phoned in credible bomb threats to Unity offices in SF and Austin. That’s scurrilous, and it reflects poorly on the whole field. Your silence undermines your credibility.

Not to single you out. This criticism applies to the entire field. It’s like Republicans who repeat the Big Lie instead of dealing with the fact that some of them are truly crazy and dangerous. If you don’t call out the bad people, then you are guilty by association.

3. I think that you are probably right when you surmise that this is about advertising, not really about monetizing the game engine. It seems to be a not-very-subtle attack on AppLovin by the company formerly known as IronSource. Clumsy. That said, it might work.

Like I wrote above, there is a pretty significant point that many folks seem to be missing. Maybe you know this, maybe you don’t care about it, but I think your readers might want to know it.

The first part is that Unity has been subsidizing game developers for 15 years. The company has never made money. They provide a range of tools and services that about 70% of developers find useful. They charge relatively little for these tools, directionally zero. Less than it costs to provide them.

Now that is changing because Unity is public and stock market sentiment has shifted away from profitless growth towards profit today. So the subsidy is coming to an end because investors demand that Unity charge developers for the full value of the tools they provide.

It may come as a surprise to some developers that they are getting a subsidy from Unity investors. That’s because many of today’s mobile devs do not know what it was like before Unity existed. You and I do. It was painfully inefficient. Unity saves each game studio hundreds of thousands, possibly millions of dollars, on labor that previously went into porting, QA etc. So there is a reckoning that is long overdue.

When the entire market is subsidized, what happens is some products that would not otherwise exist manage to get published and eke out a small profit. I am talking about entire categories of low-margin games. Someone complained to me, “Unity’s new pricing will wipe out the .99 cent game industry.” That may be true, but it’s not really Unity’s problem. The problem is that category should not exist because it is economically unviable. The only reason it exists at all is that the whole category is subsidized by Unity shareholders. But not any more. So maybe that category will be wiped out.

It may not be pretty but it is happening.

Some readers here might not like what I am writing but I implore to hear what I am saying. The free ride is coming to an end. Now is a very good time to be prepared for that.

There is a much bigger trend underway, one that is bigger than Unity or Epic or even the game industry. It spans every digital medium, and every digital content ecosystem, from music to streaming video to podcasts to print.

The trend is that the platforms are squeezing every dollar they can from the ecosystem. This is not new. Recording artists have been bitching about Spotify for a decade. The Writers Guild is on strike against studios because wages have not gone up in 15 years. Etc.

Now this is happening to games, too. Some people would say it has been happening to games for a decade. I agree with them that the game industry is flooded with low margin products but I do not think that we’ve seen the game industry get squeezed like music and video have been squeezed. I do believe that is about to happen.

Along with that is the parallel trend that the big are getting bigger. Platforms are consolidating. Publishers are consolidating.

The combination of these factors is not a great situation for independent game publishers. I think quite a few of them are doomed. Regardless of whatever pricing Unity or Epic decide on. That’s because consolidation brings commoditization.

The advent of generative AI suggests that a huge percentage of what we currently consider work for “creative professionals” will be commoditized within four or five years, maybe sooner depending upon what your creative skill happens to be. The big tech platforms are pushing AI hard: this will crush the demand for creative talent.

Presumably the folks that run Unity see clearly what is happening and they realize the entire value chain in games is getting squeezed and consolidated. They are repositioning for the coming changes, just like every big player in digital media. The tactics are pretty straightforward: seize whatever value control point you can grab and squeeze hard.

Many (not all) of the game developers I spoke to seem to be unclear about what is happening so let’s spell it out: low-margin game publishers are doomed.

Developers that create low margin high volume games are destined for commoditization. This has nothing to do with Unity and everything to do with the larger trends described above.

When you get commoditized, you lose control of your pricing. The point is illustrated by streaming games and bundled games and all-you-can-eat game arcades.

So go ahead and bash away at Unity if you like. Personally I think they have done the entire industry an enormous service for the past 15 years by eliminating a lot of tedious work, and I truly believe that they are on the side of independent game developers and creative artists. They are not the villain in this scenario.

They see the writing on the wall and are adjusting their business model and deals accordingly. Smart game developers should pay attention and make similar decisions. If you are in a low-margin game category, beware.

If you’ve read this far, please take my advice and think about what the game industry will look like in five years when it is even more consolidated than it is now. When games are offered in all-you-can-eat buffets for a flat price. When independent game publishers have no pricing power. When AI tools make it possible to crank out casual games in an afternoon. When neural rendering makes it possible to commoditize game engines altogether.

Entire categories of games won’t exist under those circumstances. If you happen to be working in one of those categories, you have enough time to pivot but you do need to get moving pretty soon. Good luck

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