Explaining Unity's Runtime Fee

preview_player
Показать описание
Bit of a different video from what I normally make but I thought it was important
Рекомендации по теме
Комментарии
Автор

I think the point is that your game might be making 200K a year, but your team might have 45 people (which is the size of the team which made the game I'm playing right now, Shadow Gambit: The Cursed Crew). Other teams might have 100 - 200 people and what if they also just made 200K a year? There's a huge difference between one person making 200K and 100 people making 200K. Your game might be making 200K while still being a commercial failure. Or is there something I missed?

bombsjetpack
Автор

"A ton of money." That is where I see the problem with these explanations. No, for a small company 200k in revenue (not profit) a year is not a ton of money.
Removing the plus tier alone is basically a 400% price increase for smaller studios.
If that would be all, the backlash would not be that strong, they even could have asked for a percentage of revenue like Unreal.
Instead they announced that nightmarish runtime fee.

iloveblender