• bbmb@kbin.social
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    10 months ago

    Honestly, I don’t blame them for not wanting to put up with Unity’s unreliance. It took Unity 10 days after announcing this awful change to backtrack to a normal revenue cut. That 10 days was filled with justified outrage from a ton of developers to the point of Re-Logic donating $100k to Godot and FNA in protest.

      • fluxion@lemmy.world
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        10 months ago

        Sure, but if they’d implemented the revised changes they wouldn’t have lost so many users. And despite their messaging, they did already speak to some devs who’d already told them this would be a disaster, but they tried it anyway, and in a retroactive way that completely disregarded prior promises regarding changing EULA agreements, so there’s no faith in this not still changing.

        They fucked it up. Plain and simple.

      • probablyaCat@kbin.social
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        10 months ago

        Nah this went really bad for them. Even if they do make more, it will almost certainly be short term. Godot got so much free advertising. It firmly sat itself next to unreal as far as who should be choosing it, but it is definitely the inferior engine if you are making AAA. It’s going to get cut from the high by unreal and the low from Godot, defold, and even gamemaker.

        I don’t get this weird apologist attitude. Let us not forget Unity just spent over $4 billion less than a year ago buying the malware ad service ironsource. They are not profitable because they make bad business decisions. This was one more. And in all likelihood we will see the sale of unity before too long. And it will probably be less than the $20 billion offer they had prior to the ironsource purchase.

        • TWeaK@lemm.ee
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          10 months ago

          They are not profitable because they make bad business decisions.

          Exactly this. Just like how reddit very quickly made enough in reddit gold sales to cover their server costs for decades, the only reason it’s operating at a loss is because they’re running it that way.