I turned down a job offer at a company that relied solely on twitter’s api in order to accomplish their goals. It was a sales lead generation tool that used a scripted approach to warming leads before handing them off to AE’s to bring home.
Within a year Twitter shut down their access and the company went under. That’s the day I learned not to trust another company to allow you to make money with their product permanently.
I worked for a company that used Google application engine for all of their cloud tools and services. Then one day Google flipped a new billing process and the entire thing became more expensive than self hosting. Sure gae would let us scale to support insane levels but the product was never going to need that scale.
Any aws pipeline I build I write as agnostically as possible, and usually write basic ideas and selections from another platform into my docs and proposals.
It's happened twice in my career that a shop had totally jumped provider, which isn't a lot but is enough to keep one eye open
Developing a good and feature rich game engine which also runs performant is a huge effort. That alone can cost a good team 2 years at least. Even more if we consider todays graphic standards. That's nothing which smaller studios can easily deliver.
So yeah, it's an obvious decision to buy a license for a proprietary engine, where a lot of work has already went into. That's just business and nothing crazy about it. Companies using services or products of other companies is pretty ordinary.
FOSS alternatives to Unity exist though. And from my personal experience it looks like Godot seems like the better engine anyways. Not to mention the fact that there is no need for a game engine to create a game. Opengl + a windowing/utility library is ideal.
Because if you don't, and later they pursue the legal route, there's not much you can do, you agree to their terms or fight a lawsuit where they'll likely take everything
People wrote their own game engines since the earliest of games, they just want the easy route today and a marketplace to monetize on. These are poisoned gifts, and always have been.
Great analogy, but this is a wheel you're being charged for, after you've installed it on your product. Maybe you would have been better suited with your own wheel.
You're not picking an existing good wheel solution that you can use forever, you basically took a promise for a free wheel that you're now being charged for, and you're sad because the free wheel isn't free anymore. Well, maybe you should have picked an actually free wheel to begin with.
Unity is not the only solution to your cart problem. You're just using it, because it is convenient.
This isn't a case of "I use unity because it is free," because outside of recreational game developer use-cases, it isn't free. There are very real costs associated with monetization that any developer, team, and studio should be aware of.
Developers who have been using unity with knowledge of their pricing mechanisms are being blindsided with new pricing, that you can't opt-out of, with a little less than 3 months notice. Going back to the wheel analogy, these teams have designed entire vehicles around these wheels, with application-specific knowledge and workarounds to be told that "Hey, regarding that product which underpins your entire project, one with which we've already entered into a sales agreement... we decided we want to change the agreement and track its usage and charge you more money. You have 11 weeks to get over it. Your continued use of our product implies consent to the new terms of this agreement."
You can't just move to a different platform without significant amounts of rework.
Developers who have been using unity with knowledge of their pricing mechanisms are being blindsided with new pricing
I get that, and it sucks. But too many offerings on the market are nowadays accepted as normal operating procedure, when they seem like such obvious traps to me. There is no financially-driven company out there that you can rely on with your project. Go with an open-source project or write what you need yourself. I fully understand the challenge of writing a product from scratch and bringing it to market. Your dependencies can break your neck one way or the other.
You can’t just move to a different platform without significant amounts of rework.
I know and feel that. I am no longer in entertainment, but I also see these exact same patterns in my current line of work (IT infrastructure). People use "free" tools that they take for granted, and then they're surprised by rug-pulls. This has been happening for so long in so many areas that it's almost tiring.
It's not "the easy route". Making a game engine is a tremendous investment these days. If you are making anything other than a game that looks like early 2000s or earlier, you need a pretty capable engine that takes years to develop. That's on top of the time it costs to make a game, which is also typically years. Not to mention that your proprietary engine will have subpar tooling and make your game development slower.
For anyone but industry giants it's not feasible to make a modern engine. Unless your game is not aiming to play and feel like a modern game, you have to run with an off-the-shelf engine.
Plus when you break it down you'll still need 3rd party software in order to do anything more than a console only application (OpenGL, directX, Havok, Bink etc)
I agree with everything you're saying, but it's still the easy route and it's still a poisoned gift, as can be seen by this story. People rather pick the "free" and capable tool than investing time in an open-source solution that needs more work, or developing from scratch. Maybe they just want to reach more platforms to make more money, or use the super advanced tools, but that doesn't change that you're picking the path of least resistance, and you might pay for it in the end.
Chances are, if you're expecting to compete with industry giants on the same level, you're already investing massively into the production of assets and you're project in general. You're just skipping the investment in the engine and tooling. If you just want to make a small game, then maybe you don't even need Unity and would be better off with something more tailored to your project.
I just can't feel sorry for people who walked into this trap. I feel like this pattern has been occurring way too frequently to ignore the danger of "free" tools that really aren't.
C implementations are available as open-source. The glibc especially is a great example of this. This comparison is not good. I'm all for using open source
Yeah let me just make my own fucking game engine right quick because that’s definitely easier than using another one that a team made and continues to make, support, and add onto because
“It’s easier”
Come on dude you’re just talking out of your ass. You should read about Cynicism and why nobody fucking likes that shit
You don't have to reproduce Unity to create your game. You just need to write what you need. And you could also chose an actual free software project instead of something where they pull the rug right out from under you. If you look at the choice today, with the rug already having been pulled, would you not consider the choice an obvious mistake in hindsight? Every other project these days loses money by trying to build a following which they will then monetize on. I'm sorry for people who walked right into this trap, but it could have been avoided by making better choices in the past. Sorry if you disagree, but I've been around long enough to recognize these recurring patterns with "free" software.
People wrote their own game engines since the earliest of games
Lazy gets, using someone else's programming language. They should have developed their own language and written the compiler before starting to write a games engine for the game they wanted to make.