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> Honestly, if they just added revenue share like Unreal does and tweaked their subscriptions a little, the backlash wouldn't have been nearly as bad.

They ran the numbers. If it was going to work they would have gone that route, but I think the problem is that the clear majority of Unity-users (indie devs) make no money anyway.

Revenue sharing with someone making $0 in revenue is pointless.



But they also aren't demanding $0.20 per install on free games. So if your game has $0 in revenue and 50,000,000,000 installs, then they still get $0.


Okay, but when we're told to share our work for free "for the exposure", we're supposed to buy that and just give it away? They wanted people to use their product for free for the exposure. Changing their mind is one thing, making it retroactive is another.


Asking someone making $0 to pay you X per download is even more pointless.




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