• TsarVul@lemmy.world
    link
    fedilink
    English
    arrow-up
    82
    arrow-down
    1
    ·
    1 year ago

    We apologize for the confusion and angst the runtime fee policy we announced on Tuesday caused. We are listening, talking to our team members, community, customers, and partners, and will be making changes to the policy. We will share an update in a couple of days. Thank you for your honest and critical feedback.

    Allow me to translate:

    We’re now publishing the terms that we were actually going for from the very beginning. We’ve always known that the flaming bag of shit that we laid on your doorstep was unreasonable. If it worked, it worked, but if it didn’t, it can stand in contrast to the new less shit terms that you’re either supposed to agree to or rewrite your whole game. Not like our PR was great before this gambit. What have we to lose?

    • Chariotwheel@kbin.social
      link
      fedilink
      arrow-up
      28
      ·
      1 year ago

      I mean, they have a lot to lose. There are strong alternatives. Unreal and Godot are at the doorstep. Godot doesn’t take anything at all, Unreal takes, but in a reasonable manner and it’s of course on 3D a lot more powerful and also offers an asset store.

      The games already developed and deep into development are unlikely to jump, but future games will have a huge argument against Unity now. Unreal could completely snap their necks now by putting into writing that they never do such move.

    • El Barto@lemmy.world
      link
      fedilink
      English
      arrow-up
      17
      ·
      1 year ago

      Correct. The right course of action would be to backtrack this per download idea completely, fire the person who thought of this, and add a clause on their ToS that such bullshit will never happen again, and that of they broke that agreement, they will refund everyone affected by it.