So today Unity announced changes in how they are going to monetize their game engine, and it is, rightfully might I add, poorly recieved Here is how much youtuber Dani would have to pay unity if they consider his games to gain over $200k in revenue Dani's hypothetical unity payments

Now I don’t know how much tracking crackers and re-packers remove from the games getting cracked, but if unity were to count cracked games as a valid install (and they will count every install of a game they are aware of), thn piracy could seriously bankrupt indie devs. Like, not just losing them revenue, but actively losing them money. While piracy is already in an ethical grey area, I think that is just a bit too much. So, I want to raise awareness of this, and with it I have 2 questions to ask:

  • Do the people that crack games make sure to remove the ability of unity tracking cracked installs?
  • If the answer to the previous question is “no”, how do we make them aware of the fact that it is probably for the better if they do this?
  • Gamey@feddit.de
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    1 year ago

    Maybe that will give Godot a serious chance for second place I guess, Unity ocupied that for far too long anyway!

    • Blackmist
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      1 year ago

      Doubt it. They’ll go to Unreal.

      Godot needs console support if it wants to displace Unity. Open source is a noble goal, but it’s going to lock you out of certain markets.

      • Gamey@feddit.de
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        1 year ago

        Unreal is first place already so that wouldn’t matter too much for Godots place but you are partly right, people probably won’t switch to Godot. What I think you get very wrong is the chance for open source offerings in that area, the reason why so many big developers still have in house engines is control but those engines get more expensive as the scope of games increases, I think that wiuld be the perfect spot for open source to occupy but it’s questionable if that will ever happen.

        • Blackmist
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          1 year ago

          No, I mean that they legally can’t support say PS5 and still be 100% open source. There would need to be a closed source wrapper, and that’s what they don’t want.

          https://godotengine.org/article/godot-consoles-all-you-need-know/

          Which is fine, they can do what they want, but it means they can never be the choice of a developer that wants to put their game on as many platforms as possible.

          • Gamey@feddit.de
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            1 year ago

            Oh, sorry I missunderstood that! That’s certainly a issue and probably should be outlawed but it doesn’t make it impossible perse, if the interest would be big enough someone could probably write some sort of modular component to add, you can modify it after all and there is no requirement for the wnd product to be open source but again, if anything like that actually happens is highly questiknable, I wish the DMA identified consoles as Gatekeepers! :(

            • Blackmist
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              1 year ago

              Yeah, I’m not sure how consoles avoided that.

              It would sure be nice to run whatever I wanted on my consoles. Top of my list would be SteamLink for Switch.

              Avoiding piracy is a thorny one for them. They’ve really locked that shit down in recent years. The last time I saw any was for the Xbox 360, where everyone at work had their drives altered and laughed at me for being a mug that still bought games, and then I laughed as they all got banned at once during the Great Purge of 2009. I think piracy was one of the reasons that the PS3 Linux thing was discontinued as well.

          • TeryVeneno@lemmy.ml
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            1 year ago

            I’m pretty sure the people behind Godot actually started a company to solve this exact issue, so it should be fine these days.