A major partner told John Riccitiello personally that it will not pay the Runtime Fee – and in the strongest possible terms.
Thought they were dealing a death blow to applovin, hit themselves instead.
Though with what they were trying to do, I wonder if regulators will come in for the kill now.
habanhero@lemmy.ca 1 year ago
So most of the indie devs will not need to pay if they are sub 1MM revenue, and the large players can just throw the weight around and negotiate the fees down? Then who is this fee meant to fleece, the “middle class” devs?
Johanno@feddit.de 1 year ago
It is still unattractive for indie devs. You risk a huge hit in your revenue when you accidentally hit the the limit. You can’t stop selling games to not hit it.
deleted@lemmy.world 1 year ago
It’s a cycle.
Rinse and repeat.
JohnEdwa@sopuli.xyz 1 year ago
The huge hit of a maximum of 2.5% of your future revenue. Unreal takes 5% in the same situation, for comparison.
The fee itself is perfectly reasonable, Unity just completely fucked up implementing it trying to force it on games already released or in development by altering the agreements solo and stirring up a well deserved shitshow for it.
mosiacmango@lemm.ee 1 year ago
The golden rule, as usual. The guy with the gold makes the rules.