[HN Gopher] Unity's oldest community announces dissolution
___________________________________________________________________
 
Unity's oldest community announces dissolution
 
Author : Morizero
Score  : 303 points
Date   : 2023-09-25 18:05 UTC (4 hours ago)
 
web link (farewell.bostonunitygroup.com)
w3m dump (farewell.bostonunitygroup.com)
 
| karaterobot wrote:
| I grant the premise that Unity sucks and has made changes that
| make it much harder to be an indie developer using its runtime.
| 
| That said, I don't understand the decision to shut the group and
| encourage members to move to a more general game dev group
| instead. If the reason is "everyone stopped using Unity, we don't
| have any members" then I understand, but the press release didn't
| say that. In fact it implied there might be thousands of members.
| 
| The closest thing to a reason they gave was that Unity has become
| hostile to indie devs. But Unity doesn't run BUG, so if some
| people are still using Unity, which I assume is the case,
| wouldn't they still benefit from having a users group? If it's an
| act of protest by the group organizers, that seems annoying for
| the people who still use Unity and got value out of having access
| to that community.
| 
| Without sufficient context to understand the decision, I find I'm
| not sure what this act accomplishes, or what it intended to
| accomplish.
 
  | starkparker wrote:
  | If the volunteer organizers of a group don't want to organize
  | the group anymore, the group ceases to exist. If BUG members
  | want BUG to continue to exist, they can volunteer to organize
  | it. Nobody has any obligations past that.
 
  | deely3 wrote:
  | I think one of the reason of the group existing is because
  | members trusted Unity. Now this trust is throwed out in trash.
  | They can't force Unity to be good to users and they don't want
  | to support Untity anymore. Thats all.
 
    | BoorishBears wrote:
    | Given the meetup group has 2,000+ members, and they haven't
    | had an event since the announcement, I have a hard time
    | believing all, or even a majority, (since it's so rare for
    | the majority to even speak) had much input on this decision.
    | 
    | The wording sounds like a few key members felt a certain way
    | and decided to take the ball home with them instead of
    | stepping down and leaving whoever didn't feel as strongly
    | hurt to continue in their stead.
    | 
    | _
    | 
    | It happens often with groups past a certain size: Some people
    | argue that having contributed to the growth up to that size
    | justifies being able to take unilateral actions like this
    | 
    | But in my opinion, once you get past a certain size, it's
    | larger than you. Even if you've poured blood sweat and tears
    | in, it's obviously taken contributions from many small
    | players, who may have been willing to step up as big players.
    | 
    | It's hard to believe that out of 2,000 people there's no
    | group of people who couldn't have continued to get value out
    | of the existence of the group post-Unity's actions.
 
| kdottt wrote:
| "More importantly, we've seen how easily and flippantly an
| executive-led business decision can risk bankrupting the studios
| we've worked so hard to build, threaten our livelihoods as
| professionals, and challenge the longevity of our industry. The
| Unity of today isn't the same company that it was when the group
| was founded, and the trust we used to have in the company has
| been completely eroded."
| 
| Profoundly sad, and completely avoidable. Have never seen a
| company so quickly and completely just throw away all of their
| public good will.
 
  | Mystery-Machine wrote:
  | Have you ever heard of Twitter and Reddit?
 
  | yoyohello13 wrote:
  | "Good will" is an asset just like any other to be spent when
  | the time is right. Sometimes a company will make the wrong bet
  | and accidentally go out of business. Far more often there is a
  | ton of backlash, their reputation goes in the tank, then they
  | spend the next couple years building good will back up until
  | the majority of people forget all about the past
  | transgressions. Meanwhile the unpopular decision makes stacks
  | of cash. Repeat the cycle ad-infinitum.
  | 
  | To clarify, I don't endorse this behavior, but unfortunately,
  | it's the modern way of business.
 
    | Aditya_Garg wrote:
    | Besides Reddit, do you have other examples ?
 
      | [deleted]
 
      | red_hare wrote:
      | Etsy. Ever since the 2017 activist investor event, it feels
      | like they've been trading good will with sellers for
      | profits.
 
        | [deleted]
 
        | transcriptase wrote:
        | I used to be able to buy amazing handmade items for
        | reasonable prices and reasonable shipping from actual
        | people running small storefronts on Etsy.
        | 
        | Now it's just another e-commerce site that's been
        | completely and utterly overrun with marked up Aliexpress
        | junk and low quality copies of anything novel that gains
        | the slightest bit of popularity. The few remaining
        | authentic sellers now charge so much it's laughable
        | unless you're wealthy enough that cost isn't a concern.
 
        | wolverine876 wrote:
        | Where do you find authentic sellers?
 
        | notpachet wrote:
        | It began with the IPO; the investor takeover was just the
        | logical conclusion.
 
      | wetpaws wrote:
      | [dead]
 
    | rany_ wrote:
    | I guess it's a gamble on whether you could gain users faster
    | than you'd be losing them. Either way I don't think this can
    | be the case with Unity due to how niche their product is with
    | many alternatives (including free ones).
 
    | brookst wrote:
    | But isn't that as it should be?
    | 
    | Just like you never step in the same river twice, you never
    | do business with the same company twice. Staff and executives
    | change over time, and companies shift for better or worse.
    | 
    | Should we hold grudges against brands for things totally
    | different people did 10? 20? 50? years ago? That seems weird
    | to me.
    | 
    | Unity specifically deserves loss of trust and all the pain
    | they get. But in 5 years, or 10 years or whatever, should we
    | assume they are less trustworthy than other companies because
    | of what this group of managers did?
 
      | nwiswell wrote:
      | If you drink from a river and get cholera, would you drink
      | from that river again in the future?
      | 
      | It might be fine! Maybe on that particular day, somebody
      | with cholera had just taken a shit upstream, and the
      | bacteria are totally gone now. But it's still a useful
      | prior, and that's the case here with whom you choose to
      | conduct business.
      | 
      | I think it's a question of burden of proof. You'd
      | ordinarily not worry too much about cholera, but after an
      | incident you'd want the water thoroughly and repeatedly
      | tested. You probably would not say "eh, it's been 5 or 10
      | years, it's most likely fine."
      | 
      | Similarly you'd want some concrete evidence that _a company
      | has actually changed_ , in a degree sufficient to offset
      | your negative prior, before you'd consider engaging in any
      | further business with them.
      | 
      | But actually doing that research is a pain in the ass, so I
      | think it's a reasonable strategy to simply prefer companies
      | that _haven 't_ screwed you over wherever good options
      | exist.
 
        | JohnFen wrote:
        | > If you drink from a river and get cholera, would you
        | drink from that river again in the future?
        | 
        | No. Further, I'd stop drinking untreated water from _all_
        | rivers. (Just answering your hypothetical. I spend a lot
        | of time in the wilderness and wouldn 't drink untreated
        | water from a river or lake to begin with.)
        | 
        | This effect, though, has happened with software for me
        | years ago. Enough bad actors exist that I've reached the
        | place where I trust very few software houses (and I trust
        | exactly zero SV-style companies). Not that all of those
        | rivers are polluted, of course, but that it's impossible
        | to tell which ones are and which ones aren't by looking
        | at them.
        | 
        | I would never dare to start a business that depended on
        | any of them. The risk is simply too great.
 
        | nwiswell wrote:
        | I was going to observe that another totally-
        | understandable reaction to getting fucked in a business
        | transaction (or getting cholera from untreated water) is
        | to begin researching _everyone_ you do business with (or
        | testing /treating _all_ the water you drink).
        | 
        | I may be stretching the limits of the analogy here, but
        | either way that "verify, then trust" approach is more
        | work than "adaptive blissful ignorance", and a lot of
        | people aren't going to do it, or will at least slack off
        | as the pain of the original incident becomes a more
        | distant memory.
 
        | marcosdumay wrote:
        | I think the correct analogue here are the people saying
        | "open source or GTFO".
 
        | __d wrote:
        | There are limits to what open source can do too. Perhaps
        | it's necessary, but not sufficient?
        | 
        | There's limited benefit to having the source code when
        | the community has been splintered, and the future
        | direction is contrary to your needs. Sure, you can make
        | your own fixes, etc, but you no longer enjoy the leverage
        | community development.
 
        | JohnFen wrote:
        | "verify, then trust" is problematic in a world where
        | companies get bought and sold, management changes,
        | business goals shift, etc.
        | 
        | The only protection against this is contracts, but when a
        | company -- like Unity has done twice now -- decides to
        | retroactively change the terms of existing contracts,
        | that means that you cannot trust them at all going into
        | the future even if they're solidly "good" right now.
 
        | prerok wrote:
        | The thing is, I think no amount of research would have
        | pointed to this possibility. At least it would not a
        | couple of years back. The mere fact that this group in OP
        | exists/existed would have pointed to their
        | trustworthiness.
 
      | mindslight wrote:
      | > _Should we hold grudges against brands for things totally
      | different people did 10? 20? 50? years ago? That seems
      | weird to me._
      | 
      | You've inverted the sense here, by treating reputation as
      | something based on default trust and exceptional "grudges".
      | What has really happened is that they've destroyed the
      | exceptional positive reputation they spent the past decade
      | and a half building. A new reputation can certainly be
      | built over the next decade, but for now they're mostly back
      | to the default state of deserving no trust.
 
      | olddustytrail wrote:
      | > Should we hold grudges against brands for things totally
      | different people did 10? 20? 50? years ago? That seems
      | weird to me.
      | 
      | It only seems weird because it's irrational, but the
      | irrationality of vengeance is what has made humans the
      | dominant species on the planet.
      | 
      | If your child is killed by a lion it makes sense to avoid
      | lions. It makes no rational sense to seek out lions to
      | kill, but guess what a human will do. And see what the
      | result is.
 
      | neilv wrote:
      | Does it depend on the company culture, which can persist
      | awhile?
      | 
      | For example, the first company that comes to mind has
      | seemed to have shameless underhandedness deep in its DNA,
      | and to exhibit its malevolent side each new chance it gets,
      | as much as it can. This has repeated over the course of
      | decades, and over multiple top leadership changes.
      | 
      | If it's true that certain kinds of underhandedness are in
      | that company's DNA, to a degree unlike most other
      | companies, I wonder how deep they'd have to decapitate the
      | org chart, to cut out the roots of that culture. Including
      | SVPs? VPs? Further? It's in the board, too?
 
      | infamia wrote:
      | People change but cultures endure. The larger the
      | organization becomes, the more this is true.
 
        | prerok wrote:
        | Except when they let go a few key personnel and mandate
        | culture change from above. It's not as enduring,
        | unfortunately, even if most of us would like it so.
 
      | digging wrote:
      | Maybe, if new people are in charge.
 
  | jsmith45 wrote:
  | And the dumb thing is that if they had listened to the
  | engineers who were telling them the customer base was going to
  | freak out at this, the company could have avoided large parts
  | of the drama, since a few of their fixes were not even really a
  | change in plan, so much as better more clear wording.
  | 
  | The big drama causes 1. People assuming unity was going to add
  | additional telemetry to track installs. (Reality: Unity seemed
  | to always be planning on using App store numbers and the
  | numbers from any opt-in unity services as the basis of their
  | model). This one was a complete communication failure by unity.
  | 
  | 2. Announcing a new payment model never before used by the
  | industry. This alone (without looking at the details) is not a
  | huge deal, but it makes people nervous.
  | 
  | 3. This metric is hard to measure, and unity's initial
  | announcement was basically that they would be estimating it in
  | their sole discretion, which makes people uncomfortable. Their
  | fix was to allow self reporting the data, which must be based
  | on something that reliably approximates the revised install
  | count definition.
  | 
  | 4. Unclear definition of install was used. What they eventually
  | settled on: once per unique end user per distribution platform
  | (e.g. app store), was pretty much what Unity was going for
  | anyway, but the initial announcement royally messed up here.
  | 
  | 5. The metric was abusable, and there was apparently no cap to
  | it. This was honestly one of the biggest issues. This got fixed
  | by adding the 2.5% revenue share cap.
  | 
  | 6. Trying to make this apply retroactively to previously
  | published applications. This was the other biggest issue. This
  | was especially bad because only a few years ago the company had
  | another smaller scandal, and promised to allow people to keep
  | using the terms of service of each version as it was when
  | people downloaded it. Indeed, for a while this was explicitly
  | part of the terms, and people who used those versions probably
  | could get a court to side with them.
  | 
  | If they had listened to their engineers, I think they could
  | have fixed/avoided 1, 4, and 6. Numbers 3 and 5 may have
  | remained, still causing huge outcry, and eventually getting
  | fixed, but at least if number 6 were addressed before initial
  | announcement, it would not have been a loss-of-trust issue so
  | much as a: you are a moron for proposing this without the
  | needed backstop, and requiring companies to blindly trust your
  | estimations.
 
  | miohtama wrote:
  | This is why it is good to build on the top of open source
  | solutions
 
    | bmitc wrote:
    | Open source solutions are not a magical solution to every
    | problem. Open source solutions are often, if not more so,
    | subject to the whims of just a few people.
 
    | jameshart wrote:
    | Great advice... Unless you're a game studio who wants to ship
    | on PlayStation and Switch some day. If you want to build on
    | an engine that lets you target proprietary platforms your
    | options are, in practice, limited.
 
      | follower wrote:
      | That would be an issue with e.g. GPL-licensed game engine
      | but not an Open Source licensed one (e.g. MIT).
      | 
      | Obligatory relevant Godot-related links:
      | 
      | * https://docs.godotengine.org/en/4.1/tutorials/platform/co
      | nso...
      | 
      | * https://godotengine.org/article/godot-consoles-all-you-
      | need-...
      | 
      | * https://w4games.com/2023/08/06/w4-games-
      | unveils-w4-consoles-...
      | 
      | Couple of Godot-based games available on console:
      | 
      | * https://en.wikipedia.org/wiki/Cassette_Beasts#Development
      | / https://godotengine.org/article/godot-showcase-cassette-
      | beas...
      | 
      | * https://en.wikipedia.org/wiki/Sonic_Colors#Reception_2
 
        | jameshart wrote:
        | Providing these links without context, after claiming
        | that MIT licensed engines won't have any issues, sort of
        | implies that open source engines can be used fine to
        | target consoles.
        | 
        | The fact developers have been able to ship Godot games on
        | console doesn't help much unless those developers are
        | willing to share whatever proprietary engine-to-console-
        | SDK-interface code they wrote.
        | 
        | Unity and Unreal, in contrast, will happily license
        | equivalent code to you.
        | 
        | I think this section of the second Godot link is worth
        | pulling out and quoting:
        | 
        | > ... it is impossible for Godot to include first-party
        | console support out of the box. Even if someone would
        | contribute it, we simply could not host this code legally
        | in our Git repository for anyone to use.
        | 
        | > Additionally, it would not be possible to distribute
        | this code under the same license that Godot uses (MIT)
        | because this is in direct conflict with the proprietary
        | licenses and non-disclosure terms that console
        | manufacturers require to have access to the knowledge
        | needed to write this code.
        | 
        | > To make it simple, it is not possible for Godot to
        | support consoles as an open source project.
 
        | eropple wrote:
        | The Godot core developers have a company you can partner
        | with for a Godot build for those platforms. It's not
        | really a big deal if you're making the kind of money to
        | make that port worth it.
 
      | amrocha wrote:
      | Are open source tools banned on playstation and switch?
 
        | cableshaft wrote:
        | Not banned, just that every build platform has to be
        | supported and not every open source project prioritizes
        | each platform.
        | 
        | Godot, for example, doesn't support console builds, only
        | working with a third party to facilitate porting to those
        | platforms (that may change in the future now that they're
        | getting a lot more support from the community after all
        | this).
 
        | amrocha wrote:
        | Gotcha, so it's not that open source isn't possible, the
        | industry just needs to invest in community support for an
        | engine
 
        | follower wrote:
        | > Godot, for example, doesn't support console builds,
        | only working with a third party to facilitate porting to
        | those platforms
        | 
        | For the full nuanced details I've listed the relevant
        | links here:
        | 
        | * https://news.ycombinator.com/item?id=37649430
 
        | amrocha wrote:
        | That's a really useful comment, thank you!
 
        | [deleted]
 
        | ndiddy wrote:
        | The issue is that console SDKs are under NDA, meaning
        | that open source tools can't target consoles because they
        | would reveal details about the SDK. Some projects have
        | workarounds for this, for example SDL maintains a private
        | Switch port that you can get access to by emailing one of
        | the maintainers with proof you're a Nintendo licensee.
 
        | miohtama wrote:
        | There is no one open source, but various open source
        | licenses.
        | 
        | Nintendo Switch and Playstation and titles from Sony and
        | Nintendo incorporate BSD-licensed open source code, so it
        | is obvious that "open source is banned" is not true. It's
        | only GPL and other viral licenses that lawyers argue is
        | too risky, because it might require disclosing
        | proprietary source when linked.
        | 
        | Same goes for Apple App Store as well
        | 
        | https://news.ycombinator.com/item?id=12827624
 
        | amrocha wrote:
        | Look at the other comments in this thread, the reason is
        | more complicated than that. Open source tools might be
        | fine but game engines can't be open source if they want
        | to support console builds because that would disclose
        | proprietary information.
 
        | JohnFen wrote:
        | > game engines can't be open source if they want to
        | support console builds because that would disclose
        | proprietary information.
        | 
        | Technically, they _could_. It would require someone who
        | hasn 't actually licensed the SDK, and so aren't
        | subjected to an NDA, to reverse-engineer things and
        | produce their own implementation under an open source
        | license.
        | 
        | Certainly would be an enormous project, but it is well
        | within the realm of the possible. It's been done with
        | complex systems before.
 
        | amrocha wrote:
        | We're talking about a viable alternative to proprietary
        | game engines.
        | 
        | Yes, I know it's possible to reverse engineer the
        | consoles, but that doesn't make it a viable alternative
        | for the games industry.
 
        | JohnFen wrote:
        | > that doesn't make it a viable alternative for the games
        | industry.
        | 
        | It makes it legally viable, in that it would allow the
        | production of an SDK that isn't restricted by any NDA,
        | and therefore could be incorporated into opens source
        | projects.
 
    | d3w4s9 wrote:
    | Ah, these comments again. Open source is great and I have my
    | self contributed to several open source projects, but it is
    | not the solution to everything. Products like
    | Word/Excel/PowerPoint/etc, Visual Studio, Photoshop, Figma,
    | Windows and Mac all have many open source alternatives, but
    | the fact that these products and companies have been hugely
    | successfully and continue to do so says something --
    | commercial companies can organize and reward work in a way
    | hardly found in open source projects, and their products
    | often provide added value (more features/specific support for
    | certain workflows/professionally designed UX/product support
    | etc) that can be rare or nonexistent in open source projects.
    | For some thing that is as complicated as a game engine, maybe
    | there is a reason open source solutions are not mainstream
    | yet.
 
    | solardev wrote:
    | Does that really help? Even when open-source, it's only a
    | matter of time before an Oracle or Google or Microsoft or
    | Meta takes it over (if they didn't develop it to begin with).
    | 
    | I wonder if it's less about the source code here but about
    | the people involved, and how to prevent a consolidation of
    | capital and power in the hands of greedy financiers. Maybe
    | developing the projects as nonprofits (like Blender or
    | Mozilla), or at least employee co-ownership rather than VC
    | money or institutional funders?
    | 
    | If only the laid off FAANGers could pool their fat checks and
    | start up something employee-driven and not subject to outside
    | influences, in the style of Valve or similar. And preferably
    | with legal protections against "selling out".
 
      | [deleted]
 
      | TheCraiggers wrote:
      | > Does that really help? Even when open-source, it's only a
      | matter of time before an Oracle or Google or Microsoft or
      | Meta takes it over (if they didn't develop it to begin
      | with).
      | 
      | Of course it can help. For example, when Oracle bought
      | MySQL, it was forked and we got Maria. When Emby pissed off
      | people, it was forked and we got Jellyfin. There are plenty
      | of other examples.
      | 
      | Whether or not you like these products, the point is that
      | open source gives the community the ability to continue
      | development if the original project gets bought and/or
      | otherwise changes its philosophy for the worse.
 
        | Modified3019 wrote:
        | OpenZFS is another great example.
 
        | wiktor-k wrote:
        | Also OpenTofu (Terraform).
 
      | JohnFen wrote:
      | > Even when open-source, it's only a matter of time before
      | an Oracle or Google or Microsoft or Meta takes it over (if
      | they didn't develop it to begin with).
      | 
      | True, but there's no rule that says you have to update when
      | they do. You can just stick with what you have until/unless
      | you find or create another option.
 
      | nottorp wrote:
      | > Even when open-source, it's only a matter of time before
      | an Oracle or Google or Microsoft or Meta takes it over
      | 
      | Except you can fork the last open source version and
      | continue as before. See ... mariadb?
 
        | linkdd wrote:
        | MariaDB, OpenTofu, etc... Those are the exceptions.
        | 
        | Forking is easy. Maintaining a fork, keeping the quality
        | and innovation alive, and the community involved is hard.
        | 
        | There are many more failed forks than successful forks.
        | So saying "you can fork" is utopist at best. Sure you
        | can, but you'll probably be the only one maintaining it
        | and it will slowly rot as there won't be a community to
        | keep it bug-free and compatible with new
        | hardware/standards.
 
        | xmprt wrote:
        | I think it's a self regulating system. If the product was
        | so important and so many people relied on it (eg. Unity)
        | where a cash grab by the Unity development team results
        | in the entire community considering switching to a
        | completely different product (eg. Godot), then I'm sure
        | the community would rather fork the existing product and
        | make it better. On the other hand, if the product wasn't
        | that important or the cash grab wasn't that bad, then
        | fewer people will be likely to fork and the current
        | product will continue to be the mainline. Open source
        | gives users more options which is always better.
 
        | wolverine876 wrote:
        | > Maintaining a fork, keeping the quality and innovation
        | alive, and the community involved is hard.
        | 
        | It's hard, but the FOSS model has a long, successful
        | history at this point.
 
        | nottorp wrote:
        | However that doesn't matter when you have an existing
        | game title already in the market. You just maintain your
        | title, which you need to do anyway.
 
        | amrocha wrote:
        | The idea is that the community decides on a fork and
        | maintainers move over.
        | 
        | Are those really the exception? Do we have examples of
        | large projects that made a monetization TOS change and
        | didn't immediately get forked?
        | 
        | The only one I can think of is Docker maybe?
 
        | throw0101c wrote:
        | > _Forking is easy. Maintaining a fork, keeping the
        | quality and innovation alive, and the community involved
        | is hard._
        | 
        | LibreOffice is doing pretty well compared to OpenOffice:
        | 
        | * https://news.ycombinator.com/item?id=37645160
        | 
        | EGCS was eventually merged back into GCC (or rather it
        | became the new GCC?). I don't pay attention recently, but
        | XEmacs was/is pretty active along with Emacs.
 
        | linkdd wrote:
        | More anecdotal examples of "survivor's bias" do not
        | dismiss the initial argument.
 
  | shmatt wrote:
  | I don't know how much people know or have heard about
  | ironSource. It's kind of an open secret in Israel on how they
  | built a company to profit by building what is essentially
  | malware (installers disguised as OEM while they're really
  | adding extra trackers to your computer). They always paid 25%
  | more than most of the other tech companies, but still had
  | issues recruiting because it takes a special kind of person to
  | be willing to do these kinds of things
  | 
  | I didn't really understand the merger when it happened, but I
  | have no doubt all these new policies are a result of the
  | ironSource people integrating into Unity
 
    | eevo wrote:
    | Rumor has it that an IronSource guy was installed on the
    | board and pushed very hard for this (and the anticompetitive
    | stance with AppLovin)
 
    | ketzo wrote:
    | The merger makes a ton of sense -- Unity was super late to
    | the game building their own Demand-Side Platform for ads, and
    | that's how you make money in mobile games now, so they had to
    | buy their way out of the problem.
    | 
    | I mean, it's horrible for consumers/gamers/developers,
    | obviously, but from a business perspective it was the correct
    | move.
 
  | intrasight wrote:
  | It's really more nuanced than that - from a business/financial
  | perspective. "goodwill" is a major component of a companies
  | financial accounting. It's an asset and can be invested or
  | squandered like any other asset. A large and well-run public
  | company will have a risk management team evaluate the impact of
  | major decisions on the financial health of the business.
  | Clearly Unity did not do that. They are public, right? Seems to
  | me (IANAL) this is a breach of fiduciary duty that could be
  | actionable.
 
  | ChicagoDave wrote:
  | I got food poisoning from a very well known fast food chain
  | about 25 years ago. I haven't eaten there since.
  | 
  | Unity just gave every one of their developers food poisoning.
  | 
  | I suspect similar results.
 
    | aetherspawn wrote:
    | I've been food poisoned from KFC probably 10 times, but I
    | still eat there once or twice a fortnight for the last IDK 20
    | years.
    | 
    | Because they have the cheap crispy chicken.
 
      | lovich wrote:
      | I guess that's the opposite problem of having an overly
      | sensitive sense of pattern recognition
 
  | duped wrote:
  | Reminds me of something I once heard a VP say at a very old,
  | established company. Something along the lines of, "Our brand
  | is trust. It took 90 years to build it, but it would take just
  | one day to destroy it."
  | 
  | The point he was making was that this old, established
  | company's biggest asset was its brand, and its brand identity
  | was just "trust" (they made professional products, and others
  | could undercut them, but pros would always return to buy from
  | them because they knew they would get what they paid for).
  | 
  | It's the kind of attitude I think every toolmaker (software or
  | otherwise) should keep in mind. Professionals value trust more
  | than they do dollars in their pocket, and the companies with
  | the best reputation and longevity understand that.
  | 
  | But also that company was privately owned by a family, and
  | their name is still over the front door. I think that when the
  | execs answer to people whose name is synonymous with the
  | products and culture of the organization, avoiding short term
  | profit motivated garbage strategy is part of your MO.
 
    | the-dude wrote:
    | _Trust arrives on foot and leaves on horseback_
    | 
    | Dutch : Vertrouwen komt te voet en gaat te paard ( Thorbecke
    | )
    | 
    | https://thalein.medium.com/trust-arrives-on-foot-and-
    | leaves-...
 
      | jmkd wrote:
      | Wonderful saying (a new one to me) and appreciate the
      | explanatory article, thanks.
 
    | gameman144 wrote:
    | As an example here, my father and grandfather used to swear
    | by Craftsman tools. No matter the context, if there was a
    | Craftsman version, they'd go for it because they implicitly
    | trusted the quality.
    | 
    | Then the Craftsman brand downshifted its production quality
    | to compete in price and their reliability fell through the
    | floor. Now my family will skip over Craftsman entirely even
    | if it's competitive in price, since the breach of perceived
    | trust soured them on the brand so completely.
 
      | taylodl wrote:
      | Lowe's supposedly honors the Craftsman lifetime warranty. I
      | haven't tried it, last time I needed to use the warranty
      | was 30 years ago when in the middle of some car repair job
      | I was doing I took the busted wrench into Sears, still
      | dressed in my grimy clothes I was wearing and covered in
      | grease, I handed them the broken wrench and they simply
      | handed me a new one. No questions asked, no paperwork. They
      | handed me a new one and I walked out the door.
 
        | berniedurfee wrote:
        | Had the same experience many years ago. I have a bunch of
        | old Craftsman tools that are superb quality and will last
        | decades more.
        | 
        | Sad to see them as an empty house brand now. Just like GE
        | appliances, all that's left is a sticker.
 
        | Moto7451 wrote:
        | On the bright side, due to how the Power Tool industry
        | works, that Craftsman is in many cases the previous gen
        | Dewalt for 1/3 the price. Others are Porter Cable in red
        | and without a sales rep. I'm tied to Ryobi batteries but
        | I happily pick up Craftsman corded tools when those are
        | an option.
 
      | AlexandrB wrote:
      | Same thing happened with Canadian Tire's "Mastercraft"
      | brand. I think it was always viewed as a Craftsman knock
      | off, but they used to have a lifetime warranty and pretty
      | good quality. I now mostly regard Mastercraft as disposable
      | junk.
 
    | nitwit005 wrote:
    | Sadly, I just assume that no company can be trusted these
    | days.
    | 
    | It wasn't too long ago that the leadership of companies was
    | often fairly stable. Now you see people rotating through
    | every couple of years, rarely having to face the fallout of
    | their bad decisions.
 
      | berniedurfee wrote:
      | There are a few. Cockos makes an amazing Digital Audio
      | Workstation (DAW) that competes with the top names in the
      | industry.
      | 
      | While much of the rest of the industry is moving to
      | subscriptions or jacking prices, Cockos has kept their
      | prices extremely low and push new releases consistently.
 
        | nitwit005 wrote:
        | A history of doing the right thing doesn't matter in the
        | slightest, unless you can somehow guarantee their
        | leadership won't change (or is unlikely to, at least).
 
  | willio58 wrote:
  | The only thing that could save face in this situation is the
  | immediate removal of the CEO and any leadership that allowed
  | this to happen. Short of that, Unity will always hold this
  | badge of shame in the eyes of developers.
 
  | dickersnoodle wrote:
  | u/spez from Reddit would like a word...
 
  | musicale wrote:
  | > Have never seen a company so quickly and completely just
  | throw away all of their public good will.
  | 
  | Over the past year Docker and D&D/Wizards of the Coast come to
  | mind...
 
    | all2 wrote:
    | What happened with Docker? (WotC have been killing goodwill
    | for years at this point, but I guess the MtG folks have a bad
    | case of Stockholm Syndrome.)
 
      | musicale wrote:
      | "Docker is sunsetting Free Team organizations"
      | 
      | https://news.ycombinator.com/item?id=35154025
 
      | nisa wrote:
      | They charge you now when your crappy ci pipeline
      | redownloads 10gb of images on each ci run :)
 
      | labster wrote:
      | WotC's trust bonfire was about D&D, revoking the perpetual
      | license OGL. That said I don't contest that MtG players
      | have Stockholm Syndrome.
 
    | [deleted]
 
    | mackwell wrote:
    | Let's not forget Reddit
 
      | musicale wrote:
      | Can't believe I omitted reddit and possibly
      | stackoverflow...
 
    | Karellen wrote:
    | And tumblr, when they announced they would no longer support
    | creators of "adult" content.
    | 
    | And (nearly) OnlyFans, when they announced they would no
    | longer support creators of "adult" content (aka, "did a
    | tumblr"). They just about backpedalled quickly enough, and
    | had enough stickyness (no pun intended) from followers, to
    | contain most of the damage.
 
| malfist wrote:
| I think enshitification will be the word of the year this year
 
  | raytopia wrote:
  | It's honestly a great word. Describes the decay of so many
  | platforms/tools so well.
 
  | robotnikman wrote:
  | I hope so, to make more people aware of the phenomenon and the
  | types of companies which practice it.
 
  | robocat wrote:
  | Cory Doctorow coined it to mean something different from how it
  | is now used:                 Here is how platforms die: First,
  | they are good to their users; then they abuse their users to
  | make things better for their business customers; finally, they
  | abuse those business customers to claw back all the value for
  | themselves. Then, they die. I call this enshittification.
  | 
  | It now means something like "the process where products or
  | services become worse as a vendor tries to make them more
  | profitable".
  | 
  | Cory's definition doesn't really apply to B2B transactions
  | (e.g. the word makes no sense for RedHat especially given
  | abundance of other distros).
 
    | wilburTheDog wrote:
    | I don't see that much of a difference between those two
    | definitions. Cory's explanation was more specific, but it
    | still referred to a service taking steps to be more
    | profitable and in the process making the experience shittier
    | for users and business customers.
 
  | shmatt wrote:
  | I think we need to decide on its meaning first. Most people
  | these days use it as a death mark. Except the original op-ed
  | often quoted used Meta, Uber, TikTok and Google - companies who
  | make billions of clean profit per quarter, and more profits
  | than they ever have, as examples
  | 
  | Enshitification = more profits is unfortunately correct in my
  | mind, but most people use it with a much different meaning. I
  | don't think Unity is going to break all profit records soon
 
    | dgunay wrote:
    | It's not the actual profitability of the move that's
    | important, it's the motive. Enshittification comes from the
    | ever-expanding _desire_ for profit. At some point the golden
    | goose is killed to make next quarter's goals. Just so happens
    | it was killed immediately in this case.
 
  | hnreport wrote:
  | What is the etymology of this term "enshitification"?
 
    | [deleted]
 
    | jaggs wrote:
    | https://doctorow.medium.com/an-audacious-plan-to-halt-the-
    | in...
 
    | pocketarc wrote:
    | There's a Wikipedia article on it!
    | 
    | https://en.wikipedia.org/wiki/Enshittification
 
  | yieldcrv wrote:
  | this is the only forum I see it on
  | 
  | so even databrokers saw that word and were like "nah"
 
  | Buttons840 wrote:
  | I have mixed feelings about the word "enshitification".
  | 
  | Like a politician shutting down thought and debate by simply
  | labeling something "socialism", half the people using the word
  | don't really know what it means, or at least, they don't know
  | the original meaning. The word comes to be fake form of
  | intellectual sophistication. A politician says the word and
  | people think "oh, he knows the fancy word, he must be right",
  | and thought ends, further discussion is difficult because
  | nobody would dare speak in defense of something after it has
  | been labeled. Just hearing the word raises certain peoples
  | blood pressure 10 points and causes them to raise their voice.
  | 
  | And yet, I'm happy to see the good guys play psyops for a
  | change. Like the world "socialism", "enshitification" will
  | originally mean a specific social phenomenon, but most people
  | will come to use it as a catch-all word for all bad corporate
  | behavior and it will shut down thought and just hearing the
  | world will rile people up to fight against the evil
  | corporations. And I'm okay with that; words have power and,
  | again, I'm glad to see words being invented to help the common
  | people organize.
 
    | malfist wrote:
    | All it is is a fun sounding word for "rent-seeking"
 
      | Buttons840 wrote:
      | It's supposed to refer to a company's priorities shifting
      | away from the customer's, "rent seeking" is instead about
      | profiting from owning limited resources. They are different
      | things.
 
        | malfist wrote:
        | Fair point. There is more nuance than just rent seeking.
 
      | ajcp wrote:
      | Sounds lazy and crass to me. Instead of a word meant to
      | accurately convey a concept it's meant to broadly convey a
      | concept and ones feelings on it in the same breath; much
      | like the term "woke". I'd rather use something around a
      | historical event that can also be used to help understand a
      | concept through allegory, like "Dutch disease", or "cargo
      | cult". Those are fun.
 
        | malfist wrote:
        | "Fun" is subjective and we're free to disagree, neither
        | of us is any more right than the other.
        | 
        | I think it's crass nature gives it a sort of charm and
        | really gets the point across.
 
        | TylerE wrote:
        | You think "rent seeking" is crass and "enshitification"
        | isn't?
        | 
        | I know which one I would say in polite company.
 
        | ajcp wrote:
        | You misunderstood me. The subject of his statement, the
        | "fun sounding word", that I don't think is fun sounding
        | is "enshitification".
 
    | MrRadar wrote:
    | "Enshittification" is not a hard word. It's describes itself:
    | "En-" to make, "shit" bad, "-ification" the process of; in
    | sum the process of making something bad. I think everyone
    | understands that the products and services they use daily are
    | getting worse and now they have a word to describe that
    | experience. I think that by basing itself on the mild swear
    | "shit" it actually distances itself from academic jargon or
    | other fancy words to try to be something that is closer to
    | the common person.
 
      | bee_rider wrote:
      | I think it is a more specific thing that just "things get
      | bad." Lots of tech services start by giving things away, or
      | providing services for cheap/free unsustainably, and then
      | start making unpopular moves when the free money dries up
      | and they have to become profitable.
      | 
      | It is sort of like a subset of anticompetitive behavior
      | (dumping) but done by a small player using investor funds
      | instead of a large company throwing weight around. Or in a
      | field where the "cost" is something nebulous like ads, so
      | it is harder to actually spot.
      | 
      | A weakness of the name is that it invites the broader
      | definition, I think.
      | 
      | https://en.m.wiktionary.org/wiki/enshittification
 
        | hnreport wrote:
        | I suppose the polite version of the word would be
        | Entropy.
 
  | TylerE wrote:
  | Please no.
 
    | readyplayernull wrote:
    | To cancel, please read these retroactive revenue terms and
    | hit "I accept, thank you, and sign me up for Prime"...
 
| wolverine876 wrote:
| > Over the past few years, Unity has unfortunately shifted its
| focus away from the games industry and away from supporting
| developer communities. Following the IPO, the company has
| seemingly put profit over all else, with several acquisitions and
| layoffs of core personnel. Many key systems that developers need
| are still left in a confusing and often incomplete state, with
| the messaging that advertising and revenue matter more to Unity
| than the functionality game developers care about.
| 
| > Recently, Unity unveiled a set of unthinkably hostile terms of
| service and pricing changes for its users. The resounding,
| unequivocal condemnation from the games industry was
| unprecedented and Unity had no choice but to rescind some of the
| most egregious changes. Even with these new concessions, the
| revised pricing model disproportionately affects the success of
| indie studios in our community.
| 
| That strategy, including hyper-aggressive changes in terms, seems
| common across different businesses and industries. A recent one
| in the news was Hasbro's move with some of their leading game
| products.
| 
| I asked something similar in another thread: Does anyone know the
| story behind this phenomenon? Is there a name for it? A paper or
| book or 'expert' that is its genesis?
 
  | PrimeDirective wrote:
  | enshittification? No papers as far as I'm aware
 
  | withinboredom wrote:
  | A common strategy taught in MBA school in the US, is to "hire a
  | bunch of assholes to push non-dedicated people out of the org;
  | then fire the assholes and hire actually good people." This was
  | nearly 15 years ago since I learned about it in class, I don't
  | remember if there is a name for it. I just remember thinking
  | "this can't be real."
  | 
  | I wonder if people are idiotically applying the same thing to
  | the marketplace.
 
    | VladimirGolovin wrote:
    | This might work in a company where institutional knowledge is
    | insignificant or can be easily rebuilt. In companies that
    | maintain big complex products like Unity (or Diablo, for that
    | matter) this strategy can result in the company becoming
    | irreversibly incompetent at maintaining its own product.
 
  | mschuster91 wrote:
  | > Does anyone know the story behind this phenomenon?
  | 
  | People on the left wing generally call it "late stage
  | capitalism" or "the end game of rent seeking": dumping
  | competitors on price, subsidized by seemingly infinite amounts
  | of VC money (domestic, foreign and dark/blood - i.e. Saudi oil
  | money) until you achieve total and utter dominance, and then
  | jack up prices while letting the product itself rot. After all
  | why invest into a product's maintenance or development when
  | your users don't have any other choice left?
  | 
  | > Is there a name for it?
  | 
  | Cory Doctorow coined the term "enshittification" [1].
  | 
  | [1] https://en.wikipedia.org/wiki/Enshittification
 
  | _a_a_a_ wrote:
  | A name for it is Gouging. The motivation behind it is called
  | Greed.
 
  | CountVonGuetzli wrote:
  | Yes, Milton Friedman, 1970, New York Times:
  | https://www.nytimes.com/1970/09/13/archives/a-friedman-doctr...
  | 
  | Wikipedia has a summary on the idea behind the essay
  | https://en.wikipedia.org/wiki/Friedman_doctrine
 
| soulbadguy wrote:
| like getting blood from a stone...
| 
| Most of those open-source companies turn "evil" stories (like
| IBM/redhat ) seems to follow the same pattern. IMO, there is a
| limit of the amount of value one can extract from those venture.
| Trying to increase revenue beyond a certain limit will always
| result very bad outcome.
| 
| But i also think it's a lesson for the gaming industry. Why is
| something as core are a game engine, not something properly open-
| source and license such as QT, LLVM or GCC...
 
  | mardifoufs wrote:
  | Was unity ever open source? I don't think so
 
  | bastardoperator wrote:
  | Why would I even want to build a game if I'm going to have to
  | give between 4-8% of everything I make to steam and unity? I
  | completely understand why nearly every AAA studio builds their
  | own client and game engine, it's cheaper in the long run.
 
    | squeaky-clean wrote:
    | > it's cheaper in the long run.
    | 
    | It depends on how much you're actually selling. Consider how
    | much would it cost to hire devs to build your own custom
    | engine? (Don't forget console support). Your game needs to
    | pull in 20x higher than that in revenue for it to be worth
    | the choice over a 5% rev share.
 
    | qwytw wrote:
    | > 4-8% of everything
    | 
    | To be fair Unity is asking you to give them somewhere between
    | 0.05% and 2.5% while Steam/Apple/etc. want 30%.
    | 
    | > AAA studio builds their own client and game engine, it's
    | cheaper in the long run
    | 
    | I don't think it's because of the rev share. If they were
    | able to acquire an engine which fully suits their needs for
    | only 5% that'd would be a great deal. Unfortunately adapting
    | an off the shelf for a AAA game might be just as expensive as
    | building (or at least upgrading) your own engine.
 
    | __d wrote:
    | You know that the retail margin for a lot of products is at
    | least 100%, right? And that's on the wholesale price, not the
    | original cost of production.
    | 
    | Everyone takes their cut.
 
    | sebzim4500 wrote:
    | Surely steam takes way more than 8%?
 
      | ixwt wrote:
      | Last I heard it was 30%.
 
  | jimmaswell wrote:
  | Redhat is evil now?
 
    | chucksta wrote:
    | indirectly yes
    | 
    | https://newsroom.ibm.com/2019-07-09-IBM-Closes-Landmark-
    | Acqu...
    | 
    | more importantly; https://www.servethehome.com/red-hat-goes-
    | full-ibm-and-says-...
 
    | codetrotter wrote:
    | https://www.jeffgeerling.com/blog/2023/im-done-red-hat-
    | enter...
 
      | thorncorona wrote:
      | Hard to run an open source enterprise company when Amazon's
      | playbook is to take your shit for free and host it
      | themselves.
 
        | axus wrote:
        | Red Hat had over a billion dollars in revenue last year
        | and it's never stopped growing. Free Red Hat-compatible
        | operating systems did not stop them from making a lot of
        | money.
 
        | azemetre wrote:
        | Wouldn't using an AGPL license be better for this than
        | just GPL?
 
        | insanitybit wrote:
        | That would be a hilarious way to lose every customer over
        | night.
 
        | tristan957 wrote:
        | Why would customers leave you if your product was AGPL?
 
        | withinboredom wrote:
        | Because people are stupid. Never underestimate stupidity.
        | 
        | In all seriousness, it's just that the AGPL considers
        | network use to be distribution and thus entitled to the
        | source[https://medium.com/swlh/understanding-the-agpl-
        | the-most-misu...]
        | 
        | This terrifies people for some reason. Basically because
        | they want the freedom to modify open source projects and
        | call it their own without giving back to the project that
        | actually created it.
 
        | insanitybit wrote:
        | The stupid people are lawyers and they definitely seem to
        | think they have a good reason.
 
        | insanitybit wrote:
        | I think it's extremely common for companies to sit every
        | engineer down during onboarding and say "never touch code
        | with these licenses". Certainly in my experience it is.
 
    | nottorp wrote:
    | ... more like dead for all practical purposes ?
 
    | JohnFen wrote:
    | I've considered Red Hat a bad actor for a number of years
    | now.
 
| gumballindie wrote:
| The difference between game developers and other types of
| developers is that they figured out how to fire companies and
| mediocre executives. Should take notes. Well done, and hopefully
| Unity's done, along with all other mediocre MBAs that think their
| clientelle works for them and not the other way around. Game devs
| are badass.
 
| napierzaza wrote:
| It took me a little while to get it but now I do. They want their
| community to continue on even if some of their members are moving
| off of Unity.
 
| hartator wrote:
| I remember at a game trade show, there was an Unity stand. I was
| really excited by Unity at the time, was in line to ask the
| representation random questions, and was trying to get my friend
| excited as well. The representant (I think some head of Sales)
| took my excitement talking to my friend as impatience and was
| rude about us "he is busy and us having to wait our time" when we
| weren't trying to talk to him. We left and never got excited by
| Unity again. I guess that was a premise of things to come.
 
| taikahessu wrote:
| I have a hard time coming up with a worse decision in the history
| of game industry.
| 
| Why did it come to this? Just more profits? I mean the landscape
| is highly competitive with free tools getting better and Unreal
| Engine eating all the highlights. Unity's stock price was even
| before this decision a third of it's all time high.
| 
| I mean there must've been a dramatic cultural twist quite some
| time ago. That would've lead champions to leave and the codebase
| comes crashing down. This will be a great lecture material for
| business schools, goes in the same bucket as Nokia.
 
| asynchronous wrote:
| Unity really showing the world how to tank a business by letting
| a few MBA's at the top make a decision for profit.
 
  | harpiaharpyja wrote:
  | This "for profit" thing seems like the wrong framing. Customer
  | goodwill and community are extremely valuable. It seems like
  | what we are looking at is more about short-termism and the
  | distortive effects of suddenly (post-IPO) having to report to
  | investors who are essentially outsiders to the business and
  | have no knowledge or stake in the operation-as-an-entity-in-a-
  | larger-ecosystem other than having dumped a bunch of money into
  | it.
  | 
  | Sure, you can argue that said investors are treating the
  | business as nothing but a vehicle "for profit", but that
  | framing loses something essential. You can have profit and be a
  | player in something mutually beneficial. In fact you need
  | profit to be sustainable.
 
    | finite_depth wrote:
    | [dead]
 
  | dylan604 wrote:
  | i remember back when Avid decided they were no longer going to
  | offer a Mac version of their NLEs because Apple's new machines
  | were only going to have 3 expansion slots. while admittedly,
  | there were probably a much smaller number of affected users
  | than the Unity decision, it did cause a huge amount of turmoil.
  | urban legend has people dumping their Avid stations on the
  | doorstep of the Avid offices.
  | 
  | Avid survived. Unity will too
 
    | raytopia wrote:
    | Unity will survive but this could be the start of a steady
    | decline of users, which isn't good for any game engine. Leads
    | to a loss of knowledge which makes the engine even less
    | popular.
    | 
    | Ghe whole situation is somewhat similar to when GameMaker
    | Studio switched to subscription model.
 
      | dylan604 wrote:
      | what would be better for the community would be not just a
      | decline in devs using the engine, but also the devs working
      | on the engine. working for Unity should now be a stain just
      | like working for FB/socials/ad-tech. there will be tons of
      | people willing to do it, but hopefully the great minds
      | leave the rot
 
        | ditonal wrote:
        | That's the opposite of what would be better. We need more
        | engineer solidarity not more divisiveness. Give me a list
        | of your past employers and I can guarantee I can find
        | some sketchball business practice you indirectly
        | contributed to and make some tenuous argument for you to
        | be blackballed.
        | 
        | 95% of shitty tech industry practices can be root caused
        | to people identify more strongly with their employer than
        | with their profession. We desperately need a professional
        | organization / union with teeth and the main thing that
        | should be shunned is rhetoric that divides rather than
        | unites it .
        | 
        | Engineers can hang together or hang separately.
 
        | dylan604 wrote:
        | You must subscribe to the idea that the employees can
        | change the culture of a company from bottom up. I
        | strongly disagree. Company culture is dictated from top
        | down, and only rarely does the bottom get to make
        | substantive changes. However, I'm willing to have my mind
        | change with examples of companies changing their culture
        | based on employees changing the minds of the execs.
 
        | mschuster91 wrote:
        | We can't, but many of us are forced by circumstances we
        | can't control to stay on board even if we don't like
        | where the company is heading. The most recent and
        | probably most nastiest story I'm aware of is post-Musk
        | Twitter - Musk ordered that everyone put in effort like
        | hell, people slept in conference rooms... so, naturally,
        | many people left but one group had to stay because their
        | literal legal existence in the US was tied to that job:
        | H1B employees.
        | 
        | Other cases include if you've got a house that's not paid
        | off, a child on the way... that's where common sense says
        | to not change anything major due to the consequences of
        | shit going down very very VERY hard.
 
    | TylerE wrote:
    | Avid is still around, but it's not looking very healthy.
    | They've fired whole dev teams - one of whom was largely hired
    | by a competitor, who have now developed a competing project
    | that is eating Avid alive in that (fiarly niche) space.
 
      | MrDrMcCoy wrote:
      | Where can we read more about this? I'm at least curious to
      | know who that competitor is.
 
        | TylerE wrote:
        | https://en.wikipedia.org/wiki/Dorico
 
        | dylan604 wrote:
        | man, i was hoping this was going to be a serious
        | discussion on NLEs. instead, we get some niche product of
        | a niche field. i'm not really sure this counts. that's
        | like the team that works for lighting within Unity left
        | to build a new tool that exports settings to JSON.
 
        | TylerE wrote:
        | You're being overly dismissive. There are thousands of
        | people working in such software every day - from serious
        | composers, professional music engravers, orchestra
        | libraians, down to church choirmasters and the like.
        | 
        | It's a several hundred dollar product that supports a dev
        | team in the low double digits. It's niche, but it's not
        | THAT niche.
 
      | InitialLastName wrote:
      | Avid also just did a deal to go private under a private
      | equity group; I wouldn't say the prognosis is looking good.
 
      | duped wrote:
      | Are you talking about Sibelius? That was over a decade ago
      | and AVID had a killer run financially afterwards.
 
      | Gansejunge wrote:
      | I was wondering why the name Avid was familiar but also had
      | a negative connotation in my head, then I remembered it was
      | from a YouTube video [1] about how horrible its interface
      | is.
      | 
      | 1. https://www.youtube.com/watch?v=dKx1wnXClcI
 
  | rmbyrro wrote:
  | Expect MBAs to show up here condemning the derogatory use of
  | MBA
 
    | dingosity wrote:
    | FWIW, I have an MBA and Unity's behaviour doesn't make sense
    | to me either.
    | 
    | Oh... and... "Not all MBAs"
 
    | troymc wrote:
    | Main-belt asteroids don't have a very cohesive lobby group.
 
      | rmbyrro wrote:
      | MBA asteroids are well motivated on their own. No need for
      | asteroid cohesion to complain on HN
 
  | TylerE wrote:
  | To play devil's advocate... Unity isn't close to profitable,
  | and never has been. At some point money has to be made or the
  | lights get turned off.
 
    | SolarNet wrote:
    | > Unity isn't close to profitable, and never has been
    | 
    | This isn't really true though, their core business is and was
    | profitable if you exclude all the of acquisitions junk, stock
    | shenanigans, and loans to pay for it they have been doing.
    | 
    | It just didn't have the margins expected of a public company
    | and so they did all that other junk to pump those numbers.
 
      | jeffchien wrote:
      | I don't think this is true. Unless I'm misreading their S1,
      | they have been operating at a loss:
      | https://www.meritechcapital.com/blog/unity-software-
      | ipo-s-1-...
 
      | maccard wrote:
      | > This isn't really true though, their core business is and
      | was profitable if you exclude all the of acquisitions junk,
      | stock shenanigans, and loans to pay for it they have been
      | doing.
      | 
      | "We're profitable if you ignore all the things we're
      | spending money on"
 
        | fineIllregister wrote:
        | The claim here is that none of that spending is
        | generating revenue. They could stop spending that money,
        | their income would remain the same, and then they would
        | be profitable.
 
        | squeaky-clean wrote:
        | > if you ignore all the things
        | 
        | Not all the things, just their unprofitable side business
        | attempts. It's like knowing a guy with a well paying job
        | who always complains he is broke. But he conveniently
        | never mentions that he's spending $4500 per month on a
        | Lamborghini lease.
 
      | qwytw wrote:
      | > stock shenanigans
      | 
      | They pay their employees and executives in stock. They'd
      | have to spend much more cash if they stopped doing that.
 
        | TylerE wrote:
        | Could it not be argued that the situation they're in is
        | exactly because "big number go brrrr" over building a
        | sustainable business?
 
    | andrewclunn wrote:
    | Build product / service at a loss. Product becomes popular
    | because it provides so much value so cheaply (because is
    | being sold at loss). Maintain through continual investment
    | and chasing "growth." Bill comes due. Investors left holding
    | the bag and ecosystems built around assuming bubble was real
    | have a bad time.
    | 
    | In many ways it's the best form of socialism, cheaper
    | products and services provided to the people, paid for by
    | investors who are rolling the dice on a pyramid scheme posing
    | as a business model. Completely voluntary and works even
    | within a capitalist system.
    | 
    | Now all we have to do is hope Unity goes under really
    | quickly, then gets bought up for cheap by a business either
    | willing to make far less as their investment was well below
    | the cost of development for the tools... or that another
    | sucker comes along to buy them at a higher price to either
    | enter the market or expand their own dominance in it as they
    | are still on their "chase growth" curve.
 
    | hightrix wrote:
    | I would argue that Unity is about 10x the size it needs to
    | be. They could shed a significant portion of their employees
    | and still produce a good product.
    | 
    | They are in the perpetual growth trap that so many of these
    | companies fall into when they get bigger than a niche
    | audience
 
      | rmbyrro wrote:
      | That sounds like a Musk job
 
        | AlexandrB wrote:
        | He would just fold it under "X" so he can claim to be
        | closer to an "everything app". I'm sure he's annoyed that
        | "Xbox" is already taken.
 
        | qwytw wrote:
        | Hiring is too much people is much easier than firing
        | them. If you cut 90% of the staff keeping the people
        | you'd want to retain is pretty much impossible (since
        | obviously the management won't have any clue who they
        | are).
 
    | marcosdumay wrote:
    | > Unity isn't close to profitable, and never has been
    | 
    | Talk about the consequences of letting a bunch of incompetent
    | MBAs loose at the top.
    | 
    | They had more than enough revenue to be profitable.
 
    | ROFISH wrote:
    | Unity has been on a buying spree including traditional
    | TV/Movie CGI firms for some insane reason+. They're just
    | plain _bad_ at spending money.
    | 
    | (+ Yes, I know the growth potential from real-time to
    | rendered. I still think it's a terrible investment.)
 
      | neurostimulant wrote:
      | Is unity used for movie's CGI? I can only think of one
      | example of shows made with unity (it's bad):
      | https://myanimelist.net/anime/38853/Ex-Arm
 
        | kevinmchugh wrote:
        | Unreal has enjoyed a ton of success for tv/movie
        | production lately, being used in "the Volume", I have to
        | guess they're trying to keep up.
 
    | generalizations wrote:
    | Well, that kinda makes sense then. If they weren't
    | profitable, then this could be seen as a last-ditch survival
    | strategy.
 
      | gs17 wrote:
      | This strategy is still pretty awful. If 2.5% revenue share
      | after $1,000,000 would be enough to survive on, they
      | probably could have opened with matching Unreal's 5%
      | instead of all the bullshit and won people over.
 
        | kevingadd wrote:
        | Yeah their new pricing model is quite literally more
        | expensive than Unreal for many of their customers (mostly
        | the ones who make less money - for massive studios it's
        | cheaper) and it's ALSO more complex to comply with. A
        | simple "we're doing revshare now, and the per-seat fee is
        | going away" would have been viewed more favorably I
        | think.
 
        | tetha wrote:
        | I mean in my naive world, you'd slap some minimum revenue
        | onto the rev-share and you'd have a clear separation
        | between hobbyists, unsuccessful indies, indies, and huge
        | successes. It'd be muddled in the middle, sure, but if
        | some companies hits jackpot with a unity project, you'll
        | know and could act on it.
 
        | TylerE wrote:
        | That's what they did though. It was several hundred
        | thousand dollars in revenue before any of it kicked in.
 
  | ethbr1 wrote:
  | ^H^Hby going public without a business model.
 
    | dbingham wrote:
    | I feel like we've seen a bunch of businesses show what
    | happens when you take private capital and scale on a
    | community based product with out a clear business model that
    | doesn't involve retroactively screwing the community in some
    | way.
    | 
    | I mean, Unity's just the latest example. Before it came
    | Hashicorp and Docker. I'm sure we could think of many more
    | examples if we tried.
    | 
    | And what's really frustrating is that if these businesses had
    | focused on simply "building a product the community wanted,
    | supporting that community, and making enough money to
    | comfortably keep going" - all of them could have been
    | successful.
    | 
    | I'd really love to see the tech community try more models
    | that simply aim for comfortable sustainability - not
    | astronomical growth. You know, enough to pay a modest
    | engineering team market salaries indefinitely while they
    | continue to support and develop the product.
 
      | rmelton wrote:
      | My company is actively using this model now. It's really
      | hard watching competitors raise multi-million dollar rounds
      | though.
 
        | Eisenstein wrote:
        | Unless your plan is to vest and cash out, you shouldn't
        | envy them.
 
        | ethbr1 wrote:
        | That's why it happens so often though -- the very people
        | who are directly enriched by doing it (holders of the
        | majority of the company's equity) are the only ones asked
        | to decide to do it (board votes).
        | 
        | Canonical example: MailChimp
        | 
        | The founders retained essentially all the equity
        | (Atlanta), so when push came to shove they decided "Fuck
        | it, we'd rather be rich than work" and sold the company.
        | 
        | It feels like the only way to avoid this would be
        | aligning the equity structure with employees and
        | customers in a better way.
 
      | dylan604 wrote:
      | VCs don't like this. How are they going to get their ROI
      | immediately? Having normal investors vs funders changes the
      | mentality of long term to cash grab.
 
      | harpiaharpyja wrote:
      | Exactly. I think what we are seeing is the result of
      | decision makers at these businesses now having to report to
      | investors who are essentially outsiders to the community.
      | Their only stake or interest in the operation comes from
      | having dumped a bunch of money into it. But now they get to
      | call the shots or if not, exert a ton of pressure.
      | 
      | I think the takeaway is that businesses built around a
      | community really should not go public.
 
    | qwytw wrote:
    | They have a business model and they would've been fine if
    | they hadn't started increasing their headcount by 50% every
    | year and focused on their core products.
 
  | indymike wrote:
  | > letting a few MBA's at the top make a decision for profit.
  | 
  | I'm not sure the profit part will work out for them in the long
  | run.
 
    | asynchronous wrote:
    | Really I should have stated "short term profits"
 
| dang wrote:
| We changed the URL from https://bostonunitygroup.s3.us-
| east-1.amazonaws.com/index.ht..., which is what the submitted URL
| redirects to. Our software follows redirect; in this case it
| seems worth reversing. Thanks to the user who pointed this out!
 
| Willish42 wrote:
| I wish I had a large enough Twitter following to make a public
| claim about this before Unity "went back" on the first version of
| the recently-announced pricing changes, but I was nearly certain
| this was an intentional move to make the "Update on our update"
| second version more palatable.
| 
| There's probably a wiki link somewhere to the Proper Noun PR
| phenomenon in business school for this strategy, but the
| "terrible plan then less terrible plan but still worse than
| before the initial terrible plan" strategy seems like essentially
| a confirmation Unity is not to be trusted for small developers.
| It's sad to lose a great dev community but it sounds like BUG is
| making the right call here.
 
  | wredue wrote:
  | I was also considering this, but while this strategy works
  | wonders on the consumer, I don't know how well it works in more
  | B2B offerings.
  | 
  | Video games specifically get away with this because, as we saw
  | with Diablo 4, people are going to give game companies money
  | regardless how bad and unpalatable the game is.
  | 
  | Man. My Reddit account became limited in the Diablo subreddit
  | for saying that I cancelled my preorder after the beta.
 
    | ilc wrote:
    | Some of us saw what was going to happen with D4. It was
    | pretty obvious.
    | 
    | After DI, and D3, to expect D4 to launch in any decent state
    | would have been naive at best.
    | 
    | I've said as much in the Diablo subreddit. D3 is now a good
    | game, if it is what you are looking for. It's a fun romp,
    | but... It isn't a truly heavy ARPG. If you want that POE is
    | calling you.
 
    | tacticalmook wrote:
    | Historically, subreddits were run by community volunteers
    | because people were tired of being censored on official
    | forums. Now subreddits are the official channel more often
    | than not, and we're back to square one.
 
  | revlolz wrote:
  | Yes, thank you, it was bothering me I could not remember the
  | label for this. The 'update' and responses all felt like a
  | planned and intentional campaign with the disaster/consequences
  | being completely miscalculated by Unity.
 
  | a_e_k wrote:
  | I think the noun phrase and wiki link you're looking for is
  | "door-in-the-face technique",
  | https://en.wikipedia.org/wiki/Door-in-the-face_technique.
 
    | kulahan wrote:
    | It's all just based on the idea of anchoring.
    | 
    | https://en.wikipedia.org/wiki/Anchoring_effect
 
| Quindecillion wrote:
| Best thing about this _divisive_ action by Unity is all the
| attention it 's giving Godot.
| 
| It's a project that deserves far more attention, and I hope in a
| few years that it's far more common in popular game development.
 
| jconley wrote:
| Unity's just outgrowing the early adopters. The starving indies
| will move on to the next up and coming engine. Professionals will
| continue using Unity (and UE, which also charges royalties)
| because of the breadth and depth of the toolsets.
| 
| I first used Unity when their WebGL system was in private beta.
| IIRC they tried charging royalties early on but then reverted
| that for marketshare, but I don't have time to look it up. In any
| case the royalties aren't burdensome at that scale. I don't think
| it'll affect much. Vocal minority, yada yada. Maybe it'll even
| get them to profitability next year!
 
  | junon wrote:
  | This is way, way beyond charging royalties. Nobody has been
  | upset about existing royalty models.
 
___________________________________________________________________
(page generated 2023-09-25 23:00 UTC)