Unity Feedback - Rebrand "Personal" to "Indie" [x-post from r/Unity3D/]

Unity is in business to make money. They can put on the big corporate smile but they don't really care about people who can't afford to pay them.

I disagree a bit about the implications of their commercial interests. There are two main reasons for them to respect people in the lower price range better.

  • People new to game development generally can't/won't invest a lot in the first products that they use, but the first products that they use (especially if they scale well) will have a HUGE impact on where they will drop their dimes if/when they do make it big. If a person sees one option that makes their game look unprofessional and one that doesn't, that might impact their choice. Getting as many people to use a free or cheap version of the product as possible is an investment. It's an investment that has a low cost (serving a download to a person). Some proportion of those people will be successful which Unity could make themselves a part of.
  • Purely by the numbers, the company makes the most money when it charges every single person the maximum amount that individual person would pay whether that's $10 or $1,000,000. Ignoring people who can't pay $1500 or $4500 results in Unity making less money.

Problem solved: They could have the full product available at any price but the amount you pay be the amount of royalties you are buying back. For example, maybe the (% royalty they take, $ paid by unity licensee) goes: (50%,$0), (40%,$25), (30%,$100), (20%,$400), (10%,$1600), (0%,$6400). That way, basically the more successful/professional you think your game is, the more incentive you have to pay Unity more. AAA studios would have such high profits that it'd always be in the best interest to pay the maximum amount. New indies might have low expectations, so they surrender a larger share to Unity. Any licensee that "underpays" by paying less than their product class deserves, gives a huge share to Unity.

/r/gamedev Thread