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Comment by OskarS

3 years ago

I don't think the full context does him any favors. The way he talks of gamedevs that are not engaging in predatory behaviour ("beautiful and pure, brilliant people") is incredibly condescending. Like, "yes children, once you grow up you'll realize how foolish your idealism has been and you'll stuff your game full of gems you can overpay for!". These are his customers he's talking about. And later talking about "compulsion loops"... just, no.

Unity used to be famous for being the game engine of choice for creative indies. Games like Hollow Knight, Return of the Obra Dinn, or Ori and the Blind Forest. It seems to me very clear that Riccitello has no understanding of the value of tools for making games like that. He sees Unity as a way of pumping out endless shitty Candy Crush clones stuffed with predatory microtransactions.

EDIT: by the way, for the full context, this is the question he's answering:

> "Implementing monetisation earlier in the process and conversation is certainly an angle that has seen pushback from some developers."

The pushback the question is referring to is developers being disappointed in the ironSource merger. He's literally being asked about Unity focusing too much on microtransactions and ad technology, and in his answer to the question he refers to his critics (which, again, are his customers!) as "fucking idiots".

This guy should not be in charge of Unity.

I haven't seen much of what he says in general so I don't know if he has a really antagonistic trend in his he talks.

I interpreted what he said to mean "I have respect for devs who approach this for just the art, but if you don't consider monetization into your design from the beginning, you are self sabotaging your chance at business success".

He just said that with less politically correct talk, which is easily taken out of context.

Also there's this assumption in this thread and in HN in general that "monetization" always means bleeding people out of their money. Sure much of the industry does that, but I don't think that has to be the case

  • It doesn’t have to be “politically” correct to simply not call your critics idiots. Long long before PC was a term, it was never acceptable to use this kinda language in a business/work context. Not to mention the utter disrespect in calling someone (not the idea or criticism) a ‘fucking idiot’. Even worse when that someone is your customer.

    Being decent and being respectful has nothing to do with politics. Strong language betrays the emotional state of the speaker than any valuable idea. All this conveyed to me was that he has very thin skin and easily triggered with no emotional maturity to rationally push back.

  • There should be no monetization design in a video game. The design should be make your game good so people will buy it.

    How ridiculous would it be for other forms of art to have "monetization design".

    A chef that styles their dishes in such a way that there clearly is a gap in the dish which should contain a nice piece of steak or something else. When you are eating the dish the waiter comes with that piece in hand and asks if you want it for a small price.

    Or a painter that paints a picture with elements missing. If you want to experience the true masterpiece. Please buy these extra element and also for a small price you can have better matching colors.

    How such behavior is acceptable in video games is truly baffling to me. But then again I have never bought anything using a microtransaction. I think it should be illegal to be able to ask a user to buy something when in game. You also don't get a pop up when watching a movie to please enter your credit card number to be charged $2 to watch this extra scene that was cut.

    • Hard agree. "Monetization design" is almost universally a euphemism for casino-style addiction mechanics whose sole purpose is to habituate users to continue feeding quarters into the slot so the good feelings don't stop.

      I pulled my (meager) rev contribution out of their subscription service following the IronSource acquisition and this makes me confident that was the right call. All due to respect to the fine folks working on the platform, but it's not something I'm interested in using anymore.

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    • In principle I don’t entirely disagree that the pendulum has swung way too far towards monetization and away from pure vision in video game design, but it’s funny you mention chefs not compromising…the restaurant business is notoriously low margin and very many new restaurants fail quickly.

      One of the more common reasons is that inexperienced owners don’t understand their food costs and therefore design delicious, lovely menu items that actually lose money when you calculate everything that goes into them. If you want it to be more than a brief experiment, you gotta get the spreadsheets out at some point…

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    • Hmmm...

      Is that really so?

      Sounds like pizzas where you can put things on it for additional price. Or when you buy house or car and pay extra for each little thing.

      I agree that in modern games its way more intusive then it needs to be.

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  • "Less politically correct"? He called his own customers "fucking idiots" for not liking what he's selling. It reminds me of impotent men who blame feminism for their lack of a sex life, it's ridiculous. Perhaps you meant "irreverent," which is a more apt description.

    • What's ridiculous here is what it reminds you of, which makes you look worse than him.

      He's just open and honest about his thoughts and feelings about some people, but you, on the other hand, are definitely, at least, weird.

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  • It's hard to see what else it could mean in this context. I've seen a lot of cosmetic-based monetization strategies I really have no issue with, and in general they seem like a great way to let people who really like the game choose to pay more for it. But if you're considering monetization from the beginning, doesn't that mean your core design is making a tradeoff between fun and transactability?

    • No, it’s not a trade off because the 2 concepts are not mutually exclusive. Through innovation they can be greater than the sum of their parts.

      Sure, in lazy/bad games there’s trade off, but that goes for anything. Bad games have existed for a long time for more than just money

I haven't worked with Unity, but I'm assuming they get a percentage of the money spent through microtransactions and monetized content? They're essentially a platform, kind of like the Apple app store, and taking a cut?

In that case, it's obvious why the Unity CEO would say this. He has a financial incentive to get game developers to try and milk gamers for profit (because Unity gets a cut).

I think that this could ultimately push gamers and developers to use other engines/platforms. If you try to milk gamers for profit, it will eventually lead to unplayable games where the only way to compete online is to buy a ton of virtual power-ups and accessories.

  • They don't get a cut. It's a per seat model. Everyone seems to think Unity has some incentive to push IAP and they don't.

    • Reading the full quote, I would not bet on Unity even having an option of a per-seat subscription in five years. They're moving to capture a cut of every microtransaction, looking at how they speak and the acquisitions they're making.

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    • Huh? I'm pretty sure that unity act as an ad server, and take some money from it. As do iron source, for that matter.

      Honestly, this was always gonna happen post iOS tracking changes. Less data means worse ads and no measurement without substantial first party scale, which will tend to lead towards consolidation.

      Edit: in fact, if you look at their S1, you can see that they make money from subscriptions to their game creation tools and also from operate services, to help customers monetize and increase LTV. https://www.sec.gov/Archives/edgar/data/1810806/000119312520...

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    • If your game doesn't make money, your studio collapses and Unity loses a customer. They do have an incentive but it's indirect.

  • It’s obvious why he would think it; it’s less obvious why he would say it.

    • Everything is obvious when you don't look up the underlying facts that lead to the conclusion, I guess.

Godot seems to gain popularity. Maybe it has a chance to become the choice for indies.

  • I've been using Unity happily for 7+ years at this point, willfully ignoring all other engines because Unity is easy to use and has native C# support.

    This merger has spurred me to try other engines. I keep hearing good things about Godot. That'll likely be the first one I try.

  • I've used Godot back when I was developing VR games. I've started out with Unity, and then switched to Godot, and never looked back. Godot makes developing games so much easier and more fun, and it's open source.

  • What's the current portability proposition of Godot? Unity and UE4 allow indies to cross-platform relatively easily.

  • at the microsoft game hackathon thing in 2019 at their HQ in NYC, godot was pretty common choice. I think i saw it more than unreal actually (anecdotally, I don't know the actual aggregate). seems to be gaining popularity.

    • It's very easy to get into, and very light weight so I'm not surprised. I'm not sure how well it'd scale into a large team or for a commercial project, but it's gaining heaps of steam.

Unusual!

He's been there for 10 years, made $1b, could have retired before he started ... and it's unusual that those SO POINTEDLY cruel words are being used by him, based upon my 6 years of experience listening to / occasionally talking with him while I was at Unity.

It appears to be unkind, maniacal, transactional thinking in my perspective. It deserves clarification. Without clarification the impact is kind of an evil one: From a people sense, it divides people up, chides them if they are non-binary about monetization.

Pivoting to talking about himself in the next breath smells bad to me too, like a slightly muffled narcissism that excuses self-misbehavior.

And Marc Whitten cleans up / enables just after, which is common to see around narcissists: "To double down on John’s point, Unity has democratised creation [...]"

So to avoid the pathological dead-end of being considered a narcissist, he ought to restate this.

I am puzzled. I wildly guess he could be creating an "out" as CEO for himself. IDK what this is.

What would have been better messaging here? I'm not a C-level / executive and don't have a clue.

  • It's an important life lesson for anyone to learn that money is not success. An artist who makes enough to live but doesn't produce works of art specifically to make money is a success. They have many things to teach you about your craft, though true you would be a fool to ask them how to get rich.

    Money has diminishing returns on "success" if you define it in literally any other way than "accumulation of money" which only a narcissistic child would.

Yep.

I mean, there's absolutely a market for the stuff, but it should NOT be our goal to make every game the same cookie cutter formula for "how to maximize money".

In fact, I think there's a bigger problem at hand here.

It's something about how people want to find a formula for X, so they essentially don't have to be creative and think about how to make something interesting and new.

I don't know what it is exactly, but I've been trying to pin it down for a while now.

he used to be pretty high up in EA. He also worked at a PE firm that especialized in media, although I think better of PE firms than most people. Point being is that I am not surprised at his revenue driven perspective.

Well, that and the fact that their rendering engine isn't really competitive with Epic, who do get it ....

I think it does do him favors.

He isn't saying stuff them full of microtransactions and addictive behaviors.

Idealism can just as easily be not paying attention to any form of making money, which you know full well that lots of developers do, especially passionate game developers.

Have you ever tried to help someone make a game? Have you ever tried the finance side with them? When that CEO says some of them are fucking idiots he is absolutely right.

  • > He isn't saying stuff them full of microtransactions and addictive behaviors.

    I mean, he is talking about the importance of tuning "compulsion loops", whatever those are supposed to be.

    Sounds to me, he isn't advocating addictive behaviours because he's already taking that point for granted.

That's just sticking your head in the sand and pretending that you can't see all of the indie devs that are wholeheartedly using microtransactions and injecting ads into their games. You can opine about how Unity should be a pure game engine for pure-hearted indie devs who make games out of passion, not filthy lucre. But that doesn't match reality, I'm afraid.

  • I wouldn't call these business-first, ethics-be-damned people "indies". Not because no true Scotsman, but because of how they self-identify, which from my experience tends to be temporarily embarassed CEO fatcats.

I mean, like it or not, it kinda sounds like this is the guy who should be in charge of Unity. Strong leaders are willing to tell people things they don't want to hear. Weak leaders regurgitate PR and marketing softball garbage and have no vision. To him, with all the data and knowledge he has, it's probably night and day obvious the difference in sustainability between studios that incorporate a recurring revenue model and those that don't. I don't think he's saying "no game should ever not have micro-transactions". I think he's saying "in this day an age, if you're serious about building a sustainable studio, growing to the type of success fledgling studios imagine, and leveraging the Unit platform to help you do it, you're gonna need some recurring revenue component somewhere in your portfolio and that's why we have invested in tools to make that easier for people".

  • Strong leaders are willing to tell people things they don't want to hear.

    Right, we get it. But if they can't manage to do that without being condescending to their customers (and like this guy, generally sounding like a bit of an asshole) -- they shouldn't be in charge of anything.

    • We’re talking about gaming here and the fact someone said “fucking idiot.” You’ve just used asshole is your response, so collectively we should get off our high horses, and recognize that in the real world people swear constantly. It’s not even like this was laser focused at one specific person, in my opinion this title is more evil and misleading than what he said.

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This guy gets it.

Fortunately and unfortunately (we likely won't see him be burned at the stake) he'll be out of the game soon. Throwing shade at the devs as well as pissing off the consumers, pure marketing GeNiUs

Key words are "earlier in the process".

If you are going to have monetization mechanisms, ignoring them during development and trying to bolt them on at the end is indeed idiotic.

> "yes children, once you grow up you'll realize how foolish your idealism has been and you'll stuff your game full of gems you can overpay for!"

As someone who has worked at a start up that really took off, didn't truly think out monetization and prayed at some point the free users would be willing to play assuming we gave the right features and benefits, I would say you're incredibly naïve. So in retrospect, this isn't that poor of a take.

  • Yes, if you go freemium, you better have the mium part figured out. But this insult clearly also extend to anyone who simply sell their games.

  • He's right one should think about monetization earlier in the development process.

    But it's a poor take because the kind of monetization he's talking about taps into an addicted person's dopamine pathway.

    Most run of the mill SaaS work like utilities instead as far as monetization goes.

  • > As someone who has worked at a start up that really took off ... I would say you're incredibly naive

    You don't really have the standing to preach here.