Unity: Successfully implemented a product strategy that floods the market with game developers that know how to use its product.
You, an insufferable prick: “Why would they use a product they could find ready-trained developers for when they could use a niche product no one has any skills in??!?”
The Unity training materials are amazing. I took their beginner programming course and even made a tiny little game of my own afterwards. I had plans to make a real game later for fun. It’s awesome software and they have a great ecosystem for beginners with no experience.
So it’s a huge loss, but why would I support them now when Godot exists? The only prospective user I can think of now is someone with no experience that needs all the tutorials, so they’re only using them to learn and have no dreams of making a successful game. All the wannabe devs who think they’re going to make the next great indie hit (and trust me based on game dev forums - there are a ton), why would they set themselves up to pay a ton of money to Unity when starting out? The people they’re going to hold onto are those who don’t have the skill or resources to switch, which probably coincides fairly well with those who don’t have the skill or resources to make a commercially successful game. So they’ve limited the amount of money this move makes to existing games they can squeeze some money out of, and maybe some potential breakout hits from people who are pot committed to Unity and not skilled enough to switch. It’s a crazy move.
If you don’t have the skills to make a game learn how to do it instead of relying on private companies and their proprietary software. Face the consequences otherwise
I think many would agree that it’d be great for FOSS engines to get more attention and contributions, but this is the most asinine way to get that message across
You choose proprietary software out of convenience now face the consequences. They aren’t even pulling out, they just got punched in the face and now they are begging unity to retract the arm
They are technically correct in that it’s the developers fault that they tied themselves to a proprietary game engine.
In the other hand Godot was nowhere near mature when the slay the spire devs most likely started development. They would be dumb if they used unity for their next game 🤷
2014: “You guys should be careful building your industry around proprietary tools, you really should think about open source-” “Blah blah blah stop your moralizing, open source software isn’t 100% ready to go right now so we absolutely can’t use it, instead we’re just going to pay money for this turnkey solution.”
2023: “Help! The proprietary turnkey solution we’ve been paying for this whole time is enshitifying! Subscription models, mandatory cloud services, more and steeper fees!” “Open source tools are still a thing, you know.” “Yeah but we’ve spent a decade telling an entire generation of talent to learn the proprietary stuff so it’s hard to migrate, and we didn’t contribute any code or money to FOSS projects this whole time so it still isn’t up to snuff.”
Well I guess you can slide over to Unreal and kick that can down the road a bit waiting for Epic Games to enshitify their product as well, you can use and contribute to Godot, you can develop your own in-house engine, or you can keep taking it up the ass from Unity.
Just let me ask this: If even a few smaller games, something like Unrailed or Papers Please, used Godot and contributed what they paid to Unity to the Godot team…where would the engine be today?
It’s a business decision they made to go with Unity, there are risks that came along with it and they are dealing with it.
I’m sure FOSS options were considered at one point but it’s not really surprising that game devs are generally in the business of making games, and not in the business of spending money and resources to bootstrap FOSS tools or to please the community.
Free software is always a better option, just look at the current situation.
In 2017 they could have still use Godot or another free engine. They wanted something more fancy so they went with proprietary software now face the consequences
the “just don’t do it” argument ignores the problem. it’s like replying “just don’t buy Apple products” to people complaining about right to repair. the key part is that regular people won’t know beforehand until they need to notice. by that point, it’s profitable enough to show other companies like Samsung and Motorolla that restrictions are profitable, so jumping around brands will also never work when the intention is to have your phone for a long time.
back in the context of game dev, add that to the part where not only people don’t anticipate the retroactive changes of a license they have to rely on when choosing an engine, but there’s the added weight of having to learn an entirely new library and oftentimes even an entire new programming language, so you have to commit to it if you want to make a commercial product or else you risk losing literal years of development just from rewriting the same thing over and over.
not to say that there’s a reason why a lot of people chose Unity. Godot may be in development since 2014 but they are still relatively new in popularity. not only they have less total instructions resources from the community due to it obviously being smaller than Unity’s, but people also look for already known games as one of the first factors when choosing something, which is something Godot is still catching up on. knowing legal jargon to even comprehend the difference between free and proprietary is the least of their worries when someone wants to jump into game development and build stuff with it.
I’m reminded of a post recently where someone asked how to get rid of a dialog in Windows and got swamped with replies saying to install Linux. It’s like getting a check engine light in your car and being told to buy a truck.
the key part is that regular people won’t know beforehand until they need to notice.
This isn’t regular people it’s game developers. I’m sure they knew the difference between proprietary and free software back in 2017 but probably decided not to care. Now face the consequences
Get fucked, you could have use godot to develop your game or any other free engine
Get fucked, you could have use critical thinking to develop your opinion or not been a prick
They choose unity out of convenience now face the consequences
Unity: Successfully implemented a product strategy that floods the market with game developers that know how to use its product.
You, an insufferable prick: “Why would they use a product they could find ready-trained developers for when they could use a niche product no one has any skills in??!?”
The Unity training materials are amazing. I took their beginner programming course and even made a tiny little game of my own afterwards. I had plans to make a real game later for fun. It’s awesome software and they have a great ecosystem for beginners with no experience.
So it’s a huge loss, but why would I support them now when Godot exists? The only prospective user I can think of now is someone with no experience that needs all the tutorials, so they’re only using them to learn and have no dreams of making a successful game. All the wannabe devs who think they’re going to make the next great indie hit (and trust me based on game dev forums - there are a ton), why would they set themselves up to pay a ton of money to Unity when starting out? The people they’re going to hold onto are those who don’t have the skill or resources to switch, which probably coincides fairly well with those who don’t have the skill or resources to make a commercially successful game. So they’ve limited the amount of money this move makes to existing games they can squeeze some money out of, and maybe some potential breakout hits from people who are pot committed to Unity and not skilled enough to switch. It’s a crazy move.
If you don’t have the skills to make a game learn how to do it instead of relying on private companies and their proprietary software. Face the consequences otherwise
I think many would agree that it’d be great for FOSS engines to get more attention and contributions, but this is the most asinine way to get that message across
It’s not even getting it across. It just associates FOSS engines with assholes.
You choose proprietary software out of convenience now face the consequences. They aren’t even pulling out, they just got punched in the face and now they are begging unity to retract the arm
Well that’s… a take.
They are technically correct in that it’s the developers fault that they tied themselves to a proprietary game engine.
In the other hand Godot was nowhere near mature when the slay the spire devs most likely started development. They would be dumb if they used unity for their next game 🤷
2014: “You guys should be careful building your industry around proprietary tools, you really should think about open source-” “Blah blah blah stop your moralizing, open source software isn’t 100% ready to go right now so we absolutely can’t use it, instead we’re just going to pay money for this turnkey solution.”
2023: “Help! The proprietary turnkey solution we’ve been paying for this whole time is enshitifying! Subscription models, mandatory cloud services, more and steeper fees!” “Open source tools are still a thing, you know.” “Yeah but we’ve spent a decade telling an entire generation of talent to learn the proprietary stuff so it’s hard to migrate, and we didn’t contribute any code or money to FOSS projects this whole time so it still isn’t up to snuff.”
Well I guess you can slide over to Unreal and kick that can down the road a bit waiting for Epic Games to enshitify their product as well, you can use and contribute to Godot, you can develop your own in-house engine, or you can keep taking it up the ass from Unity.
Just let me ask this: If even a few smaller games, something like Unrailed or Papers Please, used Godot and contributed what they paid to Unity to the Godot team…where would the engine be today?
It’s a business decision they made to go with Unity, there are risks that came along with it and they are dealing with it.
I’m sure FOSS options were considered at one point but it’s not really surprising that game devs are generally in the business of making games, and not in the business of spending money and resources to bootstrap FOSS tools or to please the community.
Godot has just recently began to gain steam. I don’t think it was a viable option when StS was in development.
Unfortunately, it still isn’t for console development.
On their website it says it is via third party publishers.
Godot is just one of many free engine they could have used and btw it was already 3 years old by 2017
Just because it existed doesn’t mean it was viable. And as others have already said, no console ports.
Yes hindsight certainly is 20:20 isn’t it. What a pearl of wisdom you have bestowed upon us this day.
In 2017, when slay the spire released Godot was only 3 years old and not nearly ready for any serious development imo.
Just because it is quickly becoming a good option for game dev, doesn’t mean it’s a good option for every game ever in the past.
Free software is always a better option, just look at the current situation.
In 2017 they could have still use Godot or another free engine. They wanted something more fancy so they went with proprietary software now face the consequences
the “just don’t do it” argument ignores the problem. it’s like replying “just don’t buy Apple products” to people complaining about right to repair. the key part is that regular people won’t know beforehand until they need to notice. by that point, it’s profitable enough to show other companies like Samsung and Motorolla that restrictions are profitable, so jumping around brands will also never work when the intention is to have your phone for a long time.
back in the context of game dev, add that to the part where not only people don’t anticipate the retroactive changes of a license they have to rely on when choosing an engine, but there’s the added weight of having to learn an entirely new library and oftentimes even an entire new programming language, so you have to commit to it if you want to make a commercial product or else you risk losing literal years of development just from rewriting the same thing over and over.
not to say that there’s a reason why a lot of people chose Unity. Godot may be in development since 2014 but they are still relatively new in popularity. not only they have less total instructions resources from the community due to it obviously being smaller than Unity’s, but people also look for already known games as one of the first factors when choosing something, which is something Godot is still catching up on. knowing legal jargon to even comprehend the difference between free and proprietary is the least of their worries when someone wants to jump into game development and build stuff with it.
I’m reminded of a post recently where someone asked how to get rid of a dialog in Windows and got swamped with replies saying to install Linux. It’s like getting a check engine light in your car and being told to buy a truck.
This isn’t regular people it’s game developers. I’m sure they knew the difference between proprietary and free software back in 2017 but probably decided not to care. Now face the consequences
This is exactly how I picture the Stallman fanatic crowd
I prefer to call them FOSSholes.
Fanatic is really good word here. We should be sorry for the devs and just give them advice.
Had they listen to the “fanatics” they wouldn’t be in this situation
Are people not allowed to change their minds? It’s called progress
Go tell that to Unity
Yeah, fuck console sales, amiright?
@Voyajer is either a jackass or doesn’t understand sarcasm.
Buddy you’re at -6 for a low effort comment, don’t get buttmad at me. Why are you going back and checking your reduces so obsessively?