So, after a VERY exciting couple days, we have been shown Unity 5, Unreal 4, CryEngine, and Snowfall. Now, snowfall isn't available to the public, but the other three are, and they have had some big news.
Unity 5 continues to be free for normal folks, and is trying to very hard to compete with Unreal and CryEngine. As an indie dev, you still need to pay if you want to export and ship your game, but as a hobbyist, you can dabble around for free.
[ame="
http://www.youtube.com/watch?v=tSfakMeW0lw"]Unity 5 Feature Preview - YouTube[/ame]
Unreal 4 is moving from a Free model where you pay redonkulous royalties ( I think it was around 50%?) to a Subscription of $19 / month with a 5% royalty. You can cancel any time and keep using the version of the software you have, but you won't get any updates. So you could cancel, wait till there is an update, then pay another 20 bucks for the update and cancel again.
[ame="
http://www.youtube.com/watch?v=PD5cRnrMqWw"]Unreal Engine 4 Features Trailer -- GDC 2014 - YouTube[/ame]
[ame="
http://www.youtube.com/watch?v=cS6q1H23njM"]Unreal Engine 4 -- A Message from Tim Sweeney - YouTube[/ame]
And CryEngine, following suit with Unreal 4, going to $10 / month, with a 0% royalty for the lowest indie tier. Though, they do still have a free SDK, it just won't have any of the updates. So the hobbyist can dabble for free still.
[ame="
http://www.youtube.com/watch?v=MShEe8twY6g"]CRYENGINE Free SDK Showcase Trailer - GDC 2014 - YouTube[/ame]
So I've seen a lot of hate about these new pricing schemes, and I figured it would be nice to have a centralized location for a discussion about it.
I don't get the hate. Yes, UDK was free, but in case you forgot, the previous versions of unreal came with the game that you bought. You paid more than $20 for the game just to get the engine. And it wasn't even the full engine that the devs were using (I believe?). Now you get the full, beefed up version that the devs use, and can make this unbelievable looking games for less than a couple of beers, which I`m sure a lot of you buy weekly. It's also arguably the best public engine out there. Definitely top 2. If you`re serious about this industry, why would you not want to invest in something that will get you a job, or help you keep current with the industry? I know everyone wants everything to be free, but this is in no way a bad deal for anyone. It's very much affordable for everyone. Including indies. Would you rather go back to the extremely high royalties? Unity, if you want to ship a game, charges you per platform, and its something like $500 up front. Or it use to be. My info may be out of date. But given a 2 year dev cycle, that's still more than unreal 4.
Unity and CryEngine still have a free version. You can still get your stuff in those engines at no cost.
Thoughts?
Replies
I want the Cryengine to get some traction, but overall Epic and Unity have the edge when it comes to documentation, support, and of course the community.
Unity doesn't require paying anything to ship a game, small indies can sell games made with the free version of Unity, that version is just limited in terms of available features and has a small watermark. (but companies with over $100k/year turnaround can't license the free version). The free version now also includes mobile platforms with the same feature set. Pro version is $1500 and an additional $1500 per mobile platform to get the full support for that platform (except Blackberry which was just announced is now going to be free)
The royalties for UDK 3 were 25% (not 50%) and the first $50k would not be counted. So I can see why some people (who are in the 0-50k range) might not like the new model. Still I think that with the full source code to the engine AND the editor, that's an incredible deal!
CryEngine, we will need to wait for some more information, I think the devil is going to be hidden in their definition of "indie developer" or some limitation for their indie version.
Additionally, this leads to the fact that you no longer feel like you actually "own" your software. From reading youtube/forum/etc. comments, a lot of people seem to have previously believed that they owned the game engine when they downloaded it and these people now feel like they are just renting something.
Personally, I'm not a huge fan of any kind of subscription fees whether it is for an amazing piece of software, a game, a service, etc. I'm not really upset over any of the engine subscription fees though, both UE4 and CryEngine have INCREDIBLY generous prices. I'm a broke college student that works to pay off tuition while occasionally spending money on licenses for a free non-profit game I've been developing for the last two years, and even I have money to spend on an UE4 subscription (for 1 month at least lol) so I think the people upset over it are just not aware of the pricing options. It's important to remember, you don't always have to be on the latest version of a piece of software, in fact, sometimes it's better to not be on the latest version.
Also, it's important to realize how often major updates will be released. I'm sure we won't be seeing large, major changes released every single month for the next decade.
I generally dont like the idea of any kind of software using a subscription model, but really if the software is going to require upgrade fees its pretty much the same thing. Unity should probably drop their subscription price because right now you end up paying a lot more when using the subscription than if you just get a pro license, then update for $600 every 2ish years when a major update happens. Subscription should cost less than a license because you dont actually own anything with a subscription.
Positive... has been confirmed numerous times by Epic on the UE4 forums. They also confirmed that you can cancel your sub, develop your game, and re-subscribe right before you publish if that's the route you want to take. Obviously you miss support and updates, but once you pay a month the engine is useable forever.
Now looking at things from this perspective the current Unity Pro upgrade is $600 and it seems those upgrades happen every 2 years. So staying up to date in Unity Pro costs $300 / year. UE4 is $19 (or 19) / month so $228 / year. Unity doesn't seem so expensive anymore.
Granted you also have to buy your first version at $1500 and UE4 comes with iOS and Android included in the cost while those are very expensive for Unity Pro. Still it's something to think about, and if you're making real money the 5% royalty is going to make a huge difference.
I have to hand it to Epic, it seems like they really played their cards right. Oh, and Tappy Chicken, this alone makes UE4 worth the purchase lol.
What do you prefer, risk time or money and time?
With UDK free, the only thing you risk is your own time whereas, with subscription fees, you have to pay the fee either you make profit or not.
With high royalties, you didn't lose your money, you simply made less. The money was never yours in the first place, so you couldn't lose it. You could argue that the game was yours, so the profit is yours too however, the engine was (is) theirs, so you are actually lucky they make you pay only if you succeed. Whereas now, if you succeed, you get more money, but this money is only coming back to you. You've put it out of your own pocket for subscription.
So unless we talk about franchise which would beat Ubisoft's Assassins Creed, at the end of a day, you most likely gained the same money as if you used UDK Free... and Unreal made more money, because not everyone will finish the project, yet, they all have to pay for subscription. Let's face it, if they would believe they are going to make less money due to the new pricing, they wouldn't use it.
Quite simple, having a lifetime license is always better than "renting" your license.
Putting Unity as an example here:
20 months in using Unity I just spend enough money to buy PRO version. If I am some minor indie developer and in general I don't see new features as necessary and the games I make, or plan to make, wouldn't suffer this much from having it done different, maybe more time consuming or slightly more "pricey" optimization wise, way. From now on, I am losing money.
Of course, if I would've access to those features, I would most likely use them because, why not?
Upgrades, are giving you an OPTION to make your project more advanced, better looking, or whatever. If you decide you don't necessary need them or won't use them, you don't upgrade. If you decide you actually need them Unity offers discounts for people who upgrade.
Yes, you have to pay $2500 for Unity Pro with iOS and Andorid devices, yet again, this is a lifetime license and NO royalties, however they charge some royalties IF you use their help to publish the game (Unity Games, originally Union). As someone mentioned, with UE4 you might get subscription, cancel it and then renew it just before the release, still, the 5% eats you and you had no support from the developers, they support only subscribers. At least, subscribers are more important. IF is the key here.
Big AAA companies, will either go with per title license, or they can simply afford it.
I'm using NGui, Playmaker, MasterAudio, and SimpleSQL with the free version of Unity. Playmaker is the brains and the other plugins are designed to work with Playmaker. This costs a bit of money, but the time savings are huge.
Down the road, if I make a publishable game, I know there are monetization plugins waiting for me.
UE4 is a great engine, but I don't feel it has the same kind of solutions that Unity offers. I need tools suited to independent development, not AAA studios.
Then when some interesting update come in you pay again 19$ and cancel sub again.
You probably spend more on beer per month ;/
If know cheaper solution of UE4 quality, then by all means, spread the word!
And if you worried than 5% royalties might be to much then.. Why do you even get indie version. You obviously foresee profits, that will easily be big enough to justify buying full license.
After using it for the last couple of hours, I have noticed that the performance seems to be kind of shitty. I don't know if it's just my PC, but I was getting 40 - 55 FPS on the blank default first person map. I've got a radeon 6950, 32GB ram, and an i7 2700k so I would imagine that I should at least get a stable framerate on a map with just a few cubes.
And upgrades are basically what the UE4 licensing model is. You pay $20 once, you get the full engine and every feature it has at the present time, and if you want to upgrade to a newer version of the engine, then you pay $20 again for the latest build. There is no reason whatsoever why you need to stay subscribed every month of the year if you don't need to upgrade, it's entirely viable to pay $40 total, $20 when you first start, and $20 more to release the game.
Unity ---
I like Unity because I do not need so much help/ramp up to get something going. So many tools available for independent development. Helps a ton. Unity is $75 per month plus $75 PER add-on... so if you are pushing to iOS/Android and need a team lic it will be $245 a month if you need to go that route. (and no source code). So will plopping down the cost for Unity and keeping up to date keep you slightly ahead of the subscription costs? Maybe neck and neck? Someone needs to do the math. So far 3.0x to 4.0 was almost 2 years, 4.0 to 5.0 was 13 months? And these dev/release cycles are getting closer and closer to full point releases. Maybe Unity needs to re-visit the costs of the subscription model...
UDK ---
I like UDK because it is like bringing a shotgun to a knife fight. If you can code, you can get awesome stuff, but takes effort. Lots of it. I like how Epic is giving source code with this, so it seems like it can foster some kind of community like Unity where people make tools to speed up/add to the workflow.
UDK`s workflow is super solid and I have always liked it (maybe Stockholm Syndrome?).
I would like to wait and see how this turns out for them. And I will for sure download in the next couple of weeks.
Cry ---
CryEngine? I.. uh.. don`t know much about it. Looks pretty though.
Subscriptions in General ---
I like them, it gives me an option when it comes to doing work, I can charge to a client the time it takes to rent the software, then go back to older versions when done.
The subscription model is a little turning off for individual persons, but for actually making a game together its a lot better now. You had to lay off 20% royalities or more before, and that seemed reasonable back then, because it was. Youre sitting on the shoulders of giants.
Staying with unity for now thanks to shader forge and NGUI and the store in general, but UE4 and CE are really inviting with their superior tech , making me rethink everything now : /
Anybody have any suggestions on a good card, preferably in the $200-$300 range?
Would go with a 760 GTX 4GB Edition...will probably get 2 of those in coming months.
Windows
CryEngine, Unreal, Unity
OSX
Unreal, Unity 4/5
Linux
Unity 4 only? I'd have thought Unity 5 would have been available on Linux, perhaps that is coming (or I missed it on the site).
It had some nice ideas (I really liked their terrain system), but they had no idea what to do with their tech.
It's not officially released yet (maybe soon), work on it has been ongoing, but you can build from source if you're impatient.
As an aside, Ivan Safrin (Polycodes' creator) was looking for some models to demo Polycode with. So if anyone has any portfolio work lying around that he could use, I'm sure he'd appreciate it.
Also the idea that having the latest new updates and toys is going to somehow make the average artists personal work better aside from new things like PBR is pretty funny. I always see the updates changelist adding things for actual production and people being like "damn i need to get my hands on that new character rigging and animation blending system to play around with" when they are an environment artist. 99% of the updates besides performance based stuff in UDK I have never touched and while it seems exciting and cool to have all these new features, its in no way preventing you from creating awesome art.
I think people get so wrapped up in alll the new goodies and toys they forget that putting in the time making actual art is what really counts. From an indie studio perspective of people who actually make games and finish stuff this should be amazing. such a low entry to AAA level packages and toolsets. look back 3-4 years, and how expensive it was to get liscences to decent engines to even begin an indie project. this is sweeeeeeeeet.
With UE4's new licensing model, Epic is making its engine much more appealing to mid-size developers. It was already popular with large-scale developers, and those large-scale developers will likely be even more enticed. (this pricing model works out well for large-scale as well as mid-scale) I'm personally hoping that this move will expand the mid-size development presence in the industry. A hard swing between small-scale indies and large-scale mega development isn't good for anyone. A larger number of mid-scale developers and games would be a real boon.
The good things I've been hearing about UE4's new Blueprint system could also really push the engine's popularity. It sounds like the Blueprint system is going to be a good way to cook up and experiment with game mechanics. UE4's rendering capabilities were never in question, and the architecture of the new console's are doing it a favor as far as porting is concerned. Blueprint is going to be the area that helps bolster UE4's appeal the most.
CryEngine is a bit of a question mark in my mind. It's new pricing model places it between Unity and UE4. But I'm not sure about the effective application of the engine. Unity was already an incredibly flexible system by design. It sounds like UE4 is focused on becoming more flexible than it was. But CryEngine is pretty specific in its strengths. I can't help but feel that it will be best applied to certain kinds of games, and ignored for most others.
I find it invaluable. Iteration time is much quicker than other engines and non-programmers don't have trouble adapting things.
I find it sorely lacking. Things like not being able to overlap more than a handful of lights, no specular on translucent surfaces, 'dynamic' lighting being performance intensive when it shouldn't be, inflexible shader pipeline etc
Yes it is. Look at how many projects there are (some quite good and with a healthy following) that never see the light of day. Yes there are other factors in play there, but in my personal experience with Cry on an indie team...it just not good.
You don't get source code with the Cry sub right? Basically the free SDK wih a royalty program?
I just wanted to share the links to our various forums for Unreal, CryEngine, and Unity. Some people may be more interested in them now as the new engines and tools get release.
Unreal Tech Talk: http://www.polycount.com/forum/forumdisplay.php?f=63
CryEngine Tech Talk: http://www.polycount.com/forum/forumdisplay.php?f=64
Unity Tech Talk: http://www.polycount.com/forum/forumdisplay.php?f=69
And our brand new Unity Store forum: http://www.polycount.com/forum/forumdisplay.php?f=79
Needless to say, having the engine as a service is a huge win for us as a whole dev community. We will see things pop up now that were previously hindered before and I am incredibly excited for that.
I hope UE4 gets some better world constructing tools, though. Compared to Source's Hammer or ProBuilder for Unity it's slow as shit to greybox levels.
I also welcome the new subscription-based model and licensing terms, which feel much friendlier toward small/medium indies.
One detail I've yet to find out is whether you need to stay subscribed to make use of their asset store (sell/buy). $19/month isn't a deal-breaker, but for those who plan to make cash on asset store, this might be interesting to know.
All in all, this is a great time for artists and indies
From what i've heard so far yes, you need to be subscribed in order to sell&buy assets from the store in the future.
Assuming the time spent developing an indie title is two years, which is generous, even an upgrade from LT to Modo would cannibalize any savings gained by developing in CryEngine. (Through the time of development.)
The only way to make CryEngine the cheapest option would be to either use Blender, stay in CryTek's 0% royalty tier, or hope that your game sells long enough to recuperate the extra cost of your software licenses and/or offset the additional costs of the other engines.
If the new CryEngine has a standalone converter or can import standard asset formats however, the above wouldn't be an issue.
I just thought I would chime in and throw in my two cents about Unreal Engines new subscription based model.
So basically you pay 20 bucks once to get the engine and you can cancel it from there on out and resubscribe when you want to release. Right? With a 5% royalty taken off the top on any sales.
To release on UDK you had to pay $99 dollars IIRC and you were then charged a 25% royalty on 50K+ income earned.
So going into some quick math here from the different of UDK to UE4 and its payment model.
UDK
Lets say you release your game at 10 bucks a pop and you sell 10k copies. Well you've hit your 50k mark and then some. So after 50k you have to play royalties and you've just made 100k.
$0 upfront
$99 to release
Total cost -$99
10 * 10000 = 100000 - 50000 *.25 = 12487.50 paid in royalties
UE4
Lets say the same scenario for UE4.
$20 upfront
$20 to release
Total cost -$40
10 * 10000 = 100000 *.05 = 5000 paid in royalties.
Keep in mind I am horrible at math, and I am posting this from work xD.
I think it works out pretty well IMO and I cannot wait to get my hands on the tech. I've used UDK for a while and then switched to unity because I could do a little more with it at the time. I have tried CE3 FreeSDK but I was not willing to put work into something that had an iffy license model. But those are just my 2 cents and I cant wait to invest more time into UE4
I'm a Unity user for about 3 years now and I have worked with both UDK and Cryengine sdk for a while now. What I found very interesting on the UE4 editor was they have change it to be like Unity editor ! I mean the window forms, asset browser, etc .
I think that is very good. They have also added a asset store !
Right now I haven't decided between UE4 and Unity 5. I love Cryengine for presentation but for making a full game in our team, That sound scary to me
Any word of any of those projects going to finally see the light of day, now that Cry has this new business model? Or are they just misleading again? Till then, it seems like a bad investment to learn this.