|
|
|
|
|
by popmatrix
1014 days ago
|
|
The author seems to misunderstand the new pricing model (as did many others; this is Unity's fault) [1] The $0.20 is not retroactive, nor do you need to hope your users see 10 and impressions to cover a cost to the game developer -- you need to earn $200,000 _and_ have 200,000 installs. A free game would not be charged, and if you don't believe you can muster 10 ad impressions per user (to cover the unity install cost of $0.20), the base cost of the game can be increased by < $0.01 across your 200,000+ sales starting next year when the policy takes effect on new installs. [1] https://twitter.com/unity/status/1702077049425596900 |
|
10 ad impressions per user might not sound like much, but you're going to get a lot of people installing your app, not liking it, and uninstalling it. The way the mobile game business works the "install count" means almost nothing, you need many, many, many installs to start making any money at all because so few people 'stick around' to actually make you any money.
Regardless of how they spin it, this model is very bad for the FtP games, which is the vast majority of games now.