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Improbable, Epic Games Establish $25 Million Fund To Help Devs Move To 'More Open Engines' After Unity Debacle (techcrunch.com)

Lucas Matney writes via TechCrunch: Improbable is taking a daring step after announcing earlier today that Unity had revoked its license to operate on the popular game development engine. The U.K.-based cloud gaming startup has inked a late-night press release with Unity rival Epic Games, which operates the Unreal Engine and is the creator of Fortnite, establishing a $25 million fund designed to help game developers move to "more open engines." This is pretty bold on Improbable's part and seems to suggest that Unity didn't give them a call after Improbable published a blog post that signed off with, "You [Unity] are an incredibly important company and one bad day doesn't take away from all you've given us. Let's fix this for our community, you know our number."

Unity, for its part, claims that they gave Improbable ample notice that they were in violation of their Terms of Service and that the two had been deep in a "partnership" agreement that obviously fell short. The termination of Improbable's Unity license essentially cut them off from a huge portion of indie developers who build their stuff on Unity. Epic Games CEO Tim Sweeney was quick to jump on the news earlier today, rebuking Unity's actions. "Epic Games' partnership with Improbable, and the integration of Improbable's cloud-based development platform SpatialOS, is based on shared values, and a shared belief in how companies should work together to support mutual customers in a straightforward, no-surprises way," the blog post reads.

30 of 80 comments (clear)

  1. Oh, the irony by macraig · · Score: 4, Insightful

    Any executive from Epic games trying to convince gamers or other developers that such an unrepentantly selfish corporation has "shared values" in common with them is a fool who doesn't recognize his own irony even as he creates it.

    1. Re: Oh, the irony by Anonymous Coward · · Score: 1

      Context?

    2. Re: Oh, the irony by reanjr · · Score: 1

      From what I can tell, Unity is telling people, "yeah, the license changed, but we're giving you a gentlemen's agreement we're not going to sue". That's not what I would call professional.

    3. Re: Oh, the irony by zifn4b · · Score: 1

      I have some swamp land to sell you

      --
      We'll make great pets
    4. Re:Oh, the irony by Can'tNot · · Score: 1

      Care to elaborate? The worst I can think of from Epic is that lawsuit with Silicon Knights, and that was decided entirely in Epic's favor. They have nothing like Bethesda's or EA's records for screwing their customers and business partners.

      Meanwhile, Unity not only spies on their customers but also spies on their customers' customers. A premium user can disable the first thing, but not the second. That's pretty damning, from my perspective.

  2. Re:Oh damn! by Xenx · · Score: 4, Informative

    TFS was very one-sided and doesn't really cover anything but Improbable's side. I'm not saying you should definitely side with Unity, but if you haven't already read their side of things I recommend you do.

    The short of it is that Unity's terms state Improbable needed to be an approved Unity platform partner to host servers for games developed by someone else. The EULA basically only allows for you to host your own servers, or your own instanced servers from a cloud provider, unless you're a platform partner. After a year of failed negotiations with Improbable, they cut them off.

  3. Re:Hell yes! FUCK Unity and their C# bullshit! by Phydeaux314 · · Score: 1

    Eh, sort of. It's a C++ base, but most UE4 game developers work with blueprints due to the speed with which you can put something together. Visual scripting languages are quickly becoming the standard in game development.

    You'll generally see people putting together custom functions and the like using C++, which are then implemented by the level designer / game designer / artists via blueprints.

    --
    Never underestimate the stupidity inherent in all human beings.
  4. How does Improbable make money? by melted · · Score: 1

    How does Improbable make money? Does anyone know? Their website offers no clue.

    1. Re:How does Improbable make money? by keltor · · Score: 1
    2. Re:How does Improbable make money? by 0xDAVE · · Score: 1

      They don't actually make any money. The managed to get a military contract last year. Prior to that their revenue was £70K

  5. Re:Oh damn! by Xenx · · Score: 2

    The license gives licensed developer free reign to host their own multiplayer servers, or use a cloud solution to instance their hosted servers. Improbable isn't a game developer in this context. Improbable is selling Unity game hosting, and not just the server for the developer to then host themselves. Unity's terms require you to be a platform partner to do this. They need to be a partner because they're specifically selling Unity hosting.

  6. Re:Oh damn! by SirAstral · · Score: 1, Informative

    Unity "Changed" terms mid-way through and is wrecking a businesses viability. That is some pretty harsh action right there. I have very little desire to place my financial risk with a company willing to damage business like this. Unity should have "grandfathered" in businesses already doing something they do not like or gave them a reasonable grace period. The way Unity handled this was not okay in any reasonably objective way in my opinion.

  7. It's about time by Jastiv · · Score: 3, Insightful

    Proprietary software has no place in game development or anywhere else. Soon people will see see the light the way Torvalds did after the Bitkeeper fiasco. Sooner or later, those proprietary licenses will come to bite your in the rear, whether you are an individual or a corporation. Its better to just spend the money upfront for a free software replacement than have to deal with proprietary licenses. With free software, once you have the software written, you can do whatever you want with it. For those who don't already know. I am one of the developers of the the free software game Wograld. (a 2d multi-player rpg not based on unity(obviously))

    1. Re:It's about time by SirAstral · · Score: 3, Interesting

      I agree, but keep in mind that developing a game engine is a lot of work, and while I have decided to stop using Unity myself, it has helped a lot of indies get their work out there as well.

      In many ways some people feel like they have little choice in the matter and wind up making a deal with the devil.

      Unity is quickly becoming a bad business model for many of the reasons you mentioned. Open source has its own problems too, but greedy platforms are starting to to hurt the environment enough to encourage a switch to it.

    2. Re:It's about time by dunkelfalke · · Score: 1

      You do realise that you sound like a preacher of a cult?

      --
      "It's such a fine line between stupid and clever" -- David St. Hubbins, Spinal Tap
    3. Re:It's about time by Anonymous Coward · · Score: 1

      We don't know, nor do we care about your shitty little irrelevant game that on Googling it looks so utterly terrible, that you should be ashamed not proud to put your name to it, even your website is literally fucking terrible. Everything you've put forward has highlighted why open source is often a joke in some areas; the problem is I could spend about £100 and knock up your entire game in a weekend in Unity and still have it much better, and it looks like you've put years into it.

      Have any open source games ever actually been succesful? The entirety of the game world is built on proprietary software. Even the Wolfenstein, Doom, and Quake engines, the closest things to succesful open source games weren't opened sourced until like 5 years after their release.

      So sorry, but you're living in complete and utter fantasy land. There's a shit load of open source engines and games, and all of them are non-entities that no one other than those who have specifically looked into it have ever heard of.

      Even Ogre has been around 18 years, and in that time it's managed a grand total of 7 games in it's showcase, only two of which anyone might, just might, if they look at every game that comes out, might, just, at a push, have heard of.

      Open source has it's place in games, with OpenGL and such, but the idea that games should be open source is an idea that's been about as successful as the year of Linux on the desktop.

    4. Re:It's about time by bigmacx · · Score: 1

      You sir, win the Internet with that comment. I hope the OP of your reply has a strong constitution.

      Dropping the mic with "year of Linux on the desktop" shows your age. That's been the White Whale of Slashdot for decades

    5. Re:It's about time by JustNiz · · Score: 1

      No (s)he absolutely doesn't. (s}he is clearly an complete dick and nothing more. And (s)he already knows it. I'm fed up of these gutless idiots that think they're "big men" because they snipe acidic rhetoric at someone else's well-intentioned efforts while hiding behind AC. Where's the much better game that AC wrote then?

      Slamming someone's community project just because it doesn't have the same standard as a game that takes millions of dollars of professional man-hours and resources, is nothing more than utter dickwadddery.

  8. Re:Oh damn! by SirAstral · · Score: 1

    "Why would you end your relationship with an engine company because a different company broke the terms of a legal agreement and threw a tantrum with a rival engine company?"

    If you are not smart enough to figure out why that is a strawman argument then you are not likely able to understand the reason why. It is apparent that you are one of those people that keeps supporting businesses that screw their customers.

    A fool does not learn from their mistakes (very common).
    A smart person learns from their mistakes (usually uncommon).
    A wise person learns from other peoples mistakes (mostly rare).

    I am going for the learn from their mistake with going with Unity while I have a chance to move to another engine before I get too far along in my own project. I was already considering making a change before this anyways... but this helped the decision process along.

  9. Re:Oh damn! by Xenx · · Score: 2

    I don't know all the details, but Unity said they've been working with them for a year to resolve it.

  10. Re:Oh damn! by Xenx · · Score: 3, Informative
    Again, to be clear for people, I'm advocating people inform themselves and make decisions from that. I'm not trying to tell you which side to pick or who is right/wrong. I just wanted to bring in some additional information from the other side as a starting point for that.

    Why did Unity sign a partnership with a company that was supposedly violating the ToS? It didn't. TFS left out the part where Unity changed their ToS in order to create the situation.

    From Unity's response, they were in discussions with Improbable 2 years ago. Improbable went ahead with their plans without coming to an agreement with Unity. Unity has been trying to get them to reach an agreement, or stop, for the last year. Unity also says the recent change to the terms was only to provide clarification.

  11. Re:Oh damn! by SirAstral · · Score: 1

    This may be true, but I was not aware of it until now. I don't begrudge people that get screwed, I only begrudge them when they continue to allow the screwing to keep going on.

    I also have other reasons for considering leaving Unity, but now that I learned this it helps to confirm my decision to move to a different platform before I am also in their shoes as well.

  12. Re:Oh damn! by Anonymous Coward · · Score: 1

    They didn't agree to the terms, the terms were retroactively changed.

  13. Re:Oh damn! by Lonewolf666 · · Score: 1

    Unity claim that they gave, in effect, Improbable several months of warning. But even so, I wonder if this sort of retroactive license change is legal at all. We might yet see a lawsuit over this.

    But I think there was also pretty gross negligence on the part of Improbable when they
        1) agreed to a license contract that did not require mutual agreement to change the TOS
        2) used a system where Unity could just revoke the keys and in effect shut down their business

    For comparison, both 1) and 2) are present with one's game collection on Steam too (as well as the question if 1) is legal). On both counts, I hardly trust Steam with the handful of games I "bought" through the service. But building a business on such shaky ground? Never ever.

    --
    C - the footgun of programming languages
  14. Re:Oh damn! by luis_a_espinal · · Score: 2

    The EULA basically only allows for you to host your own servers, or your own instanced servers from a cloud provider, unless you're a platform partner.

    That Improbable agreed to those terms in the first place shows very bad judgment, and shows that Unity indeed is the villain in this story. That Improbable would partner with another villain (Epic Games) shows additional bad judgment. They're really just substituting one abuser for another.

    Uh, dude, just no. Stop it.

    If Improbable agreed to the EULA, then Unity is not the villain. One can criticize the EULA for many valid (and invalid) reasons, but if you agree to an allegedly faulty EULA with full usage of your mental faculties about the terms in said EULA, the other party is not the villain. There was no deception.

    Unless we are invoking some sort of "Inequality of bargaining power" context here, I'm sorry, this characterization doesn't fly.

  15. Wasn't the issue that Unity changed the EULA by rsilvergun · · Score: 1

    after the fact, likely as a money grab for future cloud gaming profits? I'd thought Unity normally charges per developer fees. It looks like they want to start charging per user or per processor fees like Oracle & IBM do.

    --
    Hi! I make Firefox Plug-ins. Check 'em out @ https://addons.mozilla.org/en-US/firefox/addon/youtube-mp3-podcaster/
  16. Re:Oh damn! by squiggleslash · · Score: 4, Insightful

    It's worse than that in many ways. Part of the issue here is that Unity and Improbable apparently remember everything completely differently, which means anyone "taking sides" here to the extent of saying "XXXX is in the wrong here!" is being premature. Not that I'm saying you can't take sides, but it's probably a case of "The blame and bigger error was committed by X for not taking into account Y" rather than "X are poopyheads who tried to rip off Z"

    Here's what it boils down to:

    Unity had some T&Cs set at the time Improbable started up which were... ambiguous. Improbable interpreted them initially as banning what Improbable wants to do, but felt it was unlikely this was intentional (ie it was just Unity hadn't thought people would be doing what Improbable was doing.) They contacted Unity and apparently got what they thought was a green light from them.

    Unity remembers things differently. It's pretty sure it told Improbable that Improbable's use case wasn't covered by the license and what's more it didn't want it to be.

    So the recent "change" was more of a "clarification" from Unity's PoV. Meanwhile the "clarification" was a wholesale change from Improbable's point of view.

    Does either side have anything to back this up? Unity may or may not do, but Improbable doesn't. Improbable says its confirmation it could go ahead and everything was fine was communicated verbally. So they have no paper or email trail to speak of.

    If both sides are telling the truth, then I'd say Improbable made the critical error here. I know that a sizable amount of business involves verbal OKs and handshakes, but if it ever comes to a licensing issue, writing is the way to go. Don't rely on something until you have it in writing. It's not just a matter of proof, it's also a matter of knowing that the person you're communicating with is making and communicating the actual policy, not merely giving his or her opinion on it. Written communications never exist in a vacuum, copies are given to other internal people who can immediately respond to errors and will know going forward what has been said.

    Does that mean Unity are blameless? Probably not, but it sounds like standard corporate disconnects than anything dishonest. Someone told Improbable something, and apparently didn't tell others within the company what was said. That's not good. But it's not the critical mistake here.

    --
    You are not alone. This is not normal. None of this is normal.
  17. Re:Open engines = bad for Nvidia by LordKronos · · Score: 1

    I'm confused. Why would nVidia want ANY game to perform less than 100% on their hardware? Crippling any given game on nVidia hardware doesn't in any way hurt their competition (ATI)...just the opposite, actually. And as far as I'm aware, they don't have any ownership interest in any game development or publishing company. So I fail to see what the upside is for them to do so.