Warning: Some posts on this platform may contain adult material intended for mature audiences only. Viewer discretion is advised. By clicking ‘Continue’, you confirm that you are 18 years or older and consent to viewing explicit content.
It’s more like the mine owner getting mad at the people who find gold, but it is overall a correct analogy. The issue is that, keeping up with the prior metaphor, there are no other viable gold mines in the area - so the owner has started to ask themselves “why shouldn’t I charge more got access to my mine?”
The pickaxe is a better analogy. Unity engine is a tool that devs could leverage to build a great selling game, and the price-per-swing is a nice way to encapsulate the absurdity of Unity’s new fee structure.
I was thinking the mine because of the complexity involved with maintaining an engine. Less a pick axe with monetization per swing, and more a mine with monetislzation per ore mined.
But, regardless of the metaphor chosen, I think my point still stands. Shitty for Unity to act that way…
It’s more like the mine owner getting mad at the people who find gold, but it is overall a correct analogy. The issue is that, keeping up with the prior metaphor, there are no other viable gold mines in the area - so the owner has started to ask themselves “why shouldn’t I charge more got access to my mine?”
The pickaxe is a better analogy. Unity engine is a tool that devs could leverage to build a great selling game, and the price-per-swing is a nice way to encapsulate the absurdity of Unity’s new fee structure.
I was thinking the mine because of the complexity involved with maintaining an engine. Less a pick axe with monetization per swing, and more a mine with monetislzation per ore mined.
But, regardless of the metaphor chosen, I think my point still stands. Shitty for Unity to act that way…