Well no we can't really 'appreciate that', because you'll be charging us for it, so we do need transparency in that data. There's a big gap between 'believe it's accurate' and an itemized bill.
The worst. Our games are online forever, but revenue is certainly not forever. Price drops, sales, deals and piracy drive drive revenue down quickly. Also, a financial burden for reinstalls? We have no revenue on reinstall. Madness.
Okay I have a good proposal for changes. We can split the revenue 50/50 for reinstalls. So we can break it down like this, after say 300k reinstalls.
* revenue-per-install (RPI) = 0
* 300k installs x RPI = 300,000 x 0
* split revenue = 0 x 50% = 0 (for each)
Easy.
After thinking it through I'm mostly just frustrated that a non-revenue action (installs), is going to cost us money indefinitely??? It's not the same as taking a cut of a sale.
This is certainly an improvement over yesterday. However, now we are forever uncertain if the terms will suddenly change in the future to our detriment. Will there be any legally-binding commitment to these terms?
The installs is the worst. I get they need revenue, they're spending too much sure. But they can't tie their revenue to things that are not revenue-generating for us developers. Crushing long tail money sink. Just make it revenue %, why so hard?
the perfect random distribution of npcs regardless of location, place, activity; across all settings, accent included, was quite immersion breaking, back in skyrim now and it's refreshingly coherent
I doubt🤔 you could even imagine🤯 it. That which commanded✊🏻 the stars🌟, giving life🌱 its fullest brilliance✨. 👴🏻💍The Elden Ring👴🏻💍, 😩😩😩OHHH😩😩😩 Elden Ring! Shattered ✳️
Quest Link works nicely, very cool, oculus UI could use a resolution changer though (the encode overhead is noticable if you are just on-spec for gtx970 range)
1. Why not just revenue share % with threshold?
We have multiple games which don't really sell any more, but are constantly being reinstalled. We don't get ongoing revenue, but an ongoing bill???
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Procedurally generated replay cameras - spent a week experimenting w/ camera styles and watching skating videos to see how people capture tricks + a bunch of custom postprocess shader work. Tons of painful code figuring out 'good' camera angles and unobstructed view paths, etc