If unreal cost money up front, would this have been built? No.
Unreal is saying: hey, we contributed to 1/20th of your success, because you could not have done this without us.
Thus, in the event that you're extremely successful, yes, you'll owe unreal a million dollars. But that's only because you made 20mm and keep 19mm for yourself.
That's an incredible bargain.
Unreal is like venture capital or a book advance (or the equivalent in music record deal)
Can you self publish? Sure, of course, have fun. But if you want the support and infrastructure of a company that understands the business of books, you take a deal and it is just like this: if a bunch of authors get book advances, that is generous to the ones who are unsuccessful, and they can only do that _because they capture the upside of those that are successful_.
Without that, you don't get advances for anyone.
So the point I'm making here: unreal provides variance reduction for all game publishers and yes that disproportionately benefits the ones who make under a million. But they're the ones who need the help!
And in exchange, if you're one of the lucky few, you pay a shockingly reasonable 5% in perpetuity.
Sounds like a happy problem to me;)
By the way you don't only have to file a report for Epic whenever you release a game using UE, you also have to report them your yearly sales and calculate what income is "directly attributable to UE" for that game. For an ordinary small person, for whom you imply lifetime 5% off gross worldwide revenue is a "happy problem", this is way more involved (and prone to legal liability) compared to app stores. You will probably have to hire people well before the million mark to make sure numbers are OK and you don't accidentally owe Epic $$$$$.
I know which model I would choose. Probably the one where I raise prices by 30% and don't have to deal with anything else.
You are simply making up nonsense. It is not a lot of work as most likely sales are being driven through a handful of platforms. Reporting is simple and no different than doing your taxes. It is very much a happy problem. Similar to having to pay more taxes. There is more burden but you are making more money.
Your argument is insane because Indonesia average income in USD on the high side is around $300. If you make $1mm USD, having to do some extra paperwork and pay $50k per $1mm of revenue is an awesome problem to have.
I would be okay with getting 75% of everything earned over $1M.
They could sell the engine and sell new versions separately as one time purchase.
> I would be okay with getting 75% of everything
I'd be okay getting 70% from the start. That's not what it's about.
It's a free choice to use the engine, you can use another engine or make your own if 5% is too much for you.
You know it's not 1 mil per year, it's 1 mil over your lifetime
Heck steam takes 30% which is much more egregious but factoring in costs of running steam, payment processing and the free marketing its almost always worth it.
Share a counter argument to how it should be please.
Edit: NM you are a new account. Shadow banned on my end. Enjoy!
We already know what happens in Nebraska.
Unreal is free to the extent it contributes to bringing even more people into the ecosystem, eventually becoming paying customers, Epic doesn't make it available out of their kindness, rather also taking into account there are other competing alternatives.
A nonprofit means actual reports about how money is used, and it's not as if commercial projects are somehow better because they don't fold or get sold or canceled.
And even between commercial ways, charging royalties is one of the worst. It doesn't cost Epic extra if my game starts making more money. Just make the engine a one-time purchase (per version, so you get to keep sales going) and everyone will be much happier. Sell additional services which actually do cost you money to keep up (multiplayer hosting).
The engine itself is far from cutting edge and missing several features that are now quite common elsewhere, like texture streaming, bindless textures, etc. The speed of development isn't blazing fast either (see the implementation of the traits system). Devs are excellent at what they do but one could wonder how much faster and further it could go with more fundings.
> Sell additional services which actually do cost you money to keep up
After a game has been released a solo dev often has very little work to do, since they've already invested all of the development time ahead of release. So, by this logic they shouldn't really be allowed to charge anything for the game, except to cover potential work on updates.
Perhaps game projects don't need to operate like nonprofits, but then why do game engine projects?
"Order today! PO box 286 DOS... Except in Nebraska!"
xkcd has the answer.