They underestimate their customers. They keep forgetting they're business to business, not business to customer.
Developers are other businesses, even if they're a business with an employee of one, although often they are small but not tiny teams. The relationship that they have with unity is a business relationship and it can end at any time should that relationship cease to be productive, for we don't have random undying loyalty to one platform, that wouldn't be financially sensible.
Good luck porting over a 10 year old game you released on Unity to some other engine in such a way that your overall costs are lower than just sticking with it and eating the fees.
For a 10-year-old game I probably wouldn't (unless it was Minecraft level popular) but for a 1-year-old game I might, and for a game I haven't developed yet I definitely will.
If the game is old not being played that much anymore then the fees probably are not going to hit me that much but if it's old and popular it'll be a big financial hit.
They underestimate their customers. They keep forgetting they're business to business, not business to customer.
Developers are other businesses, even if they're a business with an employee of one, although often they are small but not tiny teams. The relationship that they have with unity is a business relationship and it can end at any time should that relationship cease to be productive, for we don't have random undying loyalty to one platform, that wouldn't be financially sensible.
Good luck porting over a 10 year old game you released on Unity to some other engine in such a way that your overall costs are lower than just sticking with it and eating the fees.
For a 10-year-old game I probably wouldn't (unless it was Minecraft level popular) but for a 1-year-old game I might, and for a game I haven't developed yet I definitely will.
If the game is old not being played that much anymore then the fees probably are not going to hit me that much but if it's old and popular it'll be a big financial hit.