A friend of mine was saying how expensive networking is so I went to have a look and I must admit that I cannot find where he got his prices from. Getting a pro subscription includes more CCU and it cost less than what he described… but I digged deeper and went to use the calculator.
From my point of view, the pricing looked really cheap based on the data I was plugging in there. Of course, I don’t have a cooking clue how much data I will be transmitting yet so those numbers are bogus at best. Following a link to the forum I read that Unity is trying to charge you ONLY for what you use and thus keep the costs to a bare minimum and the poster there even said himself that the calculator is a best guess effort and should not be trusted yet… See their pricing as a general guideline and hope and pray…
Here are a couple of thoughts I have about networking prices, in no particular order:
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I do NOT want to pay a once off free PER GAME for X users max. If I pay for 500 users and only get 3 ppl to ever play that game in total (much less at the same time) then I don’t want to pay another $2500 for another 1500 CCU for my next game.
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I don’t want to be told “Pay us a fortune and you can have as many CCU as you want. You will have to provide and pay for your own hardware to and run your own server after paying us this small fortune, though”
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I am not prepared to launch a game that I wish to become successful but with my lack of advertising experience might not even reach 10 people but if 21 people take an interest, then the game will simply deny everyone else access while I am trying to get the game discovered. 20 CCU to me is a joke and I wouldn’t even launch a demo on my website with that limitation.
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In contrast, paying for 500 CCU every month, hoping that 10 people discover it is also daylight robbery.
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The final part of this catch 22 is that Unity offers the option of one only paying for what one uses and no more. That sounds perfect… except for one small catch… I want to make free to play games so I might or might not get 500,000 downloads in my first month or three, with 0.001% paying me $1 per month. For all the $1000 I make per month I certainly can’t survive if 2 million people downloaded the game and just checked it out for a day or so then 99% said “nahhhh” and left me with a $20,000 bill to Unity because people just tested the game then left… ouch.
I am blowing the figures way out of proportion here but way back in the days of Unity 1 and poor discovery mechanisms and far far far less users than now, every single demo I released on the iStore to see if people like the game so I could do more with the game, nothing had less than 500,000 downloads by the time I stopped bothering to look. 500,000 downloads, 2 million plays, 1000 remaining players afterwards and a bill that cannot possibly be calculated in advance… This “we don’t know how much we are going to charge you” thing is the real reason why I don’t do multiplayer games…
It boils down to this:
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Either you pay for a set number of players and if you are popular then you will just have to tell the bulk of your players “sorry, go away, I can only handle this many people” and never even know exactly how many people were interested…
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another option is for my plan to automatically upgrade if and when the users exceed my cap, again limiting me to another cap I did not choose and just adding to my bill without my having a say in the matter … only to then stay that high for the following months even after interest has died. No automatic downgrading of your service is there? Just automatic taking of more money.
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And the last option is to not have any cap on your users and just send you a bill for any amount under the sun. Maybe $3 maybe $25,000… just wait till the end of the month and be sure to pay up by the 5th, thank you. No way am I going that route…
So chase away your customers or bankrupt yourself. Pick one.
SOLUTION: I prefer option 4
What Unity has done all these many years so far… Give us a testing service that we can use to test our games on for free, no matter how many users end up playing it… but once we release the game, give us the software to run on our own servers so we can use the built in networking exactly as it is but from our own servers without any CCU cost as long as we run it on our own hardware. Of course, for those of us who don’t have the skill to set this up, let THEM choose to use your servers and pick from the above options…
I would rather figure out the installation of server software that you provide us (Master Server and facilitator) and not have to make the choice between showing customers the door or bankrupting myself. At the moment what I am doing is running a server instance of my game on my own server at home. I have a fast enough line to handle the game working as a master server (or an authoritative server if I so choose) and I have uncapped bandwidth from my ISP so that means all it is costing me is $2.50 for the static IP every month and the once off $150 for the second hand Mac Mini I bought as my server… IfI could have a master server like you used to provide so I don’t have to run a full game to act as my master server then I would prefer that option any day and just run that on a VPS that costs me $5 per month and doesn’t give a frag how many people are playing my game…
But as it stands I feel you give me only 2 options: Chace people away or bankrupt myself. Solve that issue for me and you will have the answer you are willing to make all those phone calls for. Find a means of offering a middle ground to those two extremes…
How about a free, limitless master server during testing and 3 months free usage after publishing. In 3 months we will have built up our userbase, seen if the game is going to be worth it or not to keep online and you can tell us exactly “This is what your bill would have been for these three months”. Based on our user base at that time and the figures you provide us we can then either say “Nah, I am going to remove this game from the iStore and cut my losses” or say “Okay, this could work” and know how much to factor into our budgets to pay for our networking. No more “No clue how much until the bill arrives” nonsense…