I think the biggest problem that unity is facing right now is that they’re trying to compete with unreal, when the reality is they already have a niche they’re extremely successful at that they should pursue.
And to put it plainly, I don’t think they should be competing with unreal, I think they should be competing with Roblox.
Please don’t wince at that and hear me out.
Unity’s strength can be boiled into two core niches: community and games to market.
Going after tech demos is a treadmill they cannot keep pace on and they shouldn’t try to.
What they should do is:
- Focus on creating a social network for game development on unity.
- Create their distribution platform that is a single download and opens Unity when looking through.
- Create a subscription service that is the same for developers and for gamers to blur the line and get more people developing games as a hobbyist.
Starting with number one, I think it’s clear that they’ve actually started doing this but it could definitely be so much more. Personally, I would like to see a streamline system where people can start projects and gather people contributing with the legal side taken care of through their end.
Granted this doesn’t have to be with every project, but it would be nice if someone could put out a GDD and start a dev log, while taking on people interested in the project and the profit sharing filters through them so that it doesn’t become a scam.
But I would definitely like to see people develop a profile with a list of accomplishments that can’t be faked.
Lastly, I can especially see this being a good way to get into crowd sourcing.
Two, I think doing their own distribution on a single download platform makes too much sense not to do. All the different games have their own assets but can also draw them from a common library which could immensely decrease downloads and remove barriers for potential players. then give developers a plethora of monetization options: in game ads, subscription based, per purchase, dlc, and tips.
But as users go, they download the main game and can now look through a ton of content that can be quickly accessed, not unlike rpg maker, but with much more flexibility in creation.
Also, this makes play testing incredibly easy and fast. Working on a game? Publish Directly into the platform and get it on every single device immediately.
Three, I think they need to da a subscription model that allows people access to an integrated library of assets streamed straight to the engine that is immediately deleted if they don’t want it, or moved into a permanent folder.
The assets themselves should follow universal design principles that developer can tweak to meet their needs.
But more crucially, I think the subscription should also double as their distribution subscription so that every player using it has a development license and vice versa.
That’s my opinion at least.
Thoughts?