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Comment by wpietri

I have no inside knowledge and am not a game developer. So I'm just guessing here. But yes, I believe tracking installs, which have published app store numbers and are instrumentable by them, is much easier than tracking revenue.

Note that nobody here really cares about total precision. Especially not their major customers who have negotiating power and who end up paying $0.01 per install. They're going to miss x% of the installs and have y% of spurious extras, and whether or not this approach advantages one side or the other is going to depend on a lot of factors down in the noise. If there's a large enough error it's going to end up as one more factor in the conversation with the account rep I'm sure they'll be having anyway.

> they still need to engage in the exact same accounting and fights

No, I think these are very different fights. A rev share means that every month everybody has to have the fight about what the actual revenue numbers are. I expect the way this work is that Unity will be tracking every game and looking at their app store metrics. If in their opinion they think you're making enough money to be worth squeezing, they're going to have an account rep call you. And if you don't engage, eventually they bring in the lawyers. So it's a one-time pain versus a monthly pain. Then the fight's just about install numbers, which are published and which I'd guess they have the ability to check on via instrumentation.

parent wpietri 3 years ago

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