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richardmurray

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  1. richardmurray
    The Designer Of The NES Dishes The Dirt On Nintendo's Early Days

    Masayuki Uemura demonstrates a Famicom at Nintendo's Kyoto headquarters on July 1, 1985.
    Photo: The Asahi Shimbun (Getty Images) 
    By Matt Alt 7/07/20 5:00PM 

    When discussing Nintendo’s rise as a digital dreamsmith in the ‘80s, game designers like Shigeru Miyamoto and Gunpei Yokoi get most of the limelight. But it was the hardware designed by Masayuki Uemura that served up their fantasies to millions around the globe.
    I spent 2019 criss-crossing Japan researching my book Pure Invention: How Japan’s Pop Culture Conquered the World, in search of the country’s architects of cool. In March of that year I came face-to-face with a true legend: Masayuki Uemura, the engineer who designed Nintendo’s first cartridge-based game system, the Family Computer, aka the Famicom, aka the Nintendo Entertainment System.
    With a design based on the arcade hardware that powered Donkey Kong, the Famicom quickly revolutionized home gaming in Japan when it was released in 1983. As the NES, it revitalized the home video game market in the United States after the Atari market crashed. From then on, it proceeded to deliver a steady stream of Japanese fantasies into the hearts and minds of people around the world. It’s hard to imagine a world today without Uemura’s machine.
    Masayuki Uemura joined Nintendo in 1972. Gunpei Yokoi, the inventor and toy designer whose products like the Ultra Hand had transformed Nintendo from a humble maker of hanafuda, Japanese playing cards, into a well-known toy and game company, recruited Uemura away from his previous employer, the electronics company Hayakawa Electric, known today as Sharp. Uemura retired from Nintendo in 2004, and currently serves as the director for the Center for Game Studies at Ritsumeikan University in Kyoto. The university’s leaf-covered Kinugasa campus is a quiet oasis in what is—or was, before COVID-19—a bustling and tourist-packed city. It is also a 10-minute walk from the ancient Zen rock garden of Ryoan-ji temple, whose evocatively arranged boulders and artfully raked gravel seem to me one of Japan’s earliest “virtual realities.”

    Departments that teach students how to make video games abound in higher education today, but the Ritsumeikan Center for Game Studies is one of only a handful of academic efforts specifically designed to preserve home video gaming equipment and ephemera. Its archives contain everything from early home versions of Pong to the latest consoles, every controller variation under the sun, and an ever-expanding library of software on tapes, cartridges, and discs. The packed shelves of its climate-controlled storage facility look like something out of a kid’s dream, organized with the obsessive rigor of the Library of Congress. The scent in the air is that paper from countless magazines and strategy guides, tinged with the nostalgic ozone smell of vintage electronics.
    Uemura was 75 years old at the time of our interview, but seemed much younger. A benefit of a life spent making playthings for the world? Whatever the case, there is no mistaking the amusement and restless curiosity in Uemura’s eyes as we sit down over a round of Famicom Donkey Kong to talk about the little beige and burgundy machine that touched so many lives.
     
    < Interview> 
     
    Kotaku: What was Nintendo like when you joined the company?
     
    Masayuki Uemura: One of the things that surprised me when I moved from Sharp to Nintendo was that, while they didn’t have a development division, they had this kind of development warehouse full of toys, almost all of them American.
     
    Kotaku: What were your impressions of Nintendo’s former president Hiroshi Yamauchi, who ran the firm from 1949 to 2002?
     
    Uemura: He loved hanafuda and card games. I remember once, early on, a birthday party for an employee and he showed up and got right into hanafuda with everyone.
    He was a Kyotoite. It’s a city with a lot of long-running businesses, some maybe five or even six hundred years old. In the hierarchy of the city, traditional craftspeople rank at the top. Nintendo, as a purveyor of playthings like hanafuda or Western playing cards, originally ranked down at the very bottom. Doing business in that environment made him very open to new ventures. He wasn’t interested in specializing. He was keenly interested in new trends.
    Here’s an example of what I mean. In 1978, he bought around 10 tabletop versions of Space Invaders and placed them in headquarters and our factory. The idea was that we’d playtest them as a form of research. But what ended up happening was the entire company got so obsessed playing it that we couldn’t get a turn in. It was like a fever. Everyone abandoned their posts and stopped working. I was just bummed out that we hadn’t made it ourselves. Shocked and annoyed [laughs].
     
    Kotaku: Did you feel behind the curve compared to other game companies back then? 
     
    Uemura: In the 70s, we had no idea what was going on with companies like Namco or Atari because we were here in Kyoto. If you lived in Tokyo, you’d probably pick up lots of things about companies like Taito or Sega or Namco or even what was happening in America. But none of that filtered down to Kyoto at all. That’s Kyoto for you—a little standoffish, going its own way, and proud of it. To a certain degree, not even caring about the outside world. A little conservative when it comes to new things. When I worked for Sharp, I took many business trips to Tokyo. But when I started working for Nintendo, that completely stopped. It’s pretty shocking when I think back on it, but Kyoto has always been kind of closed off that way. So no, there wasn’t any sense of us being behind.
     
    Kotaku: I’ve heard that the atmosphere inside the company was very competitive, with a big rivalry between Nintendo’s two R&D divisions.
     
    Uemura: There wasn’t really any R&D 1 and 2! It was just Yokoi and Uemura. There wasn’t any rivalry! Yokoi found me and recruited me to Nintendo; he was my senpai. It was Yamauchi who set us up as rivals. It was symbolic, which is important in any corporate organization. That’s why he created R&D 1 and 2.
     
    Kotaku: How did the Famicom project come about?
     
    Uemura: It started with a phone call in 1981. President Yamauchi told me to make a video game system, one that could play games on cartridges. He always liked to call me after he’d had a few drinks, so I didn’t think much of it. I just said, “Sure thing, boss,” and hung up. It wasn’t until the next morning when he came up to me, sober, and said, “That thing we talked about—you’re on it?” that it hit me: He was serious.
     
    Kotaku: Were you influenced by other companies’ machines?
     
    Uemura: No. I mean, after I got the order I bought every single one, took them apart, analyzed them piece by piece. I looked at the chipsets, saw what CPUs they used, checked out the patents, all of it. That took about six months. Most of it I did myself, but I did have some help from outside resources, people who worked at semiconductor companies. I looked into Atari’s [2600] machine, of course—it was the biggest—and the Magnavox machine. Because those two were the biggest hits, and Atari’s biggest of all.
     
    Kotaku: How did you analyze rivals’ game consoles?
     
    Uemura: I had a semiconductor manufacturer dissolve the plastic covering on the chips to expose the wiring underneath. I took pictures, blew them up, and looked at the circuitry to understand it. I had some experience with arcade games, and right away I knew that none of what I was looking at would be any help in designing a new home system. They simply didn’t have expressive enough graphics. They had a monopoly on patents for them, circuit structures and features such as scrolling. And they were simply old-fashioned. That’s why I couldn’t use anything from them.
     
    Kotaku: Did America’s game industry crash scare you?
     
    Uemura: Japan didn’t really experience a video game industry crash like America did. What we had was an LCD game crash. They stopped selling at right around the same time—Christmas of 1983.
     
    Kotaku: In US the crash made the very concept of games taboo in the industry for a while. What about Japan?
     
    Uemura: In Japan, the issue was that toy stores didn’t know how to carry them. Toy stores didn’t carry televisions. So they didn’t see game systems as things they should carry, either. That’s why a lot of companies tried positioning their products as educational products, with keyboards, more like PCs than game systems. The thinking in the industry was that was the only way to go, back then. The only way to sell a video game was showing it on a screen, and it was a big ask of toy stores, making them purchase TVs. LCD games had their own screens; you could just put them out and they’d sell themselves.
     
    Kotaku: Is that why you chose to style the Famicom more like a toy?
     
    Uemura: It was less of a choice and more that this was the way it had to be.
     
    Kotaku: Why is that?
     
    Uemura: Because that was the cheapest way to do it [laughs]. The colors were based on a scarf Yamauchi liked. True story. There was also a product from a company called DX Antenna, a set-top TV antenna, that used the color scheme. I recall riding with Yamauchi on the Hanshin expressway outside of Osaka and seeing a billboard for it, and Yamauchi saying, “That’s it! Those are our colors!” Just like the scarf. We’d struggled with the color scheme. We knew what the shape would be, but couldn’t figure out what colors to make it. Then the DX Antenna’s colors decided it. So while it ended up looking very toy-like, that wasn’t the intent. The idea was making it stand out.
     
    Kotaku: And it did. Were you surprised when it became a societal phenomenon?
     
    Uemura: I didn’t have time to be surprised! When it really took off, I was totally focused on making the NES for the American market, and also on making the Disk System. I had my hands full. And we were swamped with defective returns. At first we had a very high percentage of defective machines being returned to us. We were just getting so many returns, far more than anything we’d ever seen before. That’s when I realized just how many people out there were playing with them; there hadn’t ever been a system this popular before. That was about the time Super Mario Bros. came out, 1985. Everyone in the company realized we were going to be swamped. Super Mario was fuel on the fire of the fad.
     
    Kotaku: Mario arguably became even more of a phenomenon than the Famicom itself.
     
    Uemura: Super Mario Bros. was the first to really bring a kawaii perspective to game characters. Actually, Donkey Kong was first to do it, in the arcades, and it established that unique sense of design. Until that point, most games followed the arcade style of shooting game design. Super Mario is often cited as the very first game to connect that style of cute character and cute music together. I’m not sure who specifically on Miyamoto’s team connected the dots, but that’s what happened. Probably Miyamoto himself.
     
    Kotaku: After Nintendo went from 3rd or 4th place to 1st in the ‘80s, was there a sense things changed, among people inside the company?
     
    Uemura: No! We’re in Kyoto [laughs].
    Well, my salary went up. That’s a fact. So I was getting paid more, but the flip side was my job got a lot harder. President Yamauchi’s attitude played a big part in this, but my feeling was one of “seize the day.” Just go for it. You have to remember, there was a time, after Donkey Kong, that we really didn’t make another game for about two years. Well, not exactly, but pretty much. That’s the period Super Mario Bros. was being developed. That game basically ended up including everything and the kitchen sink, gameplay-wise.
     
    Kotaku: What led to the decision to export the Famicom abroad?
     
    Uemura: There’s a rule in the game industry that fads last for three years. That’s why President Yamauchi targeted America—to get around that. The prevailing sense at the time was that television games would fade into history as they were replaced by personal computers. So we were shocked that the fad kept going. It was Kudo-san, the president of a company named Hudson, one of the Famicom’s first licensees, who said to Yamauchi, “this is a culture.” Yamauchi was like, “What are you talking about?”
     
    Kotaku: Japanese games swept the globe starting in the late 70s: Space Invaders, Pac-Man, Donkey Kong. Why do you think this made-in-Japan culture resonated with people all over the world?
     
    Uemura: Actually, that’s what I want to ask you [laughs].
    Super Mario Bros. isn’t set in Japan, but the character’s Japanese. The name Mario sounds Italian, but he isn’t Italian. They were really able to capture that ambiguity. The number of dots you could use to draw the characters was extremely limited, so Miyamoto was forced to use colors to differentiate them. He spent a lot of time working on the colors. In the end, it became the template for how a designer might express themselves through a game. It was a whole new world.
    Until video games became able to portray characters, they were nothing more than strategy games like shogi or chess. Once hardware developed to the point where you could actually draw characters, designers had to figure out what to make. Subconsciously they turned to things they’d absorbed from anime and manga. We were sort of blessed in the sense that foreigners hadn’t seen the things we were basing our ideas on.
     
    The Designer Of The NES Dishes The Dirt On Nintendo's Early Days (kotaku.com)
  2. richardmurray
    Uhrenmanufaktur Heuer (Watch maker Heuer<name of the swiss founder>) was bought by Techniques d'Avant Garde <started by saudi arms dealer Akram Ojjeh>and became TAG Heuer. TAG Heuer was bought by  LVMH Moët Hennessy Louis Vuitton the wealthiest firm in Europe. A firm that specializes in luxury goods, meaning goods that are expensive and not meant for the mass consumer.
     
    Gallery






     
    ARTICLE
    https://www.autoblog.com/2022/10/13/tag-heuer-mario-kart-chronographs/
     
  3. richardmurray
    The Nyotenda is a story I wrote ,as a script, free to fans or others  who may be interested; it was based on a dare perhaps you can figure out what the dare was after reading my prose; it involve a woman who played a video game as a child to adulthood; after she succeed in the videogame in a way, she gain the attention to people from outer space who want to use her skills; she is successfully trained, and achieve a great feat becoming The Nyotenda.
    I cognize the universal comprehension from graphic imagery to a global audience that has no common tongue. Sequentially, I added the complete Nyotenda Comic alongside the story in the ebook. Enjoy.  
    https://store.kobobooks.com/en-us/ebook/the-nyotenda




     
    Check out my ebooks- the free one is noted, please read/enjoy/give me your response:
    Sunset Children Stories: https://www.kobo.com/us/en/ebook/sunset-children-stories  
    Looking West and West: https://www.kobo.com/us/en/ebook/looking-west-and-west  
    Janidogo: https://www.kobo.com/us/en/ebook/the-janidogo  
    The Gospel of Joseph: https://www.kobo.com/us/en/ebook/gospel-of-joseph  
    The Nyotenda FREE : https://www.kobo.com/us/en/ebook/the-nyotenda   Includes a comic. The following link is an excerpt LINK
     
  4. richardmurray
    How Merle Dandridge became the only The Last of Us game actor to reprise role in the series
     

    Creators Neil Druckmann and Craig Mazin say the new scenes with Marlene and Ellie in the premiere will bring "a greater payoff" by the end of the show.
    Nick Romano
    By Nick Romano
    January 16, 2023 at 02:20 PM EST
    Warning: Mild spoilers from HBO's The Last of Us premiere are discussed in this article.
    Merle Dandridge holds a unique position within the cast of HBO's The Last of Us. The BAFTA Award winner is the only legacy actor from the original video games to play the same role in the live-action series adaptation, that of Marlene, the leader of the rebel group known as the Fireflies.
    Troy Baker and Ashley Johnson, who originated the roles of Joel and Ellie, will appear as different characters, with Pedro Pascal and Bella Ramsey taking over as the sci-fi drama's two leads. Jeffrey Pierce, who voiced Joel's brother Tommy in the games, will see Gabriel Luna take over the role he helped originate, but he'll be on hand playing a character newly created for the series.
    Most of this, obviously, had to do with practicality.
    "I think Merle Dandridge was probably a bit younger than Marlene was in 2013," series writer and executive producer Craig Mazin tells EW, noting the year the first game released. "Or at least Marlene had gone through the apocalypse. She was a little more weathered and [had] a little more grey in her hair."
    Dandridge, at 47, is neither weathered nor grey. "Don't ever stand next to her in a picture," warns Neil Druckmann, who created the games and now heads the show with Mazin. "It won't do you anything."
    "You look like dog s--- next to her, I guarantee you," Mazin agrees. "She's also eternally youthful. It's 10 years later [after the first game's debut] and she does have this wonderful gravitas. So it was really a question of, 'Hey, if we just wig her, I think we're there.' That was an easy one. It's obviously not anything we could contemplate with, say, Troy Baker."
    Baker, Mazin notes, is "so physically different from Joel," a character described as a hardened survivor who's marked by the traumatic death of his daughter, Sarah (Nico Parker). Twenty years after a fungal brain infection has spread across the globe, transforming victims into zombie-like monsters, Joel is living in a quarantine zone in Boston, where he's tasked with smuggling out a 14-year-old girl, Ellie, who's somehow immune to the virus.
    "Ashley Johnson is in her 30s and clearly not gonna play a 14-year-old girl, but it was important for us to find space for them [in the show] because they matter," Mazin says. "It's not just about fan service. It's a dramatic genetic connection between the game and the show. They needed to be there."
    Baker will appear later in The Last of Us as James, a minor character from the games that has been expanded on for the show. He's described as a senior member of a group of settlers who must fight to keep their community alive in the face of increasingly brutal odds. Johnson will play Anna, a pregnant woman, alone and on the run, who must give birth under the most terrifying of circumstances.
    Pierce will then appear as Perry, described only as a rebel in a quarantine zone.
    Dandridge is also getting an expanded role, as viewers have already seen in the premiere episode, which dropped on HBO and HBO Max Sunday.
    Scenes between her character and Ramsey's Ellie confirm that Marlene is somehow linked to the girl's origin story. Druckmann points to an artifact players can find towards the end of The Last of Us game: an audio recording that sheds more light on Marlene's relationship with Ellie.
    "It doesn't get into the same kind of details as we do in the show, but there is a recording that you could find at the end of the game all the way in the hospital that she spells out some of her relationship with Ellie's origin," he says. "I don't wanna say more to spoil it, but because we don't have to adhere to one perspective — in this part of the game, you're playing as Joel in the quarantine zone, so everything you're seeing is through his eyes — we said, how can we introduce Ellie earlier? That was an opportunity to start showing more of that relationship with Marlene, which then has a greater payoff later because we've established the relationship more explicitly here."
     
    PHOTO CREDIT: Merle Dandridge appears as Marleen, her character from 'The Last of Us' video games, in the HBO series. | CREDIT: HBO
    ARTICLE URL : https://ew.com/tv/the-last-of-us-merle-dandridge-marlene-ellie-origins/

  5. richardmurray
    Good day readers, the Visasiki excerpt is available for free on Kobo. If you enjoy you can follow up with the Visasiki which is an audio book from stories in the Sunset Children Stories or Looking West and West. The poems to the month is coming, be ready and I will make a collage to a story idea, that you may like.  Happy reading.
    Visasiki Excerpt
    Visasiki
    Sunset Children Stories
    Looking West and West
     
  6. richardmurray
    Enjoy the commercial

     
    Article
    https://www.autoblog.com/2022/10/01/mercedes-benz-concept-virtual-league-legends/
     
    Mercedes Gran Turismo Concept

     
    Article
    https://www.autoblog.com/2013/11/20/mercedes-amg-vision-gran-turismo-concept-la-2013/
     
    MArio meets Mercedes

    Article
    https://www.autoblog.com/2014/05/29/super-mario-bros-mercedes-gla-video/
  7. richardmurray

    Gaming Craft
    When the secrets of the military combat suit known as WEAPON are exposed to the public, before long they flood the streets and it seems every civilian is using a power suit for crime, chaos or their own selfish ends. To avert the possibility of civil war, General Patricia James, amid dissent from both superiors and subordinates, sponsors a tournament to encourage the "WEAPON-wielders" to compete for fame and fortune, and to inspire the populace. But just as the world begins to embrace the WEAPON as the wave of the future, a dark secret about the origin of the technology emerges, threatening to destroy everything Patricia sought to build.
    WEAPON Combat League; an action-packed tale in a world of fantastic technology, with stories of action and conflict, of drama and heartbreak, of love and loss, of rivalry, of haves against have-nots, of the balance of power, of the ripple effects of past sins thought buried.
     

     



     
    Weapons Combat League
    Book1
    https://www.am*zon.com/dp/B005LIMMWK
    Book2
    https://www.am*zon.com/dp/B00HRZCGO4

    This project is a prototype ‘battle’ game based on my WEAPON Combat League concept, initially planned as a multimedia project with comics and prose novels. (If you are interested in reading the stories of WEAPON Combat League, you can find links to them here: https://jonathanpriceart.net/products/  )
    I do not consider it a ‘fighting’ game because it’s not strictly about martial arts or weapon-based duels (despite the name). This project was meant to mimic the versus modes in classic games such as X-Kaliber 2097, Guardian Heroes and Streets of Rage 2; allowing the core game’s playable characters to duke it out in a versus mode for fun. It’s not a game designed to be in the same genre as a Street Fighter or Mortal Kombat, as that was never my intent.
    The original design philosophy of the project is "King of Fighters meets Mega Man". More on the Mega Man side. Characters control in platformer style, rather than fighting game style. Some characters have melee attacks, others use projectiles.
    It has two functioning modes: Team Versus and Team Edit Versus. Both function similarly, but the difference is one focuses on the story’s default team lineups while the other lets players choose their own team members.
    There is also a database of information about the game and the characters within.
    However, the versus mode got the lion’s share of my development efforts as I became obsessed with making all the characters ‘feel’ the way I envisioned them. Time passed and I realized that the project’s large number of characters and underdeveloped single player concept made it far too ambitious for me to complete. I realized that I was never going to finish the game under the circumstances, and thus halted development.
    I’m uploading it here as-is for no required charge, to allow anyone who’s interested to play what I made. Some important notes:
    There are likely to be glitches as I haven’t balanced or bug-tested all that thoroughly.
    Much of the art assets are placeholders (such as the arena background and HUD).
    The game can ONLY be played in two player versus mode. There is no AI single player mode at all. The first player can control with either keyboard or gamepad. Player 2 can only use a second gamepad. However, if one player just wants to mess around, Player 2’s team or characters can be chosen and selected with the Numpad on the keyboard.
    Inputs can’t be changed, but the controls should be simple enough to understand.
    The middle segments on the Team Edit screen were for planned characters that were never finished. There is no way to unlock them.
    Same characters cannot be chosen by either the same player or the opponent.
    I intend to resurrect WEAPON Combat League with a different approach in the future as I learn new tools for game development. However, this project as it stands is at an end. That said, feedback is fine and welcome, as I'm always eager to learn how to improve my craft.
    Thanks!
     
    url
    https://dualmask.itch.io/weapon-combat-league-demo

     
  8. richardmurray

    groupmessage
    BlackGamesElite is a online club which I started to do two thing
    1. Have a community considering Black people, a human community based on the auniversally accepted phenotypical range of skin,  in relation to all elements of the video game industry, from developers to culture to characters in games or any other factor in said industry.
    2. To have fun:)
    Rules
    1. Have fun
    2. All phenotypes are welcome, but if you can't handle Black empowerment, whether you be black or not, please go somewhere else online.
  9. richardmurray

    industrial review
    How a Pricing Change Led to a Revolt by Unity’s Video Game Developers
    In an industry where customers are slow to trust and quick to criticize, a new fee from Unity infuriated studios that use its platform.

    Mike IsaacKellen Browning
    By Mike Isaac and Kellen Browning
    Reporting from San Francisco
    Oct. 2, 2023
    John Riccitiello probably should have seen the outrage coming.
    A video game industry veteran, Mr. Riccitiello is the chief executive of Unity Technologies, a company that isn’t a household name but is a fixture for more than two million game developers who use its software to power their games.
    For most of the company’s 19-year history, Unity’s software business was relatively straightforward: Every developer who used Unity’s professional tools to build software paid a fixed, annual licensing fee. The software acts like an engine. It is the underlying technology that developers use to build and run their apps.
    In mid-September, Mr. Riccitiello proposed an abrupt change. Instead of an annual fee, he wanted to charge developers a fee every time someone installed a copy of their games, meaning they would pay more as their titles grew in popularity. The about-face would make a significant difference for Unity, which has never turned a profit.
    But in an industry where gamers and small game development studios are reluctant to trust big corporations and quick to take umbrage at perceived attempts to nickel-and-dime them, the proposed fee change has snowballed into a crisis.
    Developers around the world who use Unity — including those behind hit games like Among Us and Slay the Spire — have threatened to leave the platform, saying the new pricing model could effectively kill their businesses if their games grow too popular.
    There was talk of a class-action lawsuit. Someone even called in a threat that required Unity to inform federal law enforcement officials and evacuate its San Francisco headquarters and its office in Austin, Texas, a person familiar with the decision said.
    Developers said they felt betrayed. Many spent years learning and coding in a particular programming language used by Unity called C# — pronounced “C-sharp” — making it hard for them to switch to a competitor. Executives at Unity were using that leverage, the developers complained, to engage in digital rent-seeking behavior.
    “They completely abandoned the creative, punk software developer community that was a big part of their ongoing success,” said Tomas Sala, an independent developer in Amsterdam whose game, The Falconeer, was built in Unity.
    The episode highlights the precarious position that companies can find themselves in when trying to keep a community happy at the same time that executives want to find ways to make more money.
    Trip Hawkins, the founder of the video game giant Electronic Arts and an adviser to some game developers who use Unity, said he understood the outrage. He likened it to a hardware store’s selling a carpenter a hammer and nails and then suddenly charging a fee for every nail the carpenter has ever pounded into a wall.
    “It gets at what feels right versus what feels wrong in people’s gut,” said Mr. Hawkins, who left EA in 1994.
    Now, Mr. Riccitiello and his executive team are scrambling to contain the fallout. Unity has rolled back some of the changes in a series of concessions aimed at placating developers.
    Among other changes, it raised the revenue threshold for games that will be charged the per-install fee — so larger developers, primarily, will be charged — and allowed developers to pay either the fee or 2.5 percent of their company’s monthly revenue, whichever is lower. But the company still plans to go ahead with the new fee model.
    In an interview with The New York Times, Mr. Riccitiello said he was “truly humbled” by the response, and had spent the past two weeks talking with partners and indie developers. “It reminded me just how foundational Unity is to the developer community,” Mr. Riccitiello said.
    Unity’s engine is one of a handful of software development tool sets in the video game industry. Developers can use the tools to create 3-D character models that can run, jump and shoot enemies in games. They can also use the software to design rich landscapes and textured environments. Every time a game is booted up, the software engine from Unity or another company is running underneath.
    Most of these engines have charged companies using the software a fixed annual amount for every one of their developers. Unity’s new fees turned this predictability on its head. Many developers felt that they were being punished if their game turned out to be a hit, and that Unity had the potential to take a much larger cut of revenues.
    “The new business model just doesn’t work for the rest of us,” Mr. Sala, the game developer, said. “A lot of people feel like we just got played.”
    Unity was founded in 2004 in Copenhagen as a project of three developers who collaborated on an internet forum dedicated to coding. The premise was to “democratize” game coding tools so that anyone — from high school hobbyists to professionals — could build games from scratch.
    “The key for me was the community and resources around it,” said Will Todd, a 28-year-old developer. “You can hop on a forum and quickly get an answer to any questions you might have.” He and his partner at the London indie studio Coal Supper, James Carbutt, used Unity to build their hit game, The Good Time Garden, in 2019.
    Under fire for poor financial results, Mr. Riccitiello left his job as chief executive at Electronic Arts in 2013. He joined Unity the next year, when the company was relatively small. He brought with him a reputation for squeezing cash out of games in ways that sometimes angered developers and players.
    Mr. Riccitiello led Unity to a successful initial public offering in 2020, and Unity’s shares hit a high of around $200 by the end of 2021. But they have since fallen to about $30. In its most recent quarterly financial results, Unity reported $533 million in revenue — up 80 percent from a year earlier — but $193 million in net losses. It also laid off about 8 percent of its employees in May.
    Unity has an advertising business that allows developers who use its platform to insert ads into their mobile games. It’s the part of the business responsible for about two-thirds of the company’s revenue. But it is under pressure from changes on Apple’s software for mobile devices that limit the data that Unity’s system can collect from the developers who use it to serve ads inside their mobile games.
    Mr. Riccitiello told The Times that Unity’s software pricing changes had “absolutely nothing to do with” challenges to its ads business, which he described as healthy. He said the new model was “designed to be a fair and appropriate exchange of value” between Unity and its customers. In other words, Unity thinks it can make a lot more money from its engine business than it does now.
    Behind the scenes, many employees were furious. Numerous Unity workers told management that it was a bad idea that would betray the small developers who used Unity’s tools, three current and former employees said. A handful of employees left or are in the process of leaving the company as a result, two people said.
    Mr. Riccitiello acknowledged in the interview that the new pricing model had been communicated poorly and needed some changes. And Marc Whitten, one of the company’s top executives, wrote an apologetic blog post.
    But the company is not rolling back the pricing change.
    It will be some time before Unity knows if there is permanent damage to its business. Mr. Sala, the developer of The Falconeer, said that his upcoming game was also built on Unity, and that he would still need to support it with software updates and expansions of more in-game content for at least two years. But after Unity made some concessions, Mr. Sala said they were welcome changes. He added that if he decided to switch to another engine, learning that software could take him months, if not years, to get to the comfort level he had with Unity.
    Mr. Carbutt, the Coal Supper studio developer, said sticking with Unity felt like “an operational risk.”
    “They broke trust with devs over all of this,” he said. “Irreparable damage has already been done.”
    A correction was made on Oct. 2, 2023: An earlier version of this article misstated how much Unity would charge video game developers. Unity will charge developers who qualify a percentage of their company’s monthly revenue, not annual revenue.
    When we learn of a mistake, we acknowledge it with a correction. If you spot an error, please let us know at nytnews@nytimes.com.Learn more
    Mike Isaac is a technology correspondent for The Times based in San Francisco. He regularly covers Facebook and Silicon Valley. More about Mike Isaac
    Kellen Browning writes about technology, the gig economy and the video game industry. He has been reporting for The Times since 2020. More about Kellen Browning
    A version of this article appears in print on Oct. 4, 2023, Section B, Page 1 of the New York edition with the headline: ‘We Just Got Played’. Order Reprints | Today’s Paper | Subscribe
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    MY THOUGHTS
    The underlying problem here is engineering. Like many crafts, its most optimal form isn't financially fast. The reason firms need unity isn't because programmers can't develop all the tools they need on their own, it is because doing that will  take longer than all the accountants or lawyers who own firms are willing to wait. Using tools to speed up business is a pillar of the usa led global fiscal capitalism and in engineering , that is the path to lower quality or financial management. Remember, building a program is like making a table.Artist can make the same table, but the process of making the table, makes each woodworker actually better. 
    To the fiscal reality of unity, they are a firm that is usually unprofitable overall. It is that simple. This situation reflects Google/Facebook/NEtflix/Tesla motors/ and many others firms who spent years , sometimes over a decade not being able to cover their cost of existence, but stayed afloat by stocks and investments and various financial mechanism which in my view are all anti fiscal capitalistic. 
     
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