Epic and Improbable pledge $25M to rescue MMO studios affected by Unity’s SpatialOS license suspension

    
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For a given definition of drift.

We’ve continued updating this post at the end as more events unfold, including Unity’s rebuttal and Unreal’s intervention. The original post from 9:55 a.m. EST January 10th is as follows.

Bad news today for MMO companies using Improbable’s SpatialOS and Unity. Back in October, the SpatialOS company rolled out a GDK specifically to enable integration with Unity development. But as of today, Improbable says that Unity has updated its licensing terms such that “all existing SpatialOS games using Unity, including production games and in development games of all developers, are now in breach” of those terms. The new terms apparently went into effect December 5th but were confirmed to Improbable by Unity only yesterday, in spite of the fact that the integration “was previously freely possible in their terms, as with other major engines.”

“Unity has clarified to us that this change effectively makes it a breach of terms to operate or create SpatialOS games using Unity, including in development and production games,” says Improbable. “Worryingly, this change occurred during an open commercial negotiation with the company to find a way to do more together. […] In addition, Unity has revoked our ability to continue working with the engine for breaching the newly changed terms of service in an unspecified way. This will affect our ability to support games.”

Non-Unity games are not affected, but Unity games? You might be screwed. As Improbable puts it,

“Overnight, this is an action by Unity that has immediately done harm to projects across the industry, including those of extremely vulnerable or small scale developers and damaged major projects in development over many years. Games that have been funded based on the promise of SpatialOS to deliver next-generation multiplayer are now endangered due to their choice of game engine. Live games are now in legal limbo. All customers who entered into a relationship with us and Unity previously did so on the good faith understanding that the terms they signed up to, sometimes years ago, would allow them to be successful and not carry additional charges.”

Improbable says it will “do everything in [its] power to solve this issue in good faith with Unity,” as well as aid companies left in the lurch here with an emergency fund.

SpatialOS, as we’ve been covering over the last few years, is essentially a platform that allows studios to make complex, single-shard MMOs – “distributed computing platform for building large virtual worlds for gaming.”

“I want the industry to believe in online games again,” Improbable CEO Herman Narula said back in 2017. “We went through a bit of a nuclear winter, with MMOs in particular, and part of that was technological, part of that was gameplay and part of that was consumer expectation. But now the time is right to revitalise the notion of worlds where actions can be meaningful and where we can create these experiences that we’ve dreamed of. I am hoping that with us having this cash and having this stability, it’s going to make people excited about investing in that.”

And invest they did: The company has raised at least $552M internationally – just that we know about – in the last few years, including funds from ubiquitous Chinese company Netease.

It hasn’t all been good news, however; Chronicles of Elyria studio Soulbound started out with SpatialOS and Unreal Engine 4 but ultimately found it incompatible (not to mention was too expensive for the scale of the MMO and its playerbase), leading it to drop its SpatialOS integration.

Worlds Adrift studio Bossa, which has made extensive use of SpatialOS, posted this message on Twitter this morning in an apparent attempt to assuage concerns, but it doesn’t make any promises.

“We’ve just been made aware there is a situation developing between Improbable (makers of SpatialOS, the technology underpinning the Worlds Adrift servers) and Unity (the technology we use to create the game itself). The details are still sparse. Bossa’s main priority is you, our players. Whatever is happening in the background outside of our control, our focus is ensuring players are looked after and your memorable experiences in the game are protected. Rest assured you will be the first ones to know if this situation causes any disruption to your experience. For now, Worlds Adrift is operating as normal.”

Unfortunately, MMO players are all too cognizant of the worst-case scenario when engine disputes arise. Let’s hope this one’s resolved amicably.

Further reading:

Source: Improbable, Twitter. Cheers, Zahri.
Update

Update
Bossa Studios now says Unity’s told it Worlds Adrift won’t be affected. It’s not clear why precisely WA is immune or whether Unity’s largesse is extended to all games in similar situations.

Update
In comments to The Guardian today, Narula speculates that Unity’s move was “either an accident or a negotiating tactic” and says that he was “waiting for someone in the west coast to wake up and make some ransom demands.” The Guardian also notes that at least one London-based MMO, Lazarus, has shut down indefinitely until the dispute is resolved, although current tweets indicate that it’s already back up.

Fractured also tweeted about the crisis, calling it a “disaster” and pulling its pre-alpha servers offline.

Game developer Derek Smart has speculated that Unity’s motivation revolves around its 2017 acquisition of Multiplay. Former Trion boss Scott Hartsman and Epic Games’ Tim Sweeney also weighed in on the “crazy” Unity EULA.

Update
Improbable has released another recap of the drama unfolding, apologizing to the developers who are affected by the current mess and suggesting that a “code of conduct” within the industry might be in order.

“Honestly, we don’t believe that today was about Unity or for that matter Improbable. Ultimately a commercial dispute between two companies, in which both sides have certainly made errors, should never threaten access to essential technology used by a large number of developers. A world where this happens frequently is a world with very little innovation in gaming. We think this incident shows that as an industry, we might need to consider making some changes which hugely increase the rate of innovation and collective success we could all experience. […] As a platform company, we believe humility and introspection are critical responses to the suffering of your community, however it comes about. We invite every company involved in today’s discourse to do a little of that. We also invite Unity to participate in this broader thinking with us, whatever the outcome of our misunderstanding. You are an incredibly important company and one bad day doesn’t take away from all you’ve given us. Let’s fix this for our community, you know our number.”

The company also says its review of its own terms of service revealed similar weaknesses that could lead to confusion and will be rectified.

Update – Thursday evening
Now Unity has issued a statement denying some of what Improbable’s blog posts have said, claiming that it ended its “relationship” with Improbable following a “failed negotiation.”

“We terminated our relationship with Improbable due to a failed negotiation with them after they violated our Terms of Service. We’ve made it clear that anyone using SpatialOS will not be affected. Projects that are currently in production or live using SpatialOS are not affected by any actions we have taken with Improbable. If a game developer runs a Unity-based game server on their own servers or generic cloud instances (like GCP, AWS or Azure), they are covered by our EULA. We have never communicated to any game developer that they should stop operating a game that runs using Improbable as a service.”

Unity does not explain what the failed negotiation was about specifically nor address speculation that it was about the Multiplay acquisition. The company claims it communicated to Improbable “more than a year ago” and then again half a year ago that Improbable was in violation of Unity’s TOS/ULA, so “recent actions did not come as a surprise to Improbable.” “Two weeks ago we took the action of turning off Improbable’s Unity Editor license keys,” Unity writes. “This is a unique case — and not a situation we take lightly — but Improbable left us no choice. This was the only course of action to protect the integrity and value of our technology and Unity developers.” (Worth noting here is that the EULA change was seemingly made in December, so we assume Unity here means it notified Improbable of a future risk of violation, rather than an active one.)

Unity also effectively accuses Improbable of dishonesty – of “misrepresenting” how individual games would be affected, or won’t be, in this case, as Unity says it was always clear that “games currently in production and/or games that are live are unaffected.” However, Unity does not expressly state how it is that developers using both Unity and SpatialOS will be served now that Unity has revoked Improbable’s license – no mechanism has been posted publicly.

Unity also does not address the comments of developers – again, like Epic’s Tim Sweeney – who have raised the alarm over the current nonsensical version of the TOS and its many contradictions with Unity’s stated policies, except to say that it is once again revising that TOS.

Thursday night
Now Epic/Unreal and Improbable have committed $25M to helping devs escape this mess. Kinda handed them that one, Unity. “To assist developers who are left in limbo by the new engine and service incompatibilities that were introduced today, Epic Games and Improbable are together establishing a US $25,000,000 combined fund to help developers transition to more open engines, services, and ecosystems,” Epic writes. “This funding will come from a variety of sources including Unreal Dev Grants, Improbable developer assistance funds, and Epic Games store funding.”

There’s more:

“Epic Games and Improbable would like to jointly reaffirm our commitment to giving game developers the best combination of engine and other technology backed by interoperable standards that work for everyone, while respecting developers’ ability to choose partners and software components freely. First, we want to reaffirm our partnership. Unreal Engine provides full C++ source code for everyone, and its license ensures it remains open to all game developers and middleware providers, and enables all to collaborate together through SDKs, services, and forks of the source code. Likewise, Improbable is developing a completely open Unreal integration for its online game development platform, SpatialOS. The combination enables developers to rapidly build and deploy both session-based and persistent online worlds across all platforms with the functionality of Unreal Engine and the increased possibilities of distributed computing and cloud services. Epic Games’ partnership with Improbable, and the integration of Improbable’s cloud-based development platform SpatialOS, is based on shared values, and a shared belief in how companies should work together to support mutual customers in a straightforward, no-surprises way.”

Update Friday
Continuing updates, including the new statements from Improbable, are in our latest article.
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Kevin McCaughey

The fact this *can* happen is really destabilizing for the genre and extremely unwelcome. The industry needs to start getting some codes of conduct together and some co-operation to stop these bombs going off.

Mewmew
Reader
Mewmew

I get stopping future products from this day forward, but to make it retroactive and stop games already either in development or launched?

That’s like making a new speed limit of 10 MPH and a law where your car gets impounded if you go over that, and retroactively impounding all cars of all people who went over 10 MPH in the past when the law wasn’t in effect.

I thought Unity was the champion of the little guy, they’re destroying so many indie games with this move, what the heck…

*Edit – Okay so it may not have been all Unity. It is a conflict between them and Improbable with more happening behind the scenes and more blame coming from Improbable than we previously knew about.

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Arcanum Zero

I’m not going to try to defend Unity’s TOS change or its mealymouthed language — it all definitely seems unfriendly to consumers — but it seems to me that Unity reaching out to /Improbable’s/ consumers to give warning of a possible split with Improbable, whatever the cause, would have been a legal minefield.

It is pretty gross that all of Improbable’s consumers only found out about this after Unity pulled the plug, yes, but I put that on Improbable, not Unity. It’s clear from context that Improbable knew they were operating at risk long before this week.

After all this, I’d still rather do business with Unity than Improbable, if only because all Unity appears to have done is predictably behave like a business (i.e., utterly without compassion), while Improbable clearly believes un-fact-checked tantrums on Twitter are professional behavior.

But then, I guess that’s the new normal, as they say.

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Kickstarter Donor
Greaterdivinity

Jesus, what a whirlwind day. It’s been tough to follow, and I can only imagine how nerve racking it has been/is for developers actually impacted.

But damn Epic, that’s pretty good of them (or at least it seems to be at first glance). They’re making lots of good moves now that they’re flush with all that Fortnite cash, I’m alright with this.

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Bruno Brito

Epic realized this industry is full of cowards and taking a stance is actually beneficial when you’re smart.

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Kickstarter Donor
Greaterdivinity

Seems that way. But it sure helps when they can fund it all with them sweet Fortnite bux : P

Reader
schatzsucher

25 Million USD to switch to unreal?
Tied to another big company….

Game studios should join forces an create something independent… HeroEngine based? They have already the engine and the cloud service

Reader
rafael12104

Seriously, you just can’t make this shit up.

So now Epic jumps into the fray basically saying:

“Hey, devs. You don’t have to put up with that bullshit. No problems between Unreal Engine and Spatial OS. We love Improbable! Come on over. We are rich as shit and will be happy to help!”

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Rolan Storm

IKR? :D I woke up to this. My, they are a bunch. :D

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Kevin McCaughey

Unreal was always the better option – I think Unity looks pretty dated, even with the best spin developers put on it. It will be a very hard pivot to Unreal from Unity, but in the long run I think it is a better synergy.

kjempff
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kjempff

I never liked the way unity tries to force me into a certain way of programming. Unity slows me down and makes me do workarounds for their bad design and tedious and slow click ui, having to rely on a horde of plugins and developing tools to workaround the shortcommings that greet you with every step. Taking away all your options of control and hiding it inside the runtime engine, shitty output and debugging is something that belongs in the 90ies. Only redeeming thing as a programmer would be that c# is much more efficient to code than c++.
Well anyways, using Unity but def not a fan.

Xijit
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Kickstarter Donor
Xijit

This is a highly predatory attack on Epic’s part & makes me even more suspicious of SpacialOS given how fast they whipped together a contract with Epic for $25 million.

Improbable is throwing a hysterical conniption fit and preaching fire and brimstone, while Unity has been refusing to emotionally react, and every team that would have been effected by this has be reassured that their projects are going to be fine.

And just for clarity’s sake, exactly how many projects out there actually use SpacialOS?

Improbable is making this sound like every Unity game is doomed, but most Unity titles are single player or limited MP games instead of a real “shared world.” On top of that, the only SpacialOS MMO title I have heard of that didn’t end up in development hell was Worlds Adrift, while verything else either failed to get made or dumped SpacialOS.

Xijit
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Kickstarter Donor
Xijit

Also notable is that Improbable has made abso-fuckin-lutely no movement towards picking up a lawyer’s pen about this.

Which is the first thing I would have done if my product just got targeted for exclusion by the supplier of my target market.

… Unless I was guilty as fuck of breaching their Liscence, in which case I would be throwing a titanic hissy fit on social media, in order to win over public sympathy in a drive to skew perspective in my favor before the facts come out.