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Blogs

  Is There A Unity Penetration Issue?
by Alistair Doulin on 01/21/11 12:54:00 am   Expert Blogs   Featured Blogs
24 comments Share on Twitter Share on Facebook RSS
 
 
The following blog was, unless otherwise noted, independently written by a member of Gamasutra's game development community. The thoughts and opinions expressed here are not necessarily those of Gamasutra or its parent company.

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[This is a repost from my blog, doolwind.com]

I hear a lot of game developers refusing to use Unity for web games because of penetration. David Edery made a point of discussing this during his keynote at GCAP last year. Today I’ve decided to formulate my thoughts on why I disagree with this argument and why I think you should be using Unity.

Multi-platform development

If, like us, you’re making games for web and iOS then this is really a no-brainer. The extra development time is not something we can afford when there’s a perfect alternative in Unity.

With Flick Buddies, we developed the web and iOS version simultaneously without any extra effort. All our games in the future will see simultaneous releases for both web and iOS which will help drive customers from the free web version up to the paid iOS version.

The main argument against using Unity is that with such a low penetration rate (for arguments sake we’ll go with 1%) users will bounce from your site when they hit the Unity installation page. Taking the statistics (from Unity and others) lets go for the low end and say that 50% of users will bounce when they see the Unity installation page.

Rather than looking at it from percentage of users being lost, let’s look the other way around. If you’re developing an iOS game you can release a web version for relatively little development cost and capture 50% of the potential web market. If you were to instead create a flash version you would have the full development costs of porting the game to get 100% of the market.

Looking at the cost/benefit ratio the Unity version is a much better option. The only time this becomes a negative is if you have a highly successful game, in which case losing 50% of the market will end up costing an order of magnitude more than the development costs of porting to flash.

In that case, go for it! There’s nothing stopping you from later creating the game in flash once you know there’s a large enough market for it.  Where the cost of porting the game will easily be made up by the 50% more users you’ll receive.

Another interesting point I’ve heard is that the more popular a game is, the lower the bounce rate.  If you have a highly successful game that people really want to play, the act of installing a plugin will be less of an issue for them. This goes some way to negating the lost sales for a highly successful game.

Web games only

What if you’re making web games only? In this case it’s not quite as clear cut and we have to dig a little further. I’m still inclined to go with Unity for web only games for a number of key reasons:

  1. You can give a richer game experience including 3D. While 3D is coming to Flash soon, it’s at a lot lower level requiring far more development time and cutting out many less experienced developers.
  2. Much richer tools and pipeline. I’ve previously discussed how much I love the Unity editor and asset pipeline. This lets you get your games out faster and cheaper. This saving offsets the 50% bounce rate.
  3. There’s the opportunity to have a unified language running between client and server when using C# within Unity.  This simplifies communication as well as allowing the exact same code to run at both ends if required.

The Minecraft example

I like to use Minecraft as an example of bounce rate when discussing Unity and Flash. Minecraft requires an .exe to be downloaded and run before the game can be played. This is far more intrusive than a browser plugin and yet it’s still had great success. With Unity developers can create something as successful as Minecraft with a lower bounce rate due to installation and have the ability to port to iOS and other platforms easily.

Flash was once like this

I remember when Flash was at a similar position to Unity, albeit with web pages rather than games. Many people said that you shouldn’t make websites with Flash as it required users to download a plugin if they didn’t have it. Not only did Flash reach the penetration rates it desired, times have also changed in Unity’s favour:

  1. Faster downloads mean there’s less of an issue in the download time of the plugin
  2. Seamless installation reduces the bounce rate with unsophisticated users
  3. Larger sites (like Kongregate) are getting behind Unity which makes it more trustworthy in users eyes

What can Unity Technologies do about it?

I saw a similar issue with Silverlight penetration and I find myself again thinking of inventive ways for companies to increase penetration of their plugins. This could be as simple as a referral program, offering 1-10c each time a user installs the Unity plugin on your site. This motivates developers to make awesome free games with a guaranteed return as an alternative to advertising. Unity can then buy installations for as little as $10k per 1 million users. It’s in Unity Technologies best interest for penetration rates to go up as quickly as possible and I’d like to see a novel approach to achieving this. While the penetration rate will naturally increase over time, it will take quite a while.

Conclusion

What are your thoughts on Unity's penetration rates? Is the bounce rate just too high for you to switch over?

 
 
Comments

Chris Klimecky
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Some of the question depends on your target audience. Maybe you could estimate 50% bounce rate with a hardcore audience (which is more accepting of "barrier to entry" hurdles and new technology to get to a game they really want to play), but my last Unity game which was aimed at a younger, more casual audience bounced in the 70%-80% range. Granted, that was better than the company's first, downloadable try, which bounced closer to 90%, but still - the business case is rough and the game is now defunct. As much as the dev team loved Unity development for the reasons mentioned, I would absolutely think twice about using it again until plug-in penetration increases significantly. I hope it does, as Unity is a great platform.

Alistair Doulin
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Wow, that's some high bounce rates Chris. Do you mind giving us some more details on those high bounce rates? Was that simply at the plugin point or just the bounce rate in general? Did you do anything on the page to encourage them to install it (showing screenshots of a video of what their missing out on)?

Chris Klimecky
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We did have a highly encouraging install page. And it was at the plugin install point that users simply disappeared. With TV ad support bringing in huge numbers of new users, we simply saw them evaporate when it came time to install the plug-in. I believe it comes down to target audience - kids generally have been taught not to install things on Daddy's computer and they move onto the next free content when they hit such a barrier.



The "make better games" argument stated lower in this comments thread is ridiculous imho, considering the potential user came to the website to play the game, so there is obviously intent and desire to try it, and they haven't played it so they can't even make a judgement yet as to the quality of the game. It is easy for even low-moderately tech able people (let alone extremely able folks like us) to get past barriers like these and minimize the issue, but don't overestimate the young and casual markets - that's all I'm saying. Don't even get me started on the amazing prevalence of ridiculously low end hardware and dial-up ping times we were seeing. Be aware of your target and measure the risk accordingly before you commit to a platform.

Caleb Garner
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That's some great insight and thanks for sharing. I'm sorry to hear how it went. I would never had thought it would be that bad, but you make a great point about "don't install on daddy's computer" message for younger audiences..



The fact that EA had licensed unity as their online game engine http://www.gamasutra.com/view/news/30571/EA_Signs_Broad_MultiYear_License _For_Un
ity_Development_Platform.php will help with the penetration issue.

Wyatt Epp
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You know Minecraft can be played in the browser, right? Yes, it requires a JRE plugin but that's much more common than the Unity plugin.

Ben Weber
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I'm not familiar with the progression of Minecraft, but didn't it go from a java application to an applet? I'm aware this sounds crazy, but it seems that the adoption rate of java given current systems is of high market penetration.



So is JOGL now a realistic option? Or what does Minecraft in the browser use for 3d? Perhaps, Notch has paved the way for 3d in the browser!

Henry Shilling
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I believe that getting Unity games on sites like Kongregate and others will definitely help with penetration. I do recall when flash was like this, when we had clients who would not let us use flash because the user may have to get a plugin.



I also think that grabbing a plugin doesn't stop people. My Wife loves Pogo and she had to nab a plugin to play, she just did it. She is in no way a techie type and I was actually pretty impressed that she just did it without calling me over.



If the user sees the content as desirable then installing a plugin will not stand in their way.

Alistair Doulin
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"If the user sees the content as desirable then installing a plugin will not stand in their way."



Exactly! I didn't want to openly come out and say this, but I have definitely heard this from a number of people. If you're game is no good then even the smallest barrier will bounce people.

Breno Azevedo
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I think there's absolutely zero bounce-rate for a game done with Unity aimed for iOS, so like you said this is a complete non-issue. Now, if you aim to sell a really-casual game for the PC-platform only, like Chris said you'd better think twice, just because the market is flooded with low-standard browser-only applications and most novice/casual users won't know the difference - except that they have to install something else, so they most times just pass. Best option for the PC at the moment, in my opinion, is using the Steam platform, it does require some integration effort but that'll pretty much iron out any penetration issues once it's done. Steam is pretty much ubiquitous for the semi-hardcore and hardcore communities, of course your product has to fit its public or else Steam won't even accept your title to start with.



A great move that Unity Technologies should do in this front is adding Steam integration out of the box for its next Unity release. I recall one major game portal willing to help others into doing just, on a case specific-basis - which included releasing the game in their portal as well, if I recall correctly.



For truly casual games the best bet would probably be waiting for Unity to a) double its user-installed base b) add HTML5 deploy option. Obviously option B would require that you also wait for HTML5 to get good performance and become truly compatible for the major browsers - IE especially.

Ben Weber
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I have to second your statement about html 5 support (sans IE). In my opinion, browser add-ons are coming to an end. The only reason I have silverlight is because I wanted to watch the 2008 olympics live. I have other similar apps like the tour tracking that I used to watch the most recent tour of California. Great apps, but new plug-ins for browsers are unlikely to get used widely.



So the question is, is there a forcing function behind unity, such as awesome exclusive releases? If not, people would probably just prefer downloading an running an exe.



At the other end of the spectrum, I like the idea of html 5 providing a cross platform solution. But thats just a pipe dream, if you've tried running an html 5 game on android, iphone, ipad, or google tv, you'll know that issues are still present.



But I do like the idea of HTML 5.

Alistair Doulin
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"So the question is, is there a forcing function behind unity, such as awesome exclusive releases?"



This is sounding a little "chicken or egg" to me. If more people use Unity exclusively (as we are) then there's a higher chance of a big hit which will drive up the numbers. I guess it depends a lot on general developer adoption. Perhaps, psychologically, I wrote this article to try and convince more developers to come on board to help drive up penetration as that will help our company in the long run :)

Jim Perry
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"If the user sees the content as desirable then installing a plugin will not stand in their way."



This pretty much says it all IMO. It's not like installing the plugin is a huge deal either.

Juan Manuel Serruya
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That's only true for users that actually know how to install the plugin.



Don't forget grandmas and mothers, they are a really big market share

Caleb Garner
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Yea i have to say that "if it's good people will figure it out.." statement is a bit shortsighted... the whole issue is that if they don't have the player, a considerable number of people will never even see the intro..



I imagine though that if said game was a blazing feat of gaming genius, eventually the games sheer mass appeal would be so high that people would be willing to give it more time and effort to get the game to work, but the reality is that most games, even good well made games won't have that kind of critical mass. Most games must rely on as many people who come for the first time to play it in order to help assure a better chance for success.

Sean McCracken
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Yeah, there's a penetration issue. . . when my game http://www.twitterofthedead.com is bouncing over 68%. . . I would say that's pretty bad.

Luis Guimaraes
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I went to the page, there's not so compeling visuals or anything to keep interest while the loading is going on, and it doesn't even tell me it's loading the game, there's just that bar.



It's possible people that already has the plugin, or that even installed it, is leaving in the middle if the loading time.

Alistair Doulin
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I completely agree with Luis. Just imagine what gamers are experiencing when they hit your page. They simply see a black screen with an "install unity" button on it. I'd be interested to see your bounce rate if you included some screenshots and even a video to convince them it's worth installing.

Wyatt Epp
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I also feel the need to reiterate that Unity doesn't support Linux and seems to be actively avoiding comment on the issue (Android is a step in the right direction, at least, but...). Just look at their issue tracker: http://feedback.unity3d.com/ At the very top. It's been at the top for a long time, now, too.



They advertise that they're "cross platform" but I personally feel their inaction speaks volumes.

Alistair Doulin
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Yes, this is a sticking point for a number of developers I've spoken with. Personally it's not a big concern for me right now (perhaps it should be?).



I would like a representative from Unity to officially make a statement regarding this if it hasn't been done already.

Joachim Ante
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The install rate some Facebook Unity games achieve is actually much much higher than what you have quoted. We spent a lot of time the last year, making our install process much smoother. Supporting technologies like Java Web Start and .NET click once, which make the install process much smoother.

We've had this for Windows for a while and we are very soon also adding Java Web Start support on OS X.



In terms of real numbers people have achieved with this. A couple of facebook games that have tweaked their install process graphics for their game. For example one game has achieved a 92% install rate from the moment of the user clicking the button to the plugin actually getting installed. 72% actually do click the button.



This is highly dependent on the presentation that you give to the user. Showing some images of the game, that you are about to miss or better a video. Clear instructions on what to do once the install button has been pressed, make a massive difference.





I definately agree with the other points though. Unity allows you to deploy to more than just the Web. Cross platform publishing to PC / Mac / iPhone / Android / consoles is a big deal. We had a lot of developers who also made some good money on the MacAppStore. The main point is that, it's always good to be able to push a game into many different channels.

Peter Vullings
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Don't get me wrong - I love Unity as both a development and a delivery platform. However, for our next Facebook game we are considering Flash Molehill even though we know our product will not be quite as good - just because a 68% success rate at even getting in to the game is just not good enough (i.e. 2% already have plugin + 92% of 72% download the plug successfully). At least with Flash we can almost guarantee that 95%+ will actually get to the game itself.



Bounce rate is bounce rate once in the game, and will be similar whether the game is in Flash or Unity. i.e. There will always be a proportion of people that will not like it or not want to play it.



In this case I think the decision to go with Molehill is warranted - Facebook is a special beast. Highly casual, highly consume/discard.



"If the user sees the content as desirable then installing a plugin will not stand in their way." is all well and good for *talk*, but at the end of the day as Chris said in his comment right at the top "...casual audience bounced in the 70%-80% range". Results peak louder than words (assuming Chris accurately measured this).

Brad Borne
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So, I know I have Unity installed because I'm a Flash developer and I enjoyed a good facepalm yet again at Flash's awful performance, and seeing shaders in the browser made me nerd out quite a bit. He'll, I couldn't even find a category for Unity on Kongregate. And I hear nothing but how great Unity is from devs.



That's about as niche of a reason as possible.



Every now and then I'll realize that I didn't have Unity installed, and that's usually when I'm seeking out tech demos. Who's actually accidentally ran into must play Unity content?



Seriously guys, high bounce rate? Make better games.

Mark Venturelli
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At least the Unity guys made a fantastic job with the plug-in. I recently tried to play some games on Kongregate with a computer that did not have the Unity plug in, and with Firefox I was able to download it in ~4 seconds, and it did not required me to restart the browser. I was really impressed.

Caleb Garner
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yea full marks to unity for making their plugin process as straight forward as flash...



it's interesting how people talk about market penetration with flash, which is true, but flash still has to be installed. Its not like it's part of OSX or Windows...



I guess its just that people run into flash more often than unity... but users get flash because it is so prevalent and they will keep running into prompts to install flash till they do or not see web sites / parts of sites.


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