Unity is laying off hundreds of employees
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The foundations were technically weak and they started the reengineering process (DOTS) a bit late.
I've seen that before, with PalmOS and other tech stacks that were hacked together and kind of worked for a while until the competition caught up.
The zombie state can last a few years, but I am pretty sure there are cases where the whole thing can be saved with herculean effort.
I don't think the same is true for Unity.
I love using Linux and Unix in general, but the legacy idiosyncrasies there are kind of worse.
I feel that we could do so much better in modern age if some of the things were just let go, but trenches has been dug and nothing will likely happen.
Deprecating Obj-C will probably also deprecate support for C/C++ support.
I never used Proprietary Apple tech stack, when I made games for iOS it was C/C++/OpenGL and these days Vulkan with MoltenVK
If they deprecate native code, they are going to lose a lot of devs.
Never going to touch Swift with a ten feet pole.
Yeah, by only ever adding new layers of crust and never actually changing the Old Code, at least if the GUI is anything to go by.
Windows is indeed full of old and new crust, but the foundations are actually not bad, NT is a pretty good kernel if you ask me.
The quality of Microsoft engineering is often underestimated, mostly because it is all over the place, different teams, a huge amount of technical debt, but in my opinion some key pillars have been built well enough and maintained, and they also managed to deal with the crust and survive without falling into the classic trap of the second system syndrome.
Just ordered a copy of the book "Showstopper"
It did not so much learn from Windows 3.1, TBH, but did learn from OS/2. And from VMS and RSX-11, which Dave Cutler worked on in the past.
The windowing system in the initial NT release did look like Windows 3.1 though.
Yes the core initial engineers and leadership that started it were ex-DEC engineers.
But if you listen to Dave Cutler's interviews and read about it you can see clearly that some concepts were borrowed but much of the thinking was from scratch. He took the chance of starting a greenfield project to make something far more current.
In particular NT was designed from the ground up to be multiprocessor and multithreading friendly, which is not the case for VMS.
Secondly NT was designed to host multiple OS "personalities", VMS not at all.
Finally NT was designed to be portable between ISAs and they spent years making sure it worked equally well on MIPS, PowerPC, Alpha, x86, and then amd64.
NT the kernel is awesome. I just wish they'd shipped a better userspace from day one.
Imagine if Microsoft had shipped NT with a proper Unix-like shell environment in the 90s and not the crap "command.com" and WinCRT.dll garbage. What a better world we'd live in.
But they knew the shaky foundation and built NT which is a very good and that decision is probably the main reason Windows is still around.
I don't think Microsoft has any particularly secret sauce here, they just have a good reason to keep it going and the money to do so. Many other cases the money just isn't there.
And don't under estimate the herculean efforts Microsoft goes through, or eat least used to go through, to keep old programs running. It goes far beyond what I would have ever imagined had I not talked to some of the people involved with it. We're talking having the OS detect specific versions of specific programs (e.g. old versions of Quicken) and hot patching specific APIs with bug-compatible behavior so they don't break with an OS upgrade. Microsoft definitely takes backward compatibility seriously.
His point is that if Excel lost the business world, the fact that people do things like write games in Excel will not save it, and he is asking you to understand that the assertion that Unity is used for more than games is roughly analogous, which it is.
My point was that it is comparing an engine to an engine + more. I do agree that the engine is central, but it is much broader than games.
Please don't claim it's similar to making games using Excel, it really isn't. But it explains why I didn't understand what he meant, so that's something at least.
What I am trying to tell you is that the revenue breakdown you are using to justify this statement doesn't actually say that. What it says is that due to unity's pricing model, the bulk of the revenue they are making isn't all engine license revenue (which is both game and non-game), it is other services, almost all of which such as voice chat and asset store are strictly game-related.
In other words, Unity may be more than games, but they are entirely game dependent. It doesn't say that revenue is non-game.
Like I was fighting Monogame on model rendering, textures, shaders, cross-platform (never could get a high-res 3D working for the Mac version), anti-aliasing, etc. Everything 3D was being a pain in the ass to get working, and my progress was very slow.
After one day of porting my assets over to Unity, doing some tweaks in the editor, and importing a few assets from the Unity store, and my game already looked better than it ever looked in Monogame (still working on porting the rest of the game).
It should be said that I'm not an expert 3D developer, I'm much stronger in 2D, but have been trying to do more in 3D lately, and that may be part of why I struggled with Monogame in 3D. People who have no issues coding in OpenGL or DirectX directly probably won't have as many issues as I did.
The median title on Steam earns only $3,000 in sales over the first year: https://www.gamedeveloper.com/blogs/analyst-your-first-week-...
Considering cost of development and time, the average title most likely loses money. People were basically LARPing as game developers, and throwing money at Unity for the privilege. As economic conditions deteriorate, its reasonable to expect people to stop doing that.
Also consider the large number of places such as Hobby Lobby, Williams-Sonoma, or Home Depot that cater to hobbyist/amateurs rather than industry professionals.
That's harsh in my opinion. In entertainment and media there are always more people who want to do a thing than can be supported: musicians, actors, comedians, artists, etc.
Sometimes amateurs become pros. Sometimes people "LARPing" -- as you call it --make games I really enjoy. So I think its cool that people try their luck at game development even knowing most won't make a living at it.
Once I joined a team that was making a space ship combat game. All they worked on was 2d buttons, sliders, etc. Building a whole GUI from scratch for months. I stuck my head up to say maybe we could try some gameplay ideas? No it was important to get the menus right.
That number is probably way overstating the median revenue. It is based on a non-random sample (hey devs, send us your data for a survey) of 75 games. Looking at a larger dataset, a majority of developers make <$1,000 (average revenue: $294).
https://www.gamedeveloper.com/blogs/what-can-we-learn-from-t...
2013: 551
2014: 1,631
2015: 2,679
2016: 4,466
2017: 6,251
2018: 8,137
2019: 7,841
2020: 9,609
2021: 10,696
If you make a game, and it struggles due to very tough market conditions, you are not LARPing as a game dev. You are a game developer. There are countless gems on steam that have not gotten commercial success, but are well engineered and well designed titles.
I am technically a gamedev, but I am not a professional gamedev.
Your company has to have over 100,000USD in gross annual revenue to pay for unity, at which point you are no longer "LARPing"...
These days, if I'm thinking about creating an application, I'm defaulting to C#.
why the love for c++?
C++ is a pretty decent language with a few weird features.
I may be biased by programming in Qt + c++, the best UI development flow ever created
Speaking of which, whatever happened with iDTech?
Looking at the family chart you can see that the last version that was widely licensed was idTech 3 - from 1999: https://upload.wikimedia.org/wikipedia/commons/8/85/Quake_-_...
My issue is with automatic reference counting. It's just way too easy to hold on to a reference accidentally, especially now that lambdas / closures are an essential language feature. I don't have much Swift experience, but I do have a lot of Objective-C experience, and it's just way too easy to accidentally capture self or some other value. In game programming, there is very little concept of ownership. Everything exists as peers that can modify each other. This leads to a high likelihood of reference cycles.
So you want a fourth renderer? :)
today.
If, however, you're a professional game developer who tries to get his game to run 60 FPS on a 6-year old phone (not a hypothetical example, I've led a project that had 60 FPS on iPhone 4 in 2016 with Unity), then you WANT the C++ and engine source code.
I've been working with Unity since 2009 and hope to never touch that giant flaming pile of shit again in my life. Having moved to frontend development still, I'm very happy to work with tools that mostly work, and if they don't, you can actually dig in and debug them, with healthy development culture that actually encourages you to do so.
Sorry for the emotional rant; 10 years of Unity experience (not really though, I've done other things in this time as well) do that to a person.
https://unity.com/dots https://unity.com/solutions/instant-games
But they have been working on this for 5 years now, and it is still "experimental", also the community response has been kind of lukewarm, many devs don't really understand why this is necessary.
Performance and tooling have historically driven game engine licensing. There's a reason why Unity has a noticeable lack of presence in so-called triple-a gaming. Believe me, if performance was "pretty good" and tooling was "excellent" then every major studio would be using Unity. Instead, they're overwhelming using Unreal or they're using their franchise engine that they've built over 1 or 2 decades similar to id Software whose engines used to be the direct Unreal competitor.
As a consumer, I cringe when I run game that is "powered by Unity". They nearly always feature extremely slow loading and sub-optimal framerate on top tier hardware. In contrast, an id or Unreal engine game will run at 4k 60fps while looking beautiful.
On another note, Unity's market has always seemed to be indie and double-a studios. I would expect a recession to cause many who would have "taken a year off to make a game" to change their minds as investments or savings drawdown.
For one thing, I think the "powered by Unity" branding is a problem, because you only see it on games that couldn't afford to actually pay for Unity and therefore have a larger chance of being poorly polished.
...at least, until you start building the actual Dyson Sphere. ;)
That's part of Unity's market, but it's bread and butter are mobile free-to-play games.
Yes LOC, lines of code, is a bad metric--compared by Bill Gates to weight on an airplane--but at the end it is still meaningful to the complexity--mass of an airplane.
So the whole game in software companies is at some point taking Human Growth Hormone and growing fast, and inevitably getting some tumors, but hoping they are benign and contained. Or they can spread and the software dies.
> "As part of a continued planning process where we regularly assess our resourcing levels against our company priorities, we decided to realign some of our resources to better drive focus and support our long-term growth. This resulted in some hard decisions that impacted approximately 4% of all Unity workforce. We are grateful for the contributions of those leaving Unity and we are supporting them through this difficult transition.”
... are dehumanizing, and serve only as a legal smoke screen.
I really wish that layoff announcements acknowledged the pain of those people let go, and the pain of those people who will remain who have to take up the slack under a tighter fiscal belt.
This best expressed by George Carlin's quote on "soft language"[0], which stated; "Americans have trouble facing the truth, So they invent a kind of a soft language to protect themselves from it"
Pretending it doesn't hurt doesn't help. Let go of the euphemisms.
[0] https://www.thoughtco.com/soft-language-euphemism-1692111
HR is a profession whose purpose is to turn the process of hiring and employing human labor into a pantomime of financing and procuring capital goods or raw materials. Since their business is treating people like anything but people ("resources", contracts, "headcount", "cycles", etc.), this often slips their mind.
But this is a good time to remind everyone that you owe zero -- ZERO -- loyalty to a company. Be just as ruthless to them as they are to you.
As an employee know that the company that employs you does not have your best interest in mind. They will dump you as soon as the asymmetry between what you provide to them vs. what they provide to you is no longer in their favor. I mean, it has to be that way, but you need to keep your eyes open to it.
This is a very cynical view, but ultimately, the company couldn't care less about you. You are disposable, and will be disposed-of at the first opportunity it's called for.
Remember that asymmetry can go the other way too. The very moment they are no longer providing high-value to you as an employer you can (and should) start searching for something better, where the asymmetry is more in your favor. You can ditch them just as quickly and easily as they ditch you.
What would really help is that the previous statement were in the form of "by policy, we never discuss the possibility of a layoff" instead of having a policy of lying while you prepare it.
Being a large company, they were able to plan it in such a way as to encourage those close to retirement to leave, those who wanted to jump to go ahead and leave, and minimize the brain drain. They weren't running on a razor thin runway where ever day was bleading cash.
Because one of the downsides of surprize layoff announcements, is that while many execs think they are just removing the lowest performing tier, what actually happens is the top performers who do have options see the writing on the wall and go ahead and jump elsewhere. Cost-cutting achieved but teams lobotomized and further decline ensues.
If you have to do layoffs, the very least you can do is treat them like professionals and give good references.
Again, whether it is right or wrong is a different discussion from the fact that it is the current state of legal things, and incentives are high for all kinds of foul play.
Lawyers often say this but it's bad advice (except perhaps for their bottom line). People who say sorry pay out significantly less in damages on average.
The good wishes and sincere dialogs are better held on personal level, i.e. the managers can have it with their subordinates in private.
I know someone who was able to work with JR at EA at a very high level, and who was familiar with internal goings-on at Unity a few years ago. His assessment of JR's leadership style was that he thought competition between executives was a good thing, and the result was a lot of mistrust and chaos.
I'm not sure the specifics of how this played out at EA, but what I do know is that during his tenure, there were a number of poorly-executed moves towards expanding franchises (Dead Space 3, Medal of Honor: Warfighter, Army of Two: The Devil's Cartel), adding live service components to games that didn't benefit (SimCity), pivots to free-to-play that failed (Plants Vs Zombies 2, Bejeweled Skies, Dungeon Keeper), rushed releases meant to fill schedules (Dragon Age 2), and several massive acquisitions at hugely inflated prices that were almost total wastes of money (Playfish, PopCap).
There were many internal groups battling for control: Multiple product management teams who wanted to influence monetization strategy across mobile games, several small studios who were able to release games with little to no oversight (an HTML5/JS web game team that made a Command and Conquer game, and another team that made several Dragon Age Flash games), and the ill-fated initiative to turn BioWare into a huge umbrella label that lasted about a year before SWTOR came out and then Ray and Greg were basically forced into retirement.
Lots of really messy stuff.
From the folks I've talked to who work at Unity, it's pretty chaotic there too. And why wouldn't it be? They doubled headcount in a short period of time, are tackling a ton of different markets, they've pushed and then deprecated or removed support for a multiplayer solution, analytics service, a UI rewrite, and probably more I'm forgetting. Then there are the "this is the new hotness" features that STILL AREN'T FINISHED even two, three, four, or more years after they were announced, like the two competing and incompatible rendering pipelines, ECS, and more. And I've been told that the reason that longstanding bugs in major features like 2D sprites and physics take so long to be fixed is that each of those major features only has one, maybe two people working on it.
No wonder things are rocky at Unity.
It's always a shit show from the inside...
I don't believe this is true, AFAIK the majority of their revenue comes from their in-game advertising business, not from licensing the engine.
I don’t know any actual numbers
https://www.statista.com/statistics/1270474/unity-software-r...
- 30% of revenue from Create Solutions (ie engine licensing) - 61% of revenue from Operate Solutions (ad platform, IAP, multiplayer, build server, VOIP, CDN, analytics) - 9% from strategic partnerships
Although they are known for catering to the indie developer crowd, a bulk of their revenue is from a relatively small number of companies (~120).
So, they can open still open source it? I mean, open sourcing it would allow competitor to use the same code, but given it is not the same brand and not possible to release to consoles or stores, they could still keep most of their revenue, right?
One of the things devs like about Unreal is that the entire codebase is just there to look at, so you can debug any bugs yourself and even add features to the engine that you specifically need for your game. Meanwhile Unity is a black-box blob that you can’t neither debug or extend, and all you can do is yelp in the bug tracker or the forums to get unnoticed.
From there it either plays out one of two ways depending on how competent the management of the incumbent is.
1. They underestimate and continually disregard the startup. This generally leads to AMD vs Intel situation. Don't do this.
2. Understand the threat they pose and systematically match all of their advantages, smothering them with investment they can't afford to keep up with. This is essentially what Epic did here and generally what you should always do if you have a dominant market position and can afford it.
Unity is left in a bad situation because accessibility to their engine was it's key draw. A few years ago people also felt it was an easier engine to develop games on but that viewpoint has been shifting back to UE4 as of late because of the difficulty studios have had "actually shipping" Unity based titles, let along long-term maintenance issues. In terms of pure quality Unreal has generally (but not always) been on top and definitely in terms of capability and performance.
Doesn't help that Epic has an enormous cash-cow in the form of Fortnite while Unity has next to no income outside of it's in-game advertising business. They also bet heavily on VR and that hasn't panned out to be as profitable as people thought it would be with the majority of revenue in the VR/AR space being heavily skewed into the enterprise, government and military verticals which aren't where Unity performs well.
Which situation is that? The one where the major player uses its power illegally to stifle its competition?
[1] for x86, went from 17.8% on Q4 2017 to 39.7% on Q3 2021 as per https://www.statista.com/statistics/735904/worldwide-x86-int...
Isn't Genshin Impact really, really, really massively profitable? It would be really sad if Unity takes a constant revenue instead of percentage-based off of that lol
Mostly waiting for Godot 4 and hoping a lot of those pains will be solved, both 2D and 3D.
I am not a pro, but it feels like there are a few rough edges in Godot that will trip up someone used to unity. E.g. the script editor UI is weird (it has reasonable actual code editing, but the layout and how you select files is weird and really unintuitive IMO - no tabs, shows you all scripts and not just the ones in the scene you are editing etc), you cannot easily "view"/"find" a node in the scene by double-clicking, you can easily dig into an instanced scene to edit it but there is no intuitive way of going "back up" so it is easy to get lost in the embedded scenes-within-scenes, you can't move the panes around in the editor how you'd like, you cannot pause the game and "view" the scene in the editor (making debug for collisions etc difficult).
It is taking some getting used-to. I hope v4 sorts some of these niggles out.
Do you mean actually pausing the game (play using the editor, then pause) and then checking the remote tree? You can check the remote tree while the game is paused. I have noticed breakpoints (in C#) tend to freeze updates on the remote tree though. Additionally, you can show collision shapes during gameplay by toggling it.
>E.g. the script editor UI is weird (it has reasonable actual code editing, but the layout and how you select files is weird and really unintuitive IMO)
Big reason I use VS Code to edit. Unfortunately shaders are still best written in-engine and the shader window has a really, really annoying tendency of removing itself once selecting a different node without selecting a different shader. Funny since animation and audio tabs don't show the same behavior (the animation tab stays locked until you select another animation tree, audio behaves similarly).
>so it is easy to get lost in the embedded scenes-within-scenes
My biggest problem with scenes, I can get used to scenes-within-scenes by keeping things on a code level, but nodes tend to be fairly expensive and making things like components isn't the most intuitive in Godot coming from Unity, Unreal or anything similar. If the community was a bit more mature and bigger, someone would've probably figured out best practices to avoid these things rather it looking like a flaw in the system itself.
E.g. imagine I am creating a platformer (for a totally hypothetical example) with a moving platform. There is a bug in the game where the player sometimes drops through the moving platform. In unity I can pause the game when the bug happens and then in the editor I can visually see all of the colliders and so on and quickly work out what is happening (e.g. perhaps the collider for the platform is too short or something and so the player misses it). In Godot it seems there is no way of doing this. Yes I can use the inspector on the remote tree, but this is not easy to visualise the colliders and their overlapping. Add in 3D and it gets even harder. Perhaps I am just missing some button somewhere? Debugging collision issues in Godot is proving to be a real pain in the backside without this feature.
I guess that for Godot it just shells out a new process to run the game and the game is not running in the editor as it appears to be in unity, and that makes it hard to visualise the state in the editor.
The main benefit of Godot 2D is that it is strictly 2D, 2D and 3D are split. If you do things without needing 2D, it will edge out over Unity (UI tends to be better, pains with window sizing etc. tend to be better than Unity). The moment you want any 3D feature, you either do a shoddy hackjob retroactively fitting it into your 2D game, or you rewrite a lot of things to get 3D. Unity's main benefit is everything essentially being a 3D game, and 2D games being hamfisted in a 3D scene, making it so adding the slightest 3D feature is far easier. Simple example, if you wanted to spin sprites a la Paper Mario, you can't just do that in Godot 2D, but you can easily do it in Unity '2D'.
On top, Godot's general lack of community and features still means going beyond a certain level of polish, even in 2D, becomes a bit more annoying. Support for 3rd party plug-ins are limited*. VFX examples are extremely limited. Particles are still fairly barebones in features compared to Unity (Godot 4 is bringing updates to this), and Unity has the added benefit of having a far larger community. In general you'll find similar issues you'd find in Unity, with less history or support to get you out of a bind.
Godot does particularly well in fairly simple games and styles, but the moment you go beyond that scope it's basically a toss-up whether you're better or worse off using Unity right now. That should be changing in the future as more people adopt Godot, but it isn't as cut-and-dry as "2D for Godot is better". Anyone saying that may as well vouch for GameMaker, Ren'py, RPGMaker or something else based on their requirements.
*: Especially art. There are tons of art workflows being popularized now to make art production easier for artists, many coming from Japan. Their support in Unity is already fairly minimal, in Godot it is practically non-existent. I imagine having good plugins for say, Spine 2D, Live2D etc. would help bring over the mobile crowd in particular and cross over to the PC/console markets as indies start trying more than just pixel art.
This sounds really interesting. Could you elaborate?
Unity is big in the mobile market, which in turn has more addons and plugins to support these workflows. Godot can support it without rendering the animation to frame-by-frame, but it doesn't have a universally known plugin yet. Most artists don't look forward to doing the exact same thing in Godot with worse tooling.
When I first clicked over to Spine 2D I assumed it was skeletons for sprites. But it actually looks like skeletons for 3D meshes, which are then exported for use in 2D applications.
This sort of workflow implies to me - a layman - that the 3D modelling part is less onerous than creating a whole bunch of sprite art. Which is surprising.
I used Unity daily for 4 years, both at work (at Hololens and Oculus) and for a few personal projects and indie games, one of which was much more complex than anything I ever did at work. When I first started, I remember this feeling of being unchained and my productivity as a game developer going through the roof. (For the prior 15 years I'd been building directly on top of DirectX.)
When I switched to UE5, I had that same feeling again. Of being let loose or given superpowers. I would not go back for anything. Among many other factors, access to the source code is game-changing and should not by any means be underestimated.
It is great of you know c++, but if you aren’t, Unreal neither offers a scripting language, nor does access to the source code offer any benefit. I’m hopefully waiting the scripting language they announced last year. (Verse?)
But Blueprints are pretty darn amazing. They have subclasses, inheritance, composition, interfaces, public and private variables, functions, enums, events, user-defined structs, network replication, server-only functions, broadcast functions, user interface interaction. You might say to yourself "Yes, but I have a table of 5000 datapoints in Excel I need to work with"; you can put those into a datatable and work with them just fine from Blueprints. You can use the tools to visually edit curves of data, for example for tweaking the effectiveness of some gameplay system like armor or experience or energy consumption. You can write GPU shaders in Blueprints, too, astonishingly easily.
Also the unreal editor is more likely to set my fan spinning in a distressing manner - I appreciate how light unity's editor by comparison in terms of not using many system resources - easy to run on my laptop.
(I worked with UE engine professionally back in the old times, but have never released any personal projects with it, despite having played around with every year or so).
About the engine features, yeah unity has as many ridiculous corners as unreal nowadays - I miss some of the simpler pipelines (the old animation one is better for simple 3D stuff for instance vs the giant state machine...)
Agreed that source code access is great. Unity's tech support used to be pathologically unresponsive. Having source access would've saved me a lot of stress and tears :/ (Thankfully the last time I was working on a unity project they were helpful about reporting status of bug fixes and the like, and actually getting things fixed. So props to unity for fixing that).
That said, most of the documentation and guides assume you're using GDScript or sometimes maybe C#.
Also I would hesitate to call GDScript a weird Python. It shares some of Python's syntax, like significant whitespace, but beyond that it's a completely different beast.
There is an actual Python for Godot project[1] but I don't know how close it is to ready for prime time.
Its a massive, completely unacceptable bug and it was in the engine for years. I lost all faith the the Godot team and will never go back.
https://github.com/godotengine/godot/issues/32383
The thread is a bit messy, but it was eventually fixed in 3.4 it seems.
It's a serious engine problem, and I can understand getting frustrated/put off by it if you have a bad personal experience (and in general I find deleting nodes in Godot to be surprisingly footgun-ish) but from my PoV it did eventually get solved, so that speaks to something. If not in a timely fashion (but given that I've let bug reports on some of my open source projects, including pull requests, dangle for 5/6 years, I'm inclined to be forgiving ).
There were a lot of other issues that made it clear that the developers were not building the engine so they could ship games, they were building the engine for the engines sake.
There is a proposal[0] but it seems to be on hold.
[0]https://github.com/godotengine/godot-proposals/issues/3370
In comparison, Godot was SO much easier to get started with, the UI feels drastically more streamlined and user-friendly.
Unity also generally seems to be terribly run whereas epic seems very solid, in no smal part due to having a huge cash cow with fortnite.
It may have been true a long time ago but I would reckon it’s epic leading the charge these days for what we would want to see from an engine company.
I'm interested in o3de, but the website needs to list games that have actually shipped on it. As far as I can see, nothing ever has.
Roblox, a video game designed for children, was a metaverse company? It's just plain stupidity, sorry
The web ended up being big, but good luck picking the winner in the dotcom bubble. Metaverse plays today were an irrational bubble just the same
It just happened to be that metaverse as a concept took off near the end of this cycle.
Games with custom content are still games. Somehow everybody lost their minds and starting getting erroneous grandiose visions about these things.
Roblox is more akin to Unity combined with a publishing platform.
You also have the issue that user-generated content is not a business guarantee. Creators are a minority of your actual player base, and if your creators move on, the rest of your players have nothing to play.
Roblox has a network effect, but history shows gamers have no issue abandoning perfectly good games just because it's not cool anymore. The fact that most people are actually socializing on discord and not inside the games themselves really diminishes the social moat as well.
And that's not by leaning too heavily on existing players, either. They've got a a pretty continuous in/out flow of kids entering and leaving their target demographic as players, and who I can only assume are mostly bored college students as content developers.
They've continuously updated their engine to keep up with modern trends (dynamic lighting, VR, mobile), while most importantly keeping the entire system simple enough that a child can pick it up, tinker around with it, and very quickly see real results. As player expectations from standalone games have climbed over the years, there's a serious pipeline issue getting from "bored kid who has a knack for tinkering" to "I've built a game, come play it". Roblox addresses this by managing expectations. No one demands high-quality textures and models in a Roblox game, it's a Roblox game. A certain degree of buginess isn't just tolerated, it's expected. Because it's a Roblox game. They've struck a balance between a basement skill floor and sky's the limit ceiling in utilizing their tooling that most companies could only dream about.
In short, Roblox is a damn impressive company, that under no circumstances should be discounted just because they nearly exclusively target the "Kid's old enough to (perhaps inadvisably) be left unattended with a computer" demographic.
I noticed quite a lot of Unity talk in WWDC this year, even helping developers add a11y to their Unity games, whereas Unreal Engine was not mentioned at all.
So I could see Apple adopting an engine like Unity to help build out their games and AR offerings.
SceneKit and SpriteKit have received very little attention over the past few years and RealityKit is still anemic in terms of features.
Unity could also be a weapon to wield against their newfound rival, Epic.
On the other hand, Unity would be an awkward fit into the Apple tech ecosystem because of its reliance on C#.
It’s also buggy as others have mentioned, but Apple has the resources to pay down their technical debt.
Apple becoming active in games? iGame Pro when?
https://www.visualcapitalist.com/visualizing-apples-rise-to-...
Granted, Apple is still not very happy with Epic which does trickle down.
https://www.bloomberg.com/news/articles/2022-06-29/pokemon-g...
https://web.archive.org/web/20220609074757/https://www.visua...
…
> On 5 June 2019, Anne Evans, formerly vice-president in human resources for Unity Technologies, filed a sexual harassment and wrongful termination lawsuit against the company, alleging that she had been harassed by Riccitiello and another co-worker, and was then terminated over the dispute with the latter. Evans said that the company had a "highly sexualised" workplace culture, where executives would routinely discuss their sexual histories. Unity Technologies responded that Evans had been terminated due to misconduct and lapse in judgment, and replaced Evans with a former Microsoft executive in mid-2020.
Wanna bet whether more whistle blowers are in that layoff mix?
Unity Engine only accounts for 30% of total revenue.
So why did the CEO lie about income?
Why the layoffs?
Wanna bet?
edit: link if curious (http://paphos.one)
Unity does basically nothing for you, and Unreal Engine barely did anything at all for you until recently with some advancements in UE 5.0.
> "The engine itself is a lot more bare basics than I thought it was. For some reason I was under the impression that it was kind of like Source, in as much that it had the main menu, server joining, all the basic deathmatch stuff built in. But it’s a lot closer to Unity than that. It has barely anything, and you add the rest. No main menu system, no player weapon system, no health + dying system. This kind of took me by surprise at first, but I can see why it makes sense."[1]
In case you're unaware, the world is currently going through the early stage of a global economic meltdown, which is why there's so many layoffs happening right now.
The current issues are mostly short-term issues (Chinese lockdowns disrupting delivery chains and the Russian invasion of Ukraine plus sanctions driving up gas and oil prices), and the currently reported layoffs tend to be startups that are trying to cut burn rates now that the flow of extremely cheap VC is drying up.
These issues are not going to be short term either, as the current administration is celebrating the increased prices as a means of accelerating a transition to green energy, all while having no plan to really implement more green energy via increased nuclear capacity.
So we have an administration that is unwilling to increase gas production and can't get an audience with OPEC to increase imports.
Just be ready for the shock this fall when meat prices skyrocket. As Union Pacific has been restricting fertilizer shipments specifically during the critical planting season, and farming is highly dependent on Diesel usage. But at least we're subsidizing more ethanol in our gas...a less efficient fuel source than.. actual gas.
In summation, my pessimism is off the charts. What we are going to see is going to destroy large parts of the middle class, poor people, especially children in America(doubly so for less wealthy countries that depend on America's economy) will starve, and any tech industries targeting middle class consumers are going to shrink. I sincerely hope I'm wrong, and I welcome any perspectives that alleviate this pessimism.
https://www.freightwaves.com/news/fertilizer-maker-faults-un...
“[When] it comes to the gas prices, we’re going through an incredible transition that is taking place that, God willing, when it’s over, we’ll be stronger and the world will be stronger and less reliant on fossil fuels when this is over,” Biden said during a press conference in Japan following his meeting with Prime Minister Fumio Kishida.
There is a ton of stuff to do: decades of deferred maintenance, resilience to climate change in existing infrastructure, building out new climate friendly infrastructure, prepare society for the inevitable job losses due to automation (e.g. trucking, warehouse jobs)... all of that will cost a lot of money over the next decades, the current administration doesn't have the political majority necessary to raise taxes, and it is highly likely that the Republicans and with them their constant "defund the big state" destructionism against public institutions will be in the political majority by end of this year and in Presidency in two years.
The result will not be nice.
Yes they did, because politicians did their jobs. CFCs and lead were banned, pollution was beginning to be regulated by the EPA and European counterparts, there were a number of de-armament agreements worldwide, and actions were taken to combat crime and corruption.
Additionally, just look at the aftermath of neoliberalism and privatization waves of the 90s or the 2008ff financial crises: millions of people lost their jobs, many millions who graduated right during these times have lower economic prospects for large parts of their life [1]. For them, nothing worked out OK.
And these days? US Congress has been gridlocked since Obama and McConnell's obstructionism, and here in Europe Russia has invested many millions into propping up far-right obstructionist forces as well. We can't get anything done anymore.
[1] https://siepr.stanford.edu/publications/policy-brief/recessi...
This is already a reality for many Americans. So it might turn out alright for you...but it will not turn out alright for many many other people.
It's a self-perpetuating cycle: the high prices drive increased demand for EV alternatives, which leads to higher gas prices so that OPEC members can maintain their revenues.
Also, we could double our oil extraction each year and that wouldn't make a meaningful dent in gas prices, and it might even increase prices even more, because domestic oil is expensive to extract in the U.S.; the cheap and easy fields were tapped out decades ago. Indeed, part of the oil crash a few years ago was the result of OPEC increasing production, which lowered oil prices below the point it was profitable to extract from most U.S. and Canadian sources.
Then you can have two outcomes: an massive tax increase where the money is, or public spendings will be cut and the economy will tank even more, spiralling out of control (the Greek scenario). Unfortunately, I expect the second scenario to be much more likely than the first one…
Regardless of one's feelings on raising taxes, solely raising taxes is simply not enough to get rid of deficit spending. Pretty much all governments (and all western governments especially) spend far more than they can bring in as revenue. This ends up getting paid for long term by the general public in a lot of different ways, such as inflation, bankrupt retirement and healthcare programs, and more.
No, they tax the rich and corporations way too low. Back in the 70s/80s, in Germany almost every little village had enough tax base to fund the construction and operation of swimming halls, there were massive buildouts of all kinds of infrastructure from railways over highways to gigantic airports, everyone got decent streets, electricity, water, phone lines and other utilities. All funded with taxpayer money, as investors in infrastructure simply were not a thing, not even legal.
Then in the 90s, neo-liberal privatization vandals sold off everything to the highest bidder, and now the owner class keeps skimming off profits while socializing losses (e.g. by having the government pay for Kurzarbeit/paycheck protection programs) in crisis time.
Additionally, the CEO wage gap exploded - from 20:1/1965 and 58:1 in 1989 [1] to 670:1 last year [2], and on top of that comes crap such as share buybacks which only serve to benefit the elites.
[1] https://www.epi.org/publication/ceo-compensation-2018/
[2] https://www.theguardian.com/us-news/2022/jun/07/us-wage-gap-...
Wow, it was already 300:1 a few years back (2014 iirc), that's so sick it still managed to double…
You just cannot cut spendings during a recession unless you want to go straight to disaster. Greece is a great example of that.
> In the US, if you taxed the top 1% at 100% (and it somehow didn't have massive second order effects) you would only generate about $800 billion in tax revenue.
Which also means that by getting back to the post New Deal tax level (~80%) on those people alone, you'd get $640 billion! And I'm not talking about some communist fantasy (like your 100%), I'm talking about Nixon's tax policy!
Having done so in the decade prior to the pandemic would have massively improved things with regard to the current federal debt.
And how about taxing fortune 500 companies to the levels they're supposed to be taxed? That's also hundreds of billions missing every year.
> Regardless of one's feelings on raising taxes, solely raising taxes is simply not enough to get rid of deficit spending.
But that's just factually not true! even with the mere tax experiment I did above (that is, without making Apple pay their taxes) you can bring the US budget close to an equilibrium in the 2000-2020 era, despite the 2008 crisis and its costs!
That's OK if a government runs a budget with a deficit during a crisis (like the pandemic, or financial crisis), it's not OK that the US (and most western governments actually) have been running with a deficit during the 2012-2020 era, because of tax cuts on the wealthiest. That's how we ended up where we are now.
Government deficit are a political choice, since the 80s we've decided to borrow money instead of getting it trough taxes, but the money was there all along.
It's what happens when the foxes are in charge of the hen house.
Top 1% of what, earners? Is this just 100% on their income? Does it include capital gains? Does it include corporations? Be clear about what you're hypothetically taxing so we can discuss what else is being left on the table. I'm sure the answer is "a lot", despite the severe sounding "100%".
Or small businesses. Labor conditions are still historically, if no longer extraordinarily, tight [1].
The age of free, cheap dump money being thrown around has come to an end with multiple companies still not making any money, with unsustainable amounts of head count now shedding employees. But this comes as to no surprise anyway.
Unless the head count is low and is making tons of money like Binance, FTX, Kraken or the company is insanely profitable in all directions like Google, Apple and Microsoft, then you are certainly going to survive.
Companies like Netflix, Clubhouse, etc on the other hand are going to struggle in the long run.
EDIT: I guess the tech bros at unprofitable startups are upset and can't begin to refute the hard brutal truth in my comment.
My email response: "1. I felt that throughout my subscription that there was a lot of "do it yourself" and "here's a video." Some of that is fine, but there's a point at which it all feels a little money-grabby. You've paid for the subscription! Now pay for some extra lessons, assets, etc.
I would recommend extending personal assistance, e.g. assigning someone to be a studio's success guide that sticks around from beginning to end.
Also provide a job market similar to fiverr for commissioning logo, concept, 3d artists, musicians, sound effect, software engineers, etc. If you can't swing that maybe partner with sites like upwork or fiverr that can handle it. I'd actually recommend the fiverr model for art and content, it's more affordable in the long run. Upwork's model is better for developers or writers, though. Unity connect felt like walking through a dark alley in a 3rd world country waiting to be mugged.
You provided me with plenty of customer loyalty specialists to bother me to resubscribe after the project failed, but didn't support my efforts when I needed it most. The outcome could have been different if there was a support structure along the way that assisted in the different aspects of building a successful game company and product. That just wasn't there.
2. Funding is hard to acquire.
Why doesn't unity have it's own kickstarter/indiegogo/gofundme/fig system? You're a well known company, many people use your engine, and the public at large knows about it. Why isn't there an effort to push to help fund those using your engine to accomplish something? At the very least partner with one of those sites or help guide your customers to acquire that type of crowd funding. Epic is doing this with a $10mil grant.
And, I don't just mean making a video saying, "If you had funding, this is how you'd probably get it." Either provide assistants or create a webpage or app that helps guide the creation of a game design document, crowd funding pitch, provides a timeline for milestones of where your company should be along the way to hit their targets, production goals, provide marketing expertise, etc.
3. The community in unity connect itself is rather toxic; filled with naysayers, pessimists, and scammers.
You need to revamp unity connect entirely. It is barely salvageable as is.
4. The forums were good.
This was one area I felt shined.
5. Sometimes assets would try to release a new update and your store would block them for months. Other times assets would get deprecated or removed that still had life in them. The store also lags very badly, logs you out randomly, and is difficult to search.
Fix the store. And, make things more convenient for asset creators.
6. Planning and staying on track is also very difficult.
I'd also recommend providing a system similar to Notion, Hacknplan, and Slack integrated into your own site for gamedevs to build, design, document, and track content and progress. Don't overcharge for this. Also, importantly, provide a way for them to export their data. If you can't swing that yourselves, again partner with someone who already has the infrastructure.
7. Your company felt very distant; like it exists simply to consume money and doesn't care if the customer succeeds or not.
Make your customers feel like you're with them in their struggle. Don't wait until they cancel to suddenly be concerned.
8. Time to iterate is so slow.
When I hit play the game should launch and simulate immediately, there's no excuse for the extremely long load times. Unreal shines here in comparison. This really slows down development.
I would suggest working on a rewrite of the editor that allows real-time runtime editing of content, scripts, prefabs, scenery, etc where everything can be saved / persisted without having to click Stop. In other words, you're ALWAYS running by default. This is how HeroEngine works for example, and it's really cool to be able to create an entire world WHILE the game is running. And, you can play it multiplayer with the other developers and artists while building the world and see collaboratively the pieces come together in real-time. While HeroEngine might not be one of your big competitors, it's worth looking at how they pulled that particular feature off.
There are probably more things that could have helped that I can't think of off the top of my head.
Hope that helps."
Addendum: It is also worth noting that Nvidia Omniverse allows the real-time editing that I recommended.
Not very surprising that most of that was ignored.
There is actually a lot of money to be made with the various suggestions I made. Ignoring that leaves a lot of potential revenue on the table.
If they copied a page from bevy engine and turn their engine into a (real) ECS based experience (and fix GC hangs), they might be able to wrestle some devs from unreal.
That makes sense - since probably a majority of their customers fail, it they cared about them, they'd be getting a major depression.
I'm pretty sure that's how they demo'd DOTS/ECS lately.
> When I hit play the game should launch and simulate immediately, there's no excuse for the extremely long load times. Unreal shines here in comparison. This really slows down development.
These days (unless you enable domain reloading) entering and exiting play mode is... reasonably fast-ish. But yeah, the editor could use an overall 10x increase in responsiveness. It's pretty bad.
> I would recommend extending personal assistance, e.g. assigning someone to be a studio's success guide that sticks around from beginning to end.
I thought Unity does this for customers. Not sure how extensively. They sell a lot of licenses.
IMHO, the last thing that Unity needs right now is a new scripting language option and more fragmentation.
What they really need is fewer options. Right now there's 3 render pipelines, 3 UI systems, 3 physics engines, 2 input systems, and so on - competing for resources/attention. They've tried to replace so many systems but never quite made it to the point where they can actually remove the 'legacy' versions of the system, for various reasons.
I know CEOs have to tow the party line to a certain extent, but I've always wondered if they just don't care about their own reputation. If I was an employee of his I'd have to assume he's either incompetent or dishonest.
As an employee, your opinion of the CEO bears little. We've read on HN the few stories of only the most-qualified people being able to cause a stir in high-profile companies when they don't want to work for someone. That's not most of us.
On the flipside for the CEO, the board is happy with how they kept employees happy until the layoffs and then cut costs. Shareholders are happy that costs were cut. Other execs are happy that the CEO took the heat. In that CEO's circle, they did a good job and will be hired again to do the same.
Not trying to make up excuses for the lying here, but I'm genuinely curious what a VP should do in this position. Lie for the good of the many? Or be truthful to keep a clean conscience?
Are MBAs still taught the duties of leadership? Or are they just told to get out with enough cash for their next venture?
Same thing with honesty. If the employer isn't going to give you advanced notice that you may be fired, you have no obligation to tell them that you are thinking about quitting.
At almost every place I've worked there's this super pervasive "family" notion as-if they wouldn't eject you the moment it was in their best interests. I wish we could drop that pretense - it's just dishonest.
While you don’t have to be an aggrandizing ass in going about it, you don’t have to reciprocate the “family ties” either.
Be the distant uncle, if you have to (this probably works less the higher up the chain you go, however)
I often use the "office beers" analogy on here to discuss the prevalent requirement of socializing in the workplace these days. To me, I have no interest in knocking off at 2pm on a Friday to participate in office drinking culture and it's 100% screwed me in the past.
To me, I should be able to just work. I have no obligation to go go-karting, to drink with you, to talk at your toastmasters, to go bar crawl on a RAGBRI bus... whatever it may be. I add value by fulfilling my obligation of labor. Not by "team building." And, with that - I feel that if I achieve my deliverables then I should be able to go home and live my private life. Simple.
> Be the distant uncle, if you have to (this probably works less the higher up the chain you go, however)
You are 100% correct - the higher up you want to get the more you have to socialize and pander to the corporate "family." I've found this to be ubiquitous across employers to the point that I prefer more contract/smaller-shop work where it is not as prevalent.
Also, I want to note by being the distant uncle you are often hurting yourself for advancement. You have to go buddy-buddy with folks to get on their radar, and in a sizable team on the west coast there's a good chance one of your colleagues is doing just that with your management. Regardless of output - it's oft the person who has socialized/marketed more that will get the advancement.
Sorry - but in my _personal experience_ it is very much not as simple as "just drop it" in regards to that family pretense. If you even remotely want to "climb the ladder" you must participate at some level...
If you don't mind trafficking one personal anecdote for another, I've heard this since I entered the corporate workforce at 19 (got a wee bit lucky there), and in my mid-to-late 30's, I've been demonstrably more protective and distant of the boundaries between work and self
the result in the last six years has been making more money and adding the word "Principal" to my job title.
These are mere anecdotes, I think we've found common ground admitting that much, but I don't think I buy into many of the notions that continue getting harped on about what will and wont "hurt" my career advancement anymore; as most of them have just been means of corralling behavior and only brought me burnout and stress.
Actively taught or not, capitalism specifically optimizes for the latter.
Meanwhile, the people you're about to lay off are definitely getting laid off anyway, and the people you're keeping now have zero reason to trust you or your leadership. And your rationalization for this is you're doing it for the "good of the many."
This has nothing to do with "a clean conscience." This has to do with whether your employees feel that you're being honest with them. Even the career-focused snakes don't want to work for a boss who lie when asked a direct question.
(Probably not the last point, but a decent joke might actually work, or, better yet have a "layoff emergency warchest" so that everyone knows if they DO get laid off they'll get X months severances, or whatever.)
If there is one thing I've learned in life is that once you've betrayed someone's trust it can never be regained to the original state.
Just curious.
However, if the status of the company is more adequately described to the employees over time, you can "boil the frog" as it were, and never have to actually lie but still admit that layoffs may be coming if X or Y doesn't happen.
I bet it's much MORE common for the lie to happen in pre-public stages, where they're still trying to "sell" the company as perfectly sized and poised to grow to investors, VCs, etc.
Or
Don't have all-hands meetings with open, unknown questions where you are forced to decide between lying to your staff or terrifying your staff.
After a couple of those meeting, questions where to but submitted by email in advance.... I left not long after.
[No, I don't have that kind of fiber myself, sadly.]
"I don't recall having been told that any layoffs are imminent, but even if I had been told that they were, that would be confidential information and I wouldn't be at liberty to say."
It puts a smile on my face when upper management squats in a conference room I need for a scheduled interview, and I can tell the candidate they just booted the CEO and director of engineering.
It really seems like wherever I get hired, the situation always changes dramatically after 1-2 years and the workplace goes downhill. My work life is like a continuous series of bait-and-switches. It is really, really tiresome.
Here is to hoping that self-employment is not so dramatic.
I don't really blame corporations, the moment that they admit weakness is when the hyenas show up.
Theoretically. My experience was that getting unemployment benefits as a skilled worker is practically impossible. You have to interview constantly, and there are lots of companies interviewing recently laid off tech workers, and they offer crap salaries knowing that only so many offers can be turned down before your claims are rejected.
Company #1 had a meeting and just plain out said it.. "we need to cut 20% of the payroll budget. So we need to decide between 20% layoffs and 20% pay cuts." We took the latter option as we liked our team and the company recovered in a couple years.
Company #2 did the traditional "everything is fine" even though everyone knew it was bullshit and no one was surprised when they announced the layoffs. Most of the people already had started looking along with a lot of other people. They laid off around 25% but due the the way they handled it they suffered around 50% attrition.
The days we did layoffs at my previous company it came as a shock for everyone, including middle managers. The VP got into a long and sudden meeting and then they announced it.
Over the course of the next 6 months all of the top performers left. Some stayed within the company and went outside of that VP's org. Most left for other companies. Most of these people had been with the company 5+ years.
I'm not sure how the CEO is conforming to a "party" in this particular case though.
I have yet to figure out my takeaway from this experience, but it makes me wonder if I prefer incompetence or dishonesty.
And above is literally the plot of Office Space.
It sucks but I wouldnt hold my breath on this ever changing. If things don't look good at your company interview elsewhere. Dont trust leadership because they will say what they have to to keep the business going, not to keep you employed.
Recently, the CEO of a giant and old tech company, got into a meeting with all of his manager and above employees and very, very carefully said "no layoff is planned." Of course not: planned means they have finished.
You can drop the word "necessary" from that statement. We're just saying that CEOs, by the nature of their job, are not to be trusted with anything that might come between the shareholders and the money they think they are due.
Let's not say that the poor CEOs are in an untenable position, rather, the sort of person who is comfortable with choosing an investor's bank account over an employee's family is also the sort of person who is likely to be chosen to be CEO.
A hard part about being a leader is doing what's best for the highest number of people. If you're short on runway and the investors tell you that you either lay people off or you're not getting funded, it's not about choosing investors over employees, it's about saving as many employees as you can.
In the current climate this is exactly what investors are saying.
Ben Horowitz has some good stories about this in The Hard Thing About Hard Things
Of course, there are better ways than outright saying no, but complete honesty is not the solution always.
Unity, along with most of the tech industry, loses incredible amounts of money, and salaries are typically their biggest expense. Those losses (salaries) are paid out of investor bank accounts, which the company cannot control. Thus those employees are highly exposed to liquidity pullbacks like now, since employing them was never profitable.
Unity plans to cut 100 million in expenses this year, and hopes to stop losing money next year.
Really? Where unions are strong layoffs can be negotiated for months. There is no panic.
Just completely senseless.
Nearly every place I've been ends up either having layoffs or collapsing entirely 6 - 12 months after moving into a bigger office.
Now that reality is coming back into vogue, a lot more companies than Unity are going to be realizing that revenue, unit economics and profitability actually matter, and most of the high flyers of the last ten years are poorly structured for it.
That company sold our company off, piece by piece, in a classic raid to prop up their failing business, and then divested the last, biggest piece as private equity. Our CEO was promised the merged CEO position within 2 years. They pulled the ripcord on his golden parachute 1 year into it. He got $19M for the selling out the company, and $15M more for f*cking off, and THEN had the audacity to walk into the old HQ and cry about it.
His bio at IU's "notable alumni" says he "retired." Screw him. It was a great company to have worked for, which had lasted over 100 years, and it was gone in 3 years. It's been 20 years now, and I'm still mad about it. He says he regrets it (https://web.archive.org/web/20150726032123/https://www.ibj.c...), but when a board throws tens or hundreds of millions at someone, they usually take the deal, and act accordingly.
Board also has to act in favor of what's better financially for the company. If that CEO did not have agree for merger, they'd have fired him. At least, he'd have dignity if he choose that and your respect as well, but that does not have paid his bills. I'm not sidelining with anyone.
If they're in the middle of talks and someone blabs and an employee asks about it, they effectively either have to blow up the deal, lie, or say "I can't talk about it" (which would be seen as a yes anyways).
The rules are strict about how and when you can release information that can or will affect the value (or valuation) of the company. You being told "in advance" that a company will be letting people go gives you "inside information" and the opportunity to buy or sell your shares before everybody else knows about it.
So while it seems unethical to lie to your face telling the truth might be illegal.
So, they should just say, that, as always, it is a possibility. Which is both true and doesn’t provide info they shouldn’t.
Is there anyone on earth who would not interpret "it is a possibility" as "pack your bags" ?
To put it another way, the CEO or founder is often the most optimistic person. Imagine a single founder, they want to believe they'll pull through, get that funding, find the customers, whatever it is that keeps things going up. People will claim a CEO has to be different but I personally think it's human nature for most people to hope/wish/desire/see the best outcome.
Unless there is some smoking gun email that says "I'm going to tell them we'll be fine but actually I'm going to layoff a bunch in 2 weeks", my gut says the CEO beleived what he said when he said it.
Two weeks between "no layoffs, we're doing great!" to "yup, we're laying people off" means that the CEO had to be optimistic to the point of delusion (or incompetent, as I said).
To be fair, there are times when they layoffs are imminent but the CEO keeps optimism up and sometimes the customer/funding does show up and the money doesn't run out. You typically don't hear about these ones (or only years later).
No one ever fired a CEO for lying. They get fired when the stock price goes down.
There's an old play book floating somewhere, I think it was aimed at union workers. The reason is plant the seed and soften the shock.