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Fortnite dev launches Epic Games Store that takes 12% of revenue

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Re: Fortnite dev launches Epic Games Store that takes 12% of revenue

#41
Just yesterday I read a rant by an indie-game dev on Twitter, he complained that Steam would flush out good indie games by catering more to AAA studios and simultaneously watering down everything else with Steam direct.

Don't know if this is right and I don't know if the Epic Games Store has a solution to this problem, but more competition in the space is probably a good thing.

Re: Fortnite dev launches Epic Games Store that takes 12% of revenue

#42
post #11

Are game launchers becoming a race to the bottom?

No. Ubisoft already tried and even gave out a bunch of games for free. Didn’t work.

What is Ubisoft's carrot? They don't command a game engine ecosystem. What can they offer that others do not?

Re: Fortnite dev launches Epic Games Store that takes 12% of revenue

#43
post #34

Official announcement - https://www.unrealengine.com/en-US/blog/announcing-the-epic-... "Developers receive 88% of revenue. There are no tiers or thresholds. Epic takes 12%. And if you’re using Unreal Engine, Epic will cover the 5% engine royalty for sales on the Epic Games store, out of Epic’s 12%." "From Epic’s 12% store fee, we’ll have a profitable business we’ll grow and reinvest in for years to come!" This is gr…

The timing of yesterdays hn post and this announcement...hhmmmmm. almost as if it was coordinated.

Hmmmmmmm

Edit - i love the silent dv brigade for making an observation and starti ng dialogue.

Dont go changing onme hn!!!

Re: Fortnite dev launches Epic Games Store that takes 12% of revenue

#44
post #34

Official announcement - https://www.unrealengine.com/en-US/blog/announcing-the-epic-... "Developers receive 88% of revenue. There are no tiers or thresholds. Epic takes 12%. And if you’re using Unreal Engine, Epic will cover the 5% engine royalty for sales on the Epic Games store, out of Epic’s 12%." "From Epic’s 12% store fee, we’ll have a profitable business we’ll grow and reinvest in for years to come!" This is gr…

"This is great news for indies who Steam seems to be ignoring[1]"

Your citation suggests that in this context, ignoring means "potentially offering them fewer page referrals from advertising slots, relying on them to generate organic traffic".

I mention this, because the interview with Tim Sweeney posted in response to your comment says: "Generally, we want to enable a more direct relationship between developers and gamers, and more efficient economics and discovery. Developers will control their product pages, free of advertising for competing games."

The reduced margin will definitely benefit all developers, but the Grey Alien guy recently tweeted that margin wasn't the problem because 30% of nothing is nothing, and his issue is no one discovering his games.

I would say who the Epic approach benefits is sort of "Big Indie" -- developers large enough to self-generate momentum but small enough not to benefit from the improved revenue split. Thinking of teams like Double Fine and games like Stardew Valley here.

Re: Fortnite dev launches Epic Games Store that takes 12% of revenue

#45

Obviously there's a non-zero cost for developers to publish thru multiple stores, so it makes sense to try to incentivize them with a greater share of revenue. It would be interesting if they tried to leverage the popularity of Fortnite to also do this on Android.

There's also a cost for the customer; they have to use multiple launchers.

Only sort of. All applications use one master launcher: The operating system. Battle.net, Origin, Steam, etc. all can put desktop shortcuts to individual games.

Re: Fortnite dev launches Epic Games Store that takes 12% of revenue

#46

If Apple loses their anti-trust case in court and is forced to open iOS to alternative app stores, does that mean the consoles would be forced to open up their platform as well? It would be nice to have some of these alternative stores on the PS4 and XBox.

Correct me if I'm wrong, but my understanding is that console hardware is usually sold below cost to get people into the ecosystem and make that back as people buy games.

So forcing console makers to allow other stores would probably have a much more dramatic impact on the console market.

And while IANAL, it seems a bit of a stretch to apply anti-trust law here.

Re: Fortnite dev launches Epic Games Store that takes 12% of revenue

#47
post #43
post #34

Official announcement - https://www.unrealengine.com/en-US/blog/announcing-the-epic-... "Developers receive 88% of revenue. There are no tiers or thresholds. Epic takes 12%. And if you’re using Unreal Engine, Epic will cover the 5% engine royalty for sales on the Epic Games store, out of Epic’s 12%." "From Epic’s 12% store fee, we’ll have a profitable business we’ll grow and reinvest in for years to come!" This is gr…

The timing of yesterdays hn post and this announcement...hhmmmmm. almost as if it was coordinated. Hmmmmmmm Edit - i love the silent dv brigade for making an observation and starti ng dialogue. Dont go changing onme hn!!!

They let Valve know in advance I’m sure, it’s a small industry and the polite thing to do with friends.

Re: Fortnite dev launches Epic Games Store that takes 12% of revenue

#48
I wish Valve had pushed harder to compete with Origin, but this looks like the end of its complete dominance. Once EA demonstrated that anybody could hack together a launcher, it's become a free for all. As a consumer it's been a worse and worse experience since increasingly small companies felt the need to replace steam with technically inferior solutions. But this is different-now we get a competitor which is willing to sell more than just its own titles, and this will be a major blow to steam (because indies will go for this-fortnight will be the killer app for this new store just as Half Life 2 was for Steam.) I was really rooting for Valve because they where making a linux gaming future look possible.

Re: Fortnite dev launches Epic Games Store that takes 12% of revenue

#49

Earlier quoted context omitted.

There's also a cost for the customer; they have to use multiple launchers.

Only sort of. All applications use one master launcher: The operating system. Battle.net, Origin, Steam, etc. all can put desktop shortcuts to individual games.

Steam is much more than a launcher, it's a social networking platform for games. Everyone has their friends lists on there, groups, etc.

Network effects make it difficult to move your contact list over to a new platform.

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