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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

#81

Earlier quoted context omitted.

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?

Ubisoft's carrot is wasting hours of your time fighting a crippled UPlay launcher that doesn't even work, so that you can access a mediocre Ubisoft exclusive.

It's a hard pass for me.

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

#82
post #27

Well this makes me feel awkward as a Unity dev. I saw that they'll allow unity based games on their new store but I wonder if that's just for the short term. Kind of makes me wonder if I should've chosen Unreal.

Choose the engine that works for you. They just announced their store. There is a very long way to go before it becomes the next steam.

Tons of unity devs switched over to Unreal back in the day. Most came back. Unity is still, by very far, the dominate engine.

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

#83

Earlier quoted context omitted.

Companies have sought to take money from parents via their children for as long as childrens' products have existed. Epic isn't doing anything new here. At least skins and other virtual assets aren't filling our landfills with plastic crap.

Just to add to that, as a fortnite player, I don't see any glaring psychological attempt to make purchases addicting. Buy shit and you unlock cool outfits, thats it.

It's even better than that. They key mentioning that the crap you buy gives you no competitive advantage, it's cosmetic only. In an age of loot-boxes and pay-to-win, this is super refreshing for a 100% free game.

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

#84

Earlier quoted context omitted.

Companies have sought to take money from parents via their children for as long as childrens' products have existed. Epic isn't doing anything new here. At least skins and other virtual assets aren't filling our landfills with plastic crap.

Just to add to that, as a fortnite player, I don't see any glaring psychological attempt to make purchases addicting. Buy shit and you unlock cool outfits, thats it.

I think if one of your classmates has a lot of different skins and plays the game for a long time most days you would likely be inclined to try and match what they have and do in the game if you want to continue to be part of this social circle. This is probably even more pronounced today than it was 5-10 years ago, because now there are youtubers and twitch streamers who can spend 4-12 hours every day playing the game and they have massive incomes to spend on virtual items.

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

#85
post #33

I'd be more excited for this much needed competition if it weren't a company that survives by taking advantage of children's naivety of money and natural impulses to sell virtual outfits and animations at sickening prices. App store cuts are ridiculously high, but at least they're not taking candy directly from babies.

That's an interesting take, most people I know find that Fortnite is a much better alternative than let's say 90% of apps that are aimed at children that are literal gambling simulators. In Fortnite you get what you pay for, no BS. No pay-to-win power ups, just cosmetic items that are fairly high quality and often referencing the hottest memes at the moment. Even the seasonal battlepass can be quite fair with rewards.

If you want to see a game that actively preys on the young you should look into Fifa Ultimate team. It forces you to spend hundreds of dollars opening packs of cards like in hearthstone but in the end of the day all of it goes down the drain because it doesn't carry over to next year's game. This is so absurdly predatory and they keep making it a heavier focus for the game every year.

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

#88

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 willi…

> Technically inferior solutions

It wasn't just EA - Blizzard, uPlay, GOG, etc. All with different strengths and weaknesses.

> compete with Origin

Origin is garbage and a reason I won't own games that are connected to it (I really wanted to play ME3 and the newer FarCry's) - as is u(dont)Play (couple games ruined by uPlay that were purchased via Steam... boo)

bNet is decent in that it's contained to only Blizzard so it's very contained.

Valve still has the best platform, hands down.

Now, their gaming division on the other hand... Half Life Episodic content? HL3?

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

#89
post #36
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 link has some Q&A with Tim too with more details: https://www.eurogamer.net/articles/2018-12-04-fortnite-maker...

More Q&A https://www.gameinformer.com/2018/12/03/tim-sweeney-answers-...

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

#90

Earlier quoted context omitted.

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.

Having to manage all those accounts, installing all that launcher software, and running always on "agents" is anti-consumer. I've found historically with software that the better something works, the more likely it is to get screwed up. Netflix has made browsing a chore, Amazon Video introduced ads, Spotify is getting clunky as they "optimize" the UI, Gmail taking time to load in 2018 when it didn't in 2015, Android…

I think part of the problem is that services and clients are coupled together. Imagine there were an official, maintained Spotify API and no official client. Nobody would use (and more importantly, have to use) crap like today's Spotify client.
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