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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

#111
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!!!

What HN post yesterday?

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

#112
post #111
post #43

Earlier quoted context omitted.

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!!!

What HN post yesterday?

Greyaliengames posted a blog about the steam marketplace algo killing sales

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

#113
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.

Considering Tim Sweeney's pretty strong stance against walling in marketplaces too hard, I think it's.. relatively safe at least.

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

#114
I think eventually Steam will be replaced by some system built on open distributed systems such as torrents/webtorrents and cryptocurrency. At least that would make sense.. theoretically the cut that the distribution platform takes could be zero. So developers have a lot to gain from such a system.

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

#115

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.

That's an interesting thought, but I wonder if it's a different context. Today, you can go to many physical stores to purchase console games, you don't HAVE to use the PS4/Xbox digital stores only. You can even purchase the digital codes from many stores to redeem. I don't know much about the Apple case, but I assume that's maybe different because you HAVE to use Apple's iOS store. There isn't alternatives like physi…

Every console game must be approved by the console maker for sale and pay a fee for every copy sold. That's how manufacturers make money.

They also impose stringent requirements like the first menu must be "press start" and the X key for menu actions.

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

#116
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…

"...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%."

So there is a bias in the Epic store towards Unreal titles then, contrary to what I just read.

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

#117
post #114

I think eventually Steam will be replaced by some system built on open distributed systems such as torrents/webtorrents and cryptocurrency. At least that would make sense.. theoretically the cut that the distribution platform takes could be zero. So developers have a lot to gain from such a system.

> theoretically the cut that the distribution platform takes could be zero.

Then there is no reason for a distributed system to remain cohesive. Each node in the system takes some responsibilities for hosting, bandwidth, etc. Without giving the distributors a cut, no one will want to distribute. Likewise, not everyone who buys your game on the network will want to use there space and bandwidth for distribution.

For a distributed system to actually be functional, all participants need incentives.

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

#118
post #23
post #3

No matter how much I like Steam, breaking their monoculture would be objectively good.

As much as I love Valve I really want them to wake up. Epic Games capturing a huge portion of their market share would seriously help that. Maybe I'll see Half Life 3 in my lifetime after all.

They are trying to counter it with reducing %cut down already, so they are not completely oblivious to the problem.

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

#119

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.

I think it's going to end up the other way round. Apple will cite consoles as an example and not lose the case (at least as far as opening up the platform is concerned). The alternative scenario would have too many far reaching effects making it extremely unlikely.

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

#120
post #110

At first glance, I thought Steam was in big trouble. Last MAU numbers I could find were 90m for Steam and 75m for Fortnite. A game store is a marketplace, in startup terminology. Epic already has a lot of the consumer side, and 60% lower fees is a huge incentive for the developer side. But UX-wise, so many games are built on top of Steam. In Rocket League, you get logged in with your Steam account. You invite friends…

I believe there's a decent amount of prior art for games supporting cross-platform play across Steam and traditional consoles (PS4 / Xbone / Switch). Presumably you'd need to re-buy a game like Rocket League to get it to show up in your Epic library, but the Steam version could likely be patched to allow Epic players to play alongside Steam players?
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