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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

#131
post #54
post #49

Earlier quoted context omitted.

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.

I've found that Discord has largely replaced both Steam and Battle.net as the social platform.

Agree, but a lot of games use the Steam service for adding and playing together with friends in ingame lobbies. Battlenet also has it's own social service that all games on it use, same with Epic.

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

#132
post #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…

Getting punched in the face is better than getting stabbed in the stomach.

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

#133

Earlier quoted context omitted.

I've heard rumors from people I trust that they are going to crack down even further on keys, possibly to the point of making it so you can't resell elsewhere.

This may not be a bad thing, though. (As long as they're doing it with discretion.) A comment by 'vatueil' in this thread hinted at an important point: Steam is currently battling the massive library of half-baked 'crapware' that snuck onto the platform for the _sole purpose_ of being sold off as cheap keys in bulk. It's really more of a scam than anything. Valve has a reputation to uphold, and it's no wonder they wa…

Ditching the keys thing sounds strange. It seems like the perfect vendor lock-in approach.

It's a huge insentive to remain on platform despite other sales channels. It basically prevents competition, why build a steam clone when you can just build out the front end and let people use steam keys?

As a user I actually prefer it.

I already maintain a small handful of steam copy cats that annoy me to no end.

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

#135
post #54
post #49

Earlier quoted context omitted.

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.

I've found that Discord has largely replaced both Steam and Battle.net as the social platform.

In some circles yes, but discord is more replacing teamspeak/skype than steam directly. They are clearly pushing in valves direction, however (Discord has games too etc.).

Also, Discord looks pretty is depressingly badly constructed software.

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

#136
post #49

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.

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.

Haven't we proven time and time again that if a product is attractive enough, it will attract people and you won't really be porting everyone over as much as locating them on the platform?

Plus having the largest game in the world (at the moment) helps build some inertia towards early adoption if they use that to funnel people into the system. I don't need to "rebuild my contacts" if Fornite suddenly requires me to add myself to the EGS, because that just sort of sorts itself out.

The Network effect can be used by Epic as well.

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

#137

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.

Popular YouTuber has a skin that's no longer available. Epic brings it back for an arbitrary limited time. It cost more v-bucks than could realistically be earned in-game. Every kid wants it.

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

#139
post #124
post #117

Earlier quoted context omitted.

> 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…

You're basically arguing that the concept of torrents isn't workable. It's been proven. To me the tricky part is licensing but I think technologies like Ethereum could handle that.

Torrents work but the incentive there is the opportunity cost(? not an economics student...) of getting the software/porn/etc for free.

Also, why ETH as opposed to regular money?

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

#140
post #63

Earlier quoted context omitted.

> ... margin wasn't the problem because 30% of nothing is nothing, and his issue is no one discovering his games. Doesn't that make the 30% all the more problematic? If you have to bring eyes to your Steam page anyway, you might as well just sell direct. From Grey Alien, "In the past I have felt positive about Steam, but these discovery changes and the recent revenue share changes that are only relevant to hugely suc…

I can say with confidence that I am much more willing to drop $5 on a game via Steam than . Aside from the obvious "is this a scam" aspects, Steam means that I will have the game even when the dev goes under in 5 years, that my save states will be backed up, and that at least some of the reviews might not be faked. That 30% might be painful, but at the same time Steam provides a LOT of utility to the buyer.

Steam also has the bonus of supporting linux releases and I can go into just about any store and buy a $20 or $50 steam card I can use to add money to my account without using PayPal or linking a bank account or credit card.

Thesemuch the only reasons I use steam. Though I have to admit, their refund policy has been pretty great so far.

I've heard of the horror stories of steam but I don't play a lot of multiplayer games and don't interact on the community or anything so I think it should be ok. I am kind of leery of the idea of not really owning any of the games I buy and the possibility of them being taken away. But i'm guessing epic's store may work like this also.

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