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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

#71

One of the things Steam's 30% cut subsidizes is the generation of unlimited free license keys for developers to do with what they please. So, for instance, if I am an independent developer, I can sell my game on Steam. Say I sell 5,000 copies. I can then turn around and generate 25,000 keys gratis, and sell those on my website (paying maybe a 5-8% fee to my payment processor, but otherwise taking everything). Those k…

The keys are not unlimited. They cracked down on this quite a while ago. You have to submit a request for keys which Valve may or may not approve, and they will definitely not approve a request for 25K keys on a game you have sold 5K copies of.

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

#72
post #18

If they pair this with a 10% discount on games to the consumer they can attract both devs and consumers.

Why do they need to attract consumers? Isn't Fortnite already the most popular game in the world?

From what I can find, latest report of Steam MAU is 90 million people, and latest report of Fortnite MAU is 75 million.

They already have the consumers.

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

#75

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…

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

#76
post #72
post #18

If they pair this with a 10% discount on games to the consumer they can attract both devs and consumers.

Why do they need to attract consumers? Isn't Fortnite already the most popular game in the world? From what I can find, latest report of Steam MAU is 90 million people, and latest report of Fortnite MAU is 75 million. They already have the consumers.

But Fortnite is free to play crap, so like 0.1% of those 75 million actually paid something?

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

#77
post #20

Earlier quoted context omitted.

Maybe it's not a problem for you but it certainly is for others. Personally, I don't want to have to install a client (DRM) just to be able to download a game. Thus, I stick with stores like GOG instead and don't play anything that is limited to Steam and the like.

I understand your situation. I think there's no avoiding the fact that you'll be missing on big titles due to it. But the great thing is that new games are always around the corner and sooner or later some will fall into your net (GoG, etc.) Also, big titles sometimes end up on GoG-like fronts after aging.

It's arguable that you're actually missing something with most "big" titles. I randomly look at what EA and Ubisoft put out every few years... and it doesn't look like I'm missing anything by ignoring Origin and UPlay.

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

#78

One of the things Steam's 30% cut subsidizes is the generation of unlimited free license keys for developers to do with what they please. So, for instance, if I am an independent developer, I can sell my game on Steam. Say I sell 5,000 copies. I can then turn around and generate 25,000 keys gratis, and sell those on my website (paying maybe a 5-8% fee to my payment processor, but otherwise taking everything). Those k…

Didn't they restrict the practice somewhat? https://www.vg247.com/2017/08/18/valves-new-policy-on-large-...

They've tried to prevent people from publishing shell games that no one actually buys to play, that exist only for the sake of generating keys that e.g. make the discounts on game bundles look more attractive, yes.

But in general what notafraudster said is true, and generating keys to sell is in fact explicitly condoned:

https://partner.steamgames.com/doc/features/keys

> Steam keys are meant to be a convenient tool for game developers to sell their game on other stores and at retail. Steam keys are free and can be activated by customers on Steam to grant a license to a product.

> Valve provides the same free bandwidth and services to customers activating a Steam key that it provides to customers buying a license on Steam. We ask you to treat Steam customers no worse than customers buying Steam keys outside of Steam. While there is no fee to generate keys on Steam, we ask that partners use the service judiciously.

In practice, as long as you're selling a real product and your keys are for legitimate sales then you'll face no restrictions. Pretty much common sense.

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

#79

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.

What if you're addicted to style?
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