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Epic Games Store - the console war comes to PC

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
You get a store!: https://www.gamesindustry.biz/artic...ays-grand-ambition-to-be-the-spotify-of-games

At least it will have forums. Also no exclusives.

TurboPlay's grand ambition to be the Spotify of games
Co-founder Vince McMullin wants to take on other PC storefronts with different takes on algorithms, revenue sharing, and community

Vince McMullin is ready to pick a fight with Steam. And the Epic Games Store. And just about every other PC gaming storefront that isn't, as he put it, giving gamers what they want.

McMullin is the co-founder and president of TurboPlay, a privately-funded company currently working on a new PC (and, in 2020, mobile as well) storefront of the same name. Though the storefront is currently in a beta closed to all but a handful of influencers, developers, and partners, I was shown a brief glimpse of the storefront-in-progress at PAX West while McMullin shared his vision.

"Back a few years ago, I launched an indie game [Heavy Gear Assault] on Steam," he said. "We spent about $1.5 million developing it. We had crowdfunded a portion of it, and the rest was private equity. After we launched it on Steam, Steam went offline for about 23 hours. And when they come back online, [Heavy Gear Assault] wasn't on the front page.

"We spent about two weeks calling Valve and trying to get them to do something. Finally we got somebody on the phone, and he basically said 'Well, your game wasn't in that many wishlists, so we don't really think there's anything we need to do. But best of luck on the next one.'

"Afterwards, I started travelling to all the trade shows, talking to developers everywhere from Spain to Brazil to the US market. It was pretty clear to me by that point that a lot of people have experienced some interesting stories launching games on not only just Steam but other platforms, though Steam seemed to be the real sticking one for PC."

McMullin's experience launching on Steam was just one that led to the creation of his own alternative. The second issue -- the one that has shaped much of what he believes will make TurboPlay stand out -- is with Steam's philosophy on curation, and its discovery algorithms.

"I've got a couple of little girls at home," he said. "And one of them is just getting into looking at different platforms and trying to figure out how to play games. PC is one of the things that she's looking to play on, but her going on Steam is really difficult for me because there's a lot of content on Steam that I really don't want her playing as a very young person.

"I'm keeping her off it because it's not appropriate. I've got no way to filter that. If you look at Netflix, if you look at YouTube, at least you've got a 'kids' button and you're somewhat comfortable with the content. That's the same thing that we're doing here."

TurboPlay's curation and algorithms are not limited to just a 'Kids' button, because it isn't just a platform for kids. McMullin presented his storefront as a platform for everyone, regardless of demographic or the type of games they're looking for. More specifically, it's a platform for individuals, as the storefront's algorithm will tailor its recommendations to each individual not based on what's popular or what their friends are playing, but based on games that individual has already played, looked at, or expressed interest in before.

"Our whole pledge is we're going to connect you quickly to content," McMullin said. "And this flies in the face of what Steam has done for years, because the way they decide that you should find content is that they decide what content you're going to find. Essentially, that's driven by deals they've done with GTA and Call of Duty and all the rest of them, and then by what your friends are playing. And that's cool; I'd like to know what my friends are playing, and that's part of our algorithm, but that's not the entire thing.

"What's really driving [TurboPlay] is what you're playing, because that's what you're interested in. For example, let's say you favor a particular publisher. All of a sudden these categories will start to show up and will show you games by that publisher. It's a different way of presenting the same information that you're getting on other stores. but you're now making the choice because you're the one that's in the driver's seat."

McMullin added that this includes regional recommendations as well, both for countries and (in the example he gave of Austin, Texas) individual cities. "A lot of consumers don't realize there are games launching right next door to them... People actually are really interested in that, because they know that they can get their feedback to those developers probably more quickly."

All this sounds ambitious, but TurboPlay is still under construction. When I spoke to McMullin, the company had secured over 160 games from seven publishers and nearly 60 development studios -- all indies including titles such as King's Bird and Mutant Football League. McMullin said the plan is also to recruit AAA and AA publishers and developers, but the storefront has no intention whatsoever to do so with exclusivity deals, as Epic has.

"We have a lot of developers that are very concerned about what's going on with the Epic Games store," he said. "The exclusives are creating quite a closed market. And anybody that's been around the industry for as long as I have would know that eventually that's going to become problematic. We're going to be completely non-exclusive."

Instead, McMullin has a different plan: not only is TurboPlay offering a 90/10 revenue split, every year TurboPlay will additionally reinvest 10% of its net revenue into the studios on its platform. In return, those studios will be required to run a three-second splash screen with the TurboPlay logo on games that are on the storefront, including when those games appear in other places such as Steam or on consoles.

Revenue sharing isn't the only place where TurboPlay will differ dramatically from other PC storefronts. Another is its "loyalty point" system, or TurboTokens, which users can earn for completing achievements, posting on social networks, playing games, or doing other activities on the platform. They can also purchase these tokens directly at a $1 to one token exchange rate. Those tokens can then be exchanged for games, given to friends, tipped to developers, or awarded to streamers on the platform.

"I think gamers want to be rewarded, and some of the most successful reward systems right now that are out there, millennials are going to them in droves," McMullin said. "For example, in Canada we have the Cineplex Scene Points Program -- a super successful program -- where if you go to a movie ten times, you get a free movie. That kind of stuff is stuff the millennials are looking for."

Though this is certainly a unique approach for a storefront of any kind, McMullin outlined several other features intended for TurboPlay's launch that are far more common (or, as he said, should be standard but aren't always). These include a shopping cart, a friends list, an achievement system, and basic search functions. "This is just basic stuff that consumers need. We're going to have that out of the box."

TurboPlay won't include reviews, McMullin added, but users will be able to "like" games they're interested in. The platform will also eventually support multiple regions, though its initial launch will be in North America and (very quickly after, McMullin said) South America. And a 24/7 customer support center is being set up in Canada both for users having issues with the storefront itself and developers who need help supporting their games.

All those "basic" features will work as one might expect, but another seemingly standard community element is getting an overhaul. Discussion boards will exist, said McMullin, but they'll be a "more modernized, bulletin board-type system" that's driven by developers specifically, who can set up threaded discussions. If users behave in a toxic manner, McMullin said they'll have to pay -- with points.

"Anywhere we have toxic, hateful, politically-charged content on the platform, and it gets flagged by the consumer, we have a moderator go and take a look at it. And if it turns out that it is politically-charged, or it is hateful, we actually penalize the user, and we take a loyalty point away. And if that user continues down the road, at a certain point they get banned."

McMullin added that enough people would have to flag a user before a human moderator will take a look at an issue.

At PAX, most of the features McMullin outlined (particularly the community features) weren't available to be tested or even viewed. Some because of the inherent limitations of a convention storefront demo (making it difficult to purchase games and see the algorithm in action), and some because they just weren't ready yet. That said, there's still time. TurboPlay is planning an open beta sometime in Q1 of 2020, and its full launch doesn't yet have a planned release.

What's most important to McMullin is creating a space where gamers can find what they want, even when they don't necessarily know specifically what it is they want when they show up. He referred to TurboPlay a few times during our conversation as "Spotify for video games," a point that was echoed sometime later when former Gearbox VP of business development, former head of game publishing at Rooster Teeth, and current TurboPlay board advisor David Eddings walked in the room.

"When I found out it would curate games for you based on what you like and what you buy and what you play -- basically being Spotify of video games -- I got excited about it," Eddings told me when asked about his interest in the company. "I've been in this industry for over 22 years now. I'm not the kind of gamer that I used to be. I've lost my skills a little bit. I'm a little slower. And I'm more interested in playing single-player games that speak to me and that interest me that are a little bit off the main course.

"If you ever listen to somebody else's playlist on Spotify, it's definitely something different, right? But just because your friends play other games doesn't necessarily mean that that's something that you would like. And in any type of game, quite frankly, not everybody likes the same stuff. And so this will learn what you like and it will hand-deliver that to you. That's exciting."

Disclosure: PAX organizer ReedPOP is the parent company of GamesIndustry.biz.
 

Alienman

Retro-Fascist
Patron
Joined
Sep 10, 2014
Messages
17,043
Location
Mars
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.


Yeah, great rating on that game he released.

Also:

All those "basic" features will work as one might expect, but another seemingly standard community element is getting an overhaul. Discussion boards will exist, said McMullin, but they'll be a "more modernized, bulletin board-type system" that's driven by developers specifically, who can set up threaded discussions. If users behave in a toxic manner, McMullin said they'll have to pay -- with points.

"Anywhere we have toxic, hateful, politically-charged content on the platform, and it gets flagged by the consumer, we have a moderator go and take a look at it. And if it turns out that it is politically-charged, or it is hateful, we actually penalize the user, and we take a loyalty point away. And if that user continues down the road, at a certain point they get banned."

It will be the Resetera of game stores.
 
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Citizen

Guest
Hey, at least my mom still receives patches. Your mom has so many rootkits that only safe way to do her is on a virtual machine. Hell, nobody really dares to do your mom, unless they are using crack, since she shipped with StarForce.

Ur mom is actually a lot like borderlands series. Boring grind and nothing else to offer. But hey, I guess she's fun with friends!
 

Wyatt_Derp

Arcane
Joined
May 19, 2019
Messages
3,062
Location
Okie Land
Just deleted my Epic Games Store account. I haven't been using it for quite a while anyway.
Chinese officials have been alerted

Smart home tech or Epic. Either way, you got a nip in your bushes with a pair of binocs. And ironically, all funded with western bread. Thanks, plutocrats! Might as well just give the Ruskies our ICBM launch codes.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,810
I see Codex's progression towards hivemind utopia is progressing further and further

Now if they would decrease size of posts that would be great. Never liked this whole mumbo social mumbo. #irc for lyyfee.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,232
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.epicgames.com/store/en-US/news/september-store-feature-update

September Feature Update - Improved Patch Sizes and Library List View
9.27.2019

Hey everyone,

We’re back with another feature update for September. Last month we talked about improved patch sizes, library list view, and playtime tracking. Let’s take a look at some of the features we shipped and what’s coming up.

Newly Launched Features

New Library View Options
We shipped new library options! This included: the new list view, search functionality, the ability to sort either alphabetically or last played, and the ability to filter out uninstalled games you own if you’re looking for a cleaner view. We’ll continue improving the library in the future, so let us know what you’d like to see.

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Improved Patch Sizes
We’ve rolled out new tooling for partners that allows them to create further optimized patches. If you’re a player with a low bandwidth connection, this benefits you because these optimized patches dramatically reduce the patch download size.

Here’s a breakdown of how this new mode impacted the patch for one of Fortnite’s big season updates.

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Playtime Tracking
Now you’ll be able to track your playtime across various games. You can see your playtime from your library by opening the settings menu for your game.

Diesel%2Fblog%2Fseptember-store-feature-update%2Fplaytime-375x308-f2ad13e83e47faf102229e5d27167d4bf23112de.png



Traditional Chinese Language Support
You can now choose Traditional Chinese from the supported language options on the website or within the launcher. If your operating system is already Traditional Chinese, the launcher should automatically switch to showing the new translations.

Bundles
We now have support for bundles. Bundles include more than one game title or offers which, once purchased, will add all of those individual games to your library.

Diesel%2Fblog%2Fseptember-store-feature-update%2Fegs-bundle-788x1600-4550835e2ad4cf67d24a7019d6920142b70d2052.png



Turkey GPay
We’ve added GPay, a new payment method for players in Turkey.

Development In Progress

NEW Storefront

A new store and browsing experience, including curated collections. You'll be able to see what games are trending, filter by genre, and more, so that you can find games you'll love faster and easier than before.

Diesel%2Fblog%2Fseptember-store-feature-update%2Fegs-discover-mock-pt1-900x1600-a50b2da20f099566fd1203302d30f274e2223299.png

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Epic Games Overlay - Checkout
We're creating an in-game overlay. It'll be a while before it's fully realized but our thoughts here are centered around giving you ways to interact with your Epic Games store (e.g. library, social, etc.) while in-game.

3D Secure for Europe
Support for 3D Secure to comply with new European regulatory requirements for Strong Customer Authentication (SCA). Players may be challenged for additional authentication when making a credit card purchase in Europe.

Thai Language Support
Language support for Thai to the core store experience
 

the_shadow

Arcane
Joined
Dec 30, 2011
Messages
1,179
Geez guys, it's always a bad thing for consumers when new competition emerges to challenge a business that has cornered a big piece of the market, that's exactly what capitalism tries to prevent:roll:.

I'm not sure where all this loyalty to one particular digital platform is coming from, do gamers really hate game developers so much they would shoot themselves in the foot by staying 'loyal' to a digital platform that they have whined about endlessly in the past when it's at risk of losing market share? Bunch of crybabies.
 

the_shadow

Arcane
Joined
Dec 30, 2011
Messages
1,179
do gamers really hate game developers
Well, game developers hate gamers why it's not allowed to hate them in return?

Quoting a fragment of my sentence and then replying to it is a good way of taking people out of context. If you want to hate game developers, fine. My point is that it's pretty silly to hate them so much that you'd cut off your nose to spite your face by remaining loyal to a distribution platform that gamers have complained about endlessly in the past.

As for game developers hating gamers, LOL. The problem is that many of them are far too accommodating to troublemakers and whiners. If I were a game developer, I would:

- Never discount my game, except as an introductory sale when it's first released, and when it's been on the market so long it's a dinosaur. Want my game? Scrape together the money by buying a few less Starbucks coffees instead of trying to snatch it on a cyclical sale. All the discounting on digital platforms has essentially devalued games. Why would I buy a game for $60 when I know I can get it for $30 in 2 weeks, and how good can a $5 game be?

- Push for legislation that allows governments to confiscate the PCs/consoles of unrepentant software pirates, and have them crushed into tiny cubes, which the pirate would then have to pay to dispose. We do that to hoons who drive recklessly in Australia, and its sickening that people gloat about pirating the intellectual property of hard working individuals. If you think a game's not worth paying for, then don't buy it, or make your own. It's not an essential item like food or health care, it's a luxury item that not even Bernie Sanders would attempt to ensure is universally distributed.

- I'd ensure that on any platform I sold my game, I'd be able to get rid of bullshit negative reviews. Valid negative reviews about the game are welcome, but whining about sales practices or drama queen antics demanding an apology from the company to every gamer get shit canned. Americans tend to hold the view that 'Freedom of Speech' means they get to say or post whatever they want, whenever they want. No, sorry, you don't, you self-important entitled children. If you've got an axe to grind, go get your own free web site and whinge there.

- I'd include a comprehensive manual with my game, and when the game starts, the player would have a pop-quiz on what's in the manual. If they fail, they can't continue playing the game. This would help cut down on all the whinging about a game not having a particular feature or mechanic, when it is clearly spelled out in the manual.
 
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the_shadow

Arcane
Joined
Dec 30, 2011
Messages
1,179
Shit too idiotic to repeat.

Exact type of retard that the EGS appeals to.

Then continue buying games on STEAM if you don't like the EGS, problem solved. Although people complain about STEAM as well, and even GoG. Then they'll complain when there is a new alternative like EGS. Consumers like this have an extreme case of cognitive dissonance and are never happy.

 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,810
So instead of one transaction to buy three games, you prefer three transactions to buy three games. You must like entering your credit card number as much as Jamal likes entering your wife.

I am not retarded to buy multiple games for them to lie down in library not played.
Secondly almost every clinet out there support one click buy (or with ccv code) so that is not an issue to begin with.
Third even if you have to input all cc details for every game this still is about minute or two which is nothing.
 

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