This means that these players are not paying gamers. They are on the Fortnite bandwagon because it is free. Good luck turning them to a paying customer on the Epic Store.The most surprising number Sweeney shared, though, is that fully half of all Fortnite players on PC had never used Steam before.
It's a bullshit statistic anyway. What the fuck is a fully half, it's either full or half.This means that these players are not paying gamers. They are on the Fortnite bandwagon because it is free. Good luck turning them to a paying customer on the Epic Store.The most surprising number Sweeney shared, though, is that fully half of all Fortnite players on PC had never used Steam before.
They probably could sell more copies (as there could be many more people willing to pay $50 on release than those willing to pay $60, for example) and thus get more profit. Maybe.Why would the cut even matter if they're going to lower the price so devs still get the same amount of money?
This means that these players are not paying gamers. They are on the Fortnite bandwagon because it is free. Good luck turning them to a paying customer on the Epic Store.
Ubisoft Launcher or Epic Launcher, which is worse and why? DISCUSS^!!
Not that it really matters in this case since you'll probably need to install both for that game.
Anno 1800
Anno 1800
1. Launch Epic client. Download the game.
2. Launch Ubistoft client to run the game.
3. The game has also Denuvo DRM.
"We've brought in close to half a billion dollars so far in gross, and out of that half a billion dollars of gross, 88% of that has gone back to developers," Stelzer said. "So we really believe this is something consumers will get enjoyment out of from the highest quality of games, but at the same time, it's really a great system for developers and a great way for them to see more of the money from their hard work."
Update 03/29/19: After the publication of this article, an Epic representative reached out to say that Stelzer was mistaken.
"We misspoke at the GamesIndustry.biz PAX East Investment Summit and the number being reported is not accurate," the representative said. "While we aren't sharing revenue numbers, the store is off to a strong start, and we're excited about the opportunities for developers and players in the coming year." End update
Ismail (left) asked questions of Galyonkin (center) and Stelzer (right)
"I think if you get too sucked into what the mob is saying, then you'll always have some sort of analysis paralysis," Stelzer said.
Galyonkin added that developers should "distinguish between the community and the mob," saying that they are often different people. He noted that Metro Exodus owners were quite happy with their experiences judging by the lack of refund requests. He also said that while the game did well on PlayStation 4 and Xbox One compared to the previous Metro launch on consoles, the title-over-title jump was not as pronounced as it was on PC.
Finally, Ismail asked about what independent developers can do to help their chances of passing Epic's curation process. Stelzer's answer suggested they shouldn't be thinking about what Epic wants to see in a game.
"You never want to make the game with the target of a platform in mind," Stelzer said. "You want to make the best quality game you can make. Indie developer, AAA, and everything in between, you should always be true to yourself, thinking about the quality of what you're making, and are you staying true to your vision? The cream always rises to the top at the end of the day. If you make a crappy game, then there are places where you can put crappy games."
Oh, I misread. Oops.ColonelTeacup valve aren't going to pay anyone for exclusivity deal.
I think the Epic store is a bit too focused on pleasing publishers rather than consumers. It also doesn't seem like they have thought much about the store in the long term. Straight out paying publishers for exclusivity, plus the 88% revenue share doesn't seem like a self sustaining strategy. They just throw money at everything. It doesn't feel like they are earning loyalty from their users, a dedicated fanbase. I assume, like someone else has said, that they have an user base of Fortnite players, not necessarily Epic store customers. And what percentage of these players are kids? Jesus, how many play Fortnite on mobile devices? Basically I think that beneath the surface they are not as strong as they seem, but I'm probably biased against them, so I have no idea really.
as usual, the rest of the world pays because usa are cheap.
Ubisoft has nothing to lose really. Epic's literally paying them to put people on their store.I guess the increase in uPlay users with TD2 was a huge success.