![]() The smarter developers will do an Ad Campaign when they go live on Steam, to see if they can "double dip" the launch window and grab that long-tail sales.ĮGS would have saved themselves about 50% of the hate by putting the list price at 57.99. We'll know a lot more when the exclusivity deals end and they go live on Steam. (Some deals have had upfront cash, but most of them seem to be post-launch "fill in the missing" deals. However, outside of that situation, all the exclusive deal does is assure you'll make the money agreed to at some point after launch. The lack of 5% license fee is relatively massive. I dont like uplay or origins all that much but I would still take them over the epic games store any day of the week.ĮGS is the place to distribute if you're making an Unreal Engine game. It just has exclusives that they paid for to try and force people to use a platform that is just miles worse than the rest of the competition. It's not competitive at all and lacks basic features that basically every other platform has. What epic games is bringing is not competition. Of course there would still be the occasional Valve fanboy whining as you'd expect, but there would be no widespread distaste for Epic the way that things seem to be heading right now. Tack on the occasional real exclusive, as in a game either made or funded entirely by them from day one, and you've got even more of a value add.Īssuming the above (and that Epic actually made the store functional with expected modern features), I would have no qualms about using Epic for some or all of my purchases. Maybe offer some small bonus/"port" money to smaller devs just in order to offset the cost of maintaining the game on multiple storefronts (not really necessary but I don't see anything wrong with the idea). ![]() Devs still make the same or slightly more per copy than on Steam, Epic doesn't need to put up any cash upfront and can instead invest in the service itself, and customers get a global discount on everything compared to what they'd pay on Steam. There's a difference between regular competition and all of these weird big baskets of cash that Epic is throwing around seemingly at random in any attempt to lure people onto their service.Īll they had to do was say to devs "hey, we take a much smaller cut of your profits, in exchange we want you to lower the list price of your game on the Epic Store by ~10% versus the price on Steam. So i don't really care about exclusivity to be honest, also i don't really game all that much anymore and if i did i would prob play my 3 regular games ad infinitum so not bothered at all by new titles having to be bought either here or there. TBH the actual competition that Epic has been forcing on the industry aint a bad thing, cause a monopoly like steam kinda have had for years and good us as customers. Once you've tried to steal money from a large group, expect every little thing to bother them. Jacking up the price on someone that was expecting to pay X for a game and now might be paying 2-4 times that amount is a textbook way to generating actual hate against your company. In a big chunk of the world, EGS still doesn't have regional pricing, so any exclusive game could see somewhere between a 10-400% price increase depending on the current state of your currency relative to the USD or EUR. Discussing this again (because of Control's launch), I think I've really boiled down the actual issue. What didn't make much sense was pushing exclusivity deals before the product was ready for prime time. EGS made logical sense given that Epic already had a launcher people use for Fortnite. They want EGS to exist long after Fortnite is a "cool memory from your childhood" because it would be a consistent revenue generator. It'll likely make less than 1 billion USD in 2020. It'll probably make between 1-2 billion USD during 2019. If they wanted a game to succeed, an exclusivity clause comes last in mind.įortnite made somewhere over 2 billion USD in 2018. I don't understand why Epic wants to have exclusivity clauses outside of:
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