Your citation suggests that in this context, ignoring means "potentially offering them fewer page referrals from advertising slots, relying on them to generate organic traffic".
I mention this, because the interview with Tim Sweeney posted in response to your comment says: "Generally, we want to enable a more direct relationship between developers and gamers, and more efficient economics and discovery. Developers will control their product pages, free of advertising for competing games."
The reduced margin will definitely benefit all developers, but the Grey Alien guy recently tweeted that margin wasn't the problem because 30% of nothing is nothing, and his issue is no one discovering his games.
I would say who the Epic approach benefits is sort of "Big Indie" -- developers large enough to self-generate momentum but small enough not to benefit from the improved revenue split. Thinking of teams like Double Fine and games like Stardew Valley here.
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 successful games don’t make me feel particularly positive about the future of selling games on Steam."
That 30% might be painful, but at the same time Steam provides a LOT of utility to the buyer.
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.
For new users that don't have steam, there might be an inventive to use the Epic games launcher, especially if there's a discount, but having games split across two systems is really annoying (but it's not too bad for one game), so I imagine without an incentive most existing Steam users will opt out, thus preserving Steam's dominance.
1: https://store.steampowered.com/stats/
2: https://thenextweb.com/gaming/2018/11/08/fortnites-concurren...
125 million fortnite installs - https://www.businessinsider.com/fortnite-size-statistics-pla...
70+ million steam installs - https://galyonk.in/steam-in-2017-129c0e6be260
Not saying what's right and what's wrong but I heard these kind of numbers reported after the announcement. I see a lot of different numbers being thrown around and I'm not sure what to believe anymore.
Steamcharts consistently surprises me at how few people play the popular games I like, so I'm beginning to think Steam isn't as big.
Android usage is complex, because it's still only available officially to Samsung Galaxy devices, but the amount of players looks like it might be similar to iOS (there are usage numbers from the link, but for different times).
So, just from the total installs number and the somewhat recent iOS and Nintendo Switch numbers, we can put the maximum number of PC installs at around 114 million, before we account for Xbox (released mid 2017), PS4 (released mid-2017) and Android (Samsung Galaxy only but I think it may well be in the tens of millions anyway, especially since there are tutorials on how to get it on other devices).
I think that will leave us well within the territory where Steam and Fortnite have a largely overlapping PC user base.
> Steamcharts consistently surprises me at how few people play the popular games I like, so I'm beginning to think Steam isn't as big.
I think most people just don't game on PC as much anymore. Most PC games are available for consoles now too, and it's much cheaper to buy a new console every few years than to keep a gaming PC updated. My brother bought a keyboard and mouse for his PS4, and played Overwatch with that. Probably just as good an experience as the PC version for much cheaper total platform cost over time.
1: https://expandedramblings.com/index.php/fortnite-facts-and-s...
Unfortunately I think Unity May see this as a threat, Now what if Unity decide to make an App Store for 7% revenue, which should effectively be a non profit model after you take away the 3% Credit Card charges and CDN cost.
Anyway both would be good as we continue to push forward the Middleware Gaming Engine.
https://www.eurogamer.net/articles/2018-12-04-fortnite-maker...
"In our analysis, stores are marking up their costs 300 percent to 400 percent. We simply aim to give developers a better deal."
So there is a bias in the Epic store towards Unreal titles then, contrary to what I just read.
Unreal Engine:
+$200k
-$24k 12% epic store fee
-0 5% epic fee (would be $10k)
------
$176k income
Unity Engine:
+$200k
-$24k 12% epic store fee
-$3.6k 3 copies of unity pro for $200k budget game
------
$172.4k income (-4.6k vs unreal)
So yes, they are.If you publish on Steam then the numbers change
Unreal Engine:
+$200k
-$60k 30% steam fee
-$10 5% epic fee
------
$130k income
Unity Engine:
+$200k
-$60k 30% steam fee
-$3.6k 3 copies of unity pro for $200k budget game
------
$136.4k income (+6.4k vs unreal)Epic is certainly not making the store engine neutral. It costs less to use unreal than unity.
Unity doesn't get a "cut" of your game profits, anyway. They get $1500/year/developer.
So, by eliminating the 5% engine royalty for its own store, Epic is making Unreal also free and thus engine choice is not a deciding factor in whether to use Epic's store.
IOW/tldr: Unity and Unreal cost the same amount of money to use and license if you sell through the Epic store.
Just fyi: that is not how the unity license works. Unity's license is if your company makes >= $100k a year you're required to buy the $400 per seat license. If your company makes >= $200k year you're required to by the $1500 per seat license. Period. So for example if you're employee of Google and in your 20% time you download Unity you are not allowed to use it for free. Google makes X billion a year. That's greater than $200k a year. All employees of Google who download Unity for work related purposes are required to have the $1500 per year seat license.
This has nothing to do with whether or not you publish a game. Unity is sold similar to Photoshop. It's a subscription. The only difference is unlike Photoshop, Unity has a free tier for people and companies that make less than $100k a year.
From the unity site
Free version eligibility: I or my company generate annual revenues or raised funds less than $100k
Plus version eligibility: I or my company generate annual revenue or funds raised of $200k or less
Other than that, you've just restated what I already said. Unity provides the tools on subscription, but does not charge a royalty anymore.
Hmmmmmmm
Edit - i love the silent dv brigade for making an observation and starti ng dialogue.
Dont go changing onme hn!!!
The 30% cut from distribution platforms is arbitrary, not based on cost, but rather implicit collusion based on what apple can extract from their flock.
I'd say this Epic launcher is a great exception to this and I hope it sticks.
"Developers receive 88% of revenue. There are no tiers or thresholds. Epic takes 12%. And if you’re using Unreal Engine, Epic will cover the 5% engine royalty for sales on the Epic Games store, out of Epic’s 12%."
"From Epic’s 12% store fee, we’ll have a profitable business we’ll grow and reinvest in for years to come!"
This is great news for indies who Steam seems to be ignoring[1] lately in favor of AAA. Maybe that will eventually put enough pressure on them to at least reduce their cut. There's been increasing concern over whether it's worth it for indies given the lack of visibility. If you have to push an audience there anyway, is it worth the 30%? Jason Rohrer[2] and Positech Games[3] for example have been successful outside of Steam keeping a much larger piece of the pie.
1. http://greyaliengames.com/blog/steams-discovery-algorithm-ki...
2. https://www.gamesindustry.biz/articles/2018-03-12-jason-rohr...
3. https://www.positech.co.uk/cliffsblog/2018/11/23/selling-gam...