I got carried away. But yeah, an asset marketplace will be essential in the future if only to keep art team sizes manageable.
Remember also that they offer a Pro version that costs money, and that they restrict the use of the free version to companies that make less than $100k per year.
There are a lot of people wanting to get into game-making these days, since tools have gotten better and the indie market has proven its worth. It's telling that Epic is putting even more emphasis on their tools than their games these days. In a gold rush, as it's said, the ones that get rich are the ones selling pickaxes.
The fact though is that you can publish commercially (even to mobile app stores) without a Pro license. The reason why making the base version free is commercially viable for them (aside from their hope that some users upgrade to Pro) is because of the success of their asset store.
Pretty much all Unity developers spend money on the asset store even if they're on the free plan. I myself have spent a few hundred dollars on the asset store of which Unity gets a cut thus allowing them to immediately monetize their free users.
Maybe that's not a huge difference from what a lot of people are doing at AAA studios anyway, but my god.
Perhaps Unreal will introduce some new ideas there such as a first-come, first-licensing or bidding model. Another idea might be a royalty system.
Once the channels for management can provide a painless experience to customers (studios, artists, etc.) this will do to assets what iTunes did to music.
Here's the reasons I think you need to be a little bit more nuanced on this topic:
a) Sometimes it doesn't matter - The plate and chair in the background don't need to be invented from scratch everytime
b) Sometimes it's just a starting point. You won't know it's library content because it's been edited, enhanced or used in new ways.
c) Sometimes it's just part of a bigger whole. You're not going to notice the brushed aluminum bump map when it's combined with the libraries 'scratched specular map' and a few other ingredients - a cook isn't cheating when he uses bouquet garni or a garam masala from the catering supplier.
Their (free) app is 90% geared toward using content purchased from their store (not free).
Well, they're playing catch-up with Unity here, which has had that capability for (3?) years now.
http://helpx.adobe.com/legacy/kb/stock-photo-service-being-d...
I don't know anyone who uses it.
I think revenue from the Asset Store is relatively minor compared to that. Ive heard of success stories that sell plugins worth a couple of thousands per month, but thats about it and those are not many.
So that suggests there's certainly some revenue there.
https://creativemarket.com/blog/2014/03/19/building-the-worl...
You could imagine Adobe following suit very shortly here withs something similar and invalidate all those graphic/template/icon/texture/animation sites. You just open the "marketplace" inside of Photoshop and browse around for the assets you might want.
Same would go for video-editing. No more buying Action Essentials, just load up Final Cut and look for the perfect blood animation.
You could imagine at some point your IDE having a marketplace inside of it to allow you to purchase proprietary platforms directly and integrate them into your project without much hassle.
It's a really cool proposition, ripe for monopolization unfortunately, but surely convenient if executed on well.