You guys should be happy that developers are finally getting PAID. Making games is expensive without a blockbuster production team supporting you, and with Steam taking a massive 30% cut and advertising prices high as well, getting a huge upfront payment for your game is a big safety net for a developer with bills to pay in case the game doesn't sell as expected.
I can tell the younger generation just by the comments on this post. EGL is still very new, less than one year all, and all those features will come in time - Steam was in the same boat years ago and everyone HATED it. Steam was REQUIRED for Halflife and it was terrible - many people just ended up downloading pirated copies to allow non-steam play even if they had already purchased the game legally
. I didn't download steam for like 5 years after release since it was so bad, and even then it was reluctantly.
Epic has basically a money printing program with Fortnite which will allow them to grow and add features like crazy. The launcher is already much better than it was a year ago when it was basically just a simple portal to download Unreal Engine tools and Fortnite Betas.
Originally Posted by Slink3Slyde
The interesting bit from the Ars article:
"Back in July, Ooblets developer Glumberland revealed via blog post that the money it received up front from Epic represented "a minimum guarantee on sales that would match what we’d be wanting to earn if we were just selling Ooblets across all the stores." Epic's Sergei Galyonkin has also said that Epic's exclusivity deals tend to be structured as minimum guarantees against future sales.
Assuming Digital Bros. got a similar deal, that means the publisher won't make any additional money from Epic Games Store sales of Control until it earns back the €9.49 million upfront payment. For context, at $60 per sale and Epic's standard 88% revenue share, Control would have to sell roughly 200,000 PC copies for Digital Bros. to meet that minimum (or more if the average sales price comes down due to discounts). Guaranteeing that revenue up front, though, helps Digital Bros. avoid uncertainty in its balance sheet and, in turn, helps Epic bring in new customers to its growing storefront."
Been away a while and not familiar with the formatting now but that the interesting part for me.
I've been avoiding Epic for no other reason then I don't like them buying exclusivity in this way, and at this point I'm already hugely invested in Steam and inherently lazy.
Having said that, I dont really see any other way they could pull market share away from Steam, and you definitely cannot blame developers who are essentially getting paid insurance into the deal as well as a bigger piece of the pie if things do go really well.
Exactly. I too am heavily vested in Steam with over 10 years active, but as a business owner I understand balancing a budget and uncertainty of sales so can see the allure of partnering with someone who offers high up front revenue plus a larger cut of sales profits. If anything, gamers and enthusiast should love Epic since they are helping developers grow - especially the smaller studios who need help the most.
(edited for excessive usage of "huge"