[Twitter] Epic Games paid 9.49 million euro for Control exclusivity - Page 3 - Overclock.net - An Overclocking Community

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[Twitter] Epic Games paid 9.49 million euro for Control exclusivity

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post #21 of 162 (permalink) Old 09-21-2019, 02:40 PM
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Control was a fun game, takes a little to give you everything to play with but once you have it combat is interesting and it feels good.

Everyone hating on exclusivity but someone was going to have to really challenge Valve eventually. Epic has the user base and the money to do it and they already had a store in place for their engine so why not, I guess.

Certainly doesnt look like theyve suffered from it yet and the games are still getting sales because there's a massive audience of young players there, get them hooked on your platform now and you have one in the future, valve managed it back in the day.
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post #22 of 162 (permalink) Old 09-21-2019, 02:45 PM - Thread Starter
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Quote: Originally Posted by oxidized View Post
I see this sentence parroted everywhere and it's mainly from clueless and careless consumers. Years ago, quality helped smaller studios grow, and that was only on them, today videogames quality level is so low they can't hope for anyone's support, instead they count on Epic's bribes to keep their studio up so that all those superficial designers and programmers can keep having their revenue despite their work being acceptable at best, and this is for most of them, and i still haven't seen a very good videogame released on EGS, till now most of them are piles of garbage or very close to it, included the game in topic.
What they don't realize too is that if Valve wasn't the Juggernaut that it is now Epic would have run into the ground any other competition they'd have with these questionable practices.

If overpowering your competition with your money alone is frowned upon when the smaller player can't do anything against it then it should be the same when the number one is playing fair and square.

#EnthusiastLivesMatter
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post #23 of 162 (permalink) Old 09-21-2019, 03:02 PM
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I'm simply sick of having to have x number of programs to open said games. So much so that i just wont buy BL3 or control till they come to steam. We have UPlay, Origin, Galaxy, Steam, EGS, Battlenet, microsoft, etc. holy christ when will it stop? Why the F do i have to have 20 game launchers tied to prospective stores for that publisher because they're greedy beyond all get out when i just want them on steam or no program at all. This is a non issue on consoles of course but yeah i'm sick of it.

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post #24 of 162 (permalink) Old 09-21-2019, 03:16 PM
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Quote: Originally Posted by Blackops_2 View Post
I'm simply sick of having to have x number of programs to open said games. So much so that i just wont buy BL3 or control till they come to steam. We have UPlay, Origin, Galaxy, Steam, EGS, Battlenet, microsoft, etc. holy christ when will it stop? Why the F do i have to have 20 game launchers tied to prospective stores for that publisher because they're greedy beyond all get out when i just want them on steam or no program at all. This is a non issue on consoles of course but yeah i'm sick of it.
Rockstar also released their own launcher. So that's another one lol. Oh and Bethesda as well.
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post #25 of 162 (permalink) Old 09-21-2019, 03:22 PM
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Quote: Originally Posted by TheBDK View Post
Rockstar also released their own launcher. So that's another one lol. Oh and Bethesda as well.
I figured i was missing some. It's getting absurd though. Granted the alternative is to not launch them or have them launch when windows starts. If BL3 ran right and was cross plat i might be swayed but since EGS keeps sweeping up publishers i just get more and more angry about it. I had intentions of getting metro exodus and am glad Microsoft got it with the game pass.

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post #26 of 162 (permalink) Old 09-21-2019, 04:09 PM
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Quote: Originally Posted by Puck View Post
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.
Oh give me a break. The 30% cut that Valve took was TINY compared to what traditional disc-based publishers took. If you wanted to publish a game the traditional way, the publisher would typically take a 70-80% cut. Valve's 30% cut for digital distribution was industry changing. The developer gets to keep 70% of the money, while Valve handles all of the distribution, cloud storage for saves and mods, matchmaking, server browsing, multiplayer, etc... Valve is doing a huge chunk of the work.

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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.
The difference is Valve pioneered the game launcher. They had to figure out what features it needed and how to implement them. Steam was a bit iffy in 2003, but by 2005 it was a very functional product. Epic has no excuse for the launcher not having many of the basic features Steam has. As far as HalfLife-2 requiring steam - that's completely fine. That's Valve game, and they can require whatever they want to play it. The problem is Epic is bribing other companies to be exclusive to the Epic Games Launcher. It's anti-consumer.
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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.
Valve has done more for indie and small studios than Epic ever will.
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post #27 of 162 (permalink) Old 09-21-2019, 05:12 PM
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It's acceptable to rant against nitpicking things as "my game i love to play" wants to fill my pc with their advertised tiny launcher full of advertisement

But - only little do remember CD days, and only a tiny chunk does remember the days where every game you buy , you'd have to follow the developers decision with that XYZ branded andpartnered launcher, their game should come to your pc

Simply as you allowed to help the Developers by cutting away the CD Press , giving them more and more mone
~ while they only have to partner with XYZ company and put their advertisements in a tiny non malware program, which only launches the game and keeps the download active (even when it would interrupt) & does nothing more

Is someone of the majority of gamers remembering at all, that you had early on 40+ launchers ?
Can they imagine why you "would need" a launcher at all ?
But finding time to rant, that today it's made soo easy where devs even get upfront instant payment, instead of having to pre-pay CD Pressing industries, and the whole remain chain of marketing companies, just to release your tiny "game"

Who really should care on which store what game is. The devs who made the game or the consumers who want it ?
As long as their download is fast, it won't interrupt and is continuable ~ not a shareware tool, downloading it the p2p torrenting way ~ like early on
It's just nitpicking ~ but because stuff is digital, and people get the chance to have some control and influence
~ we can't stop ranting which virtual library should the monopoly / p*ssing and confusing devs by social media pressure which store they pick

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post #28 of 162 (permalink) Old 09-21-2019, 07:00 PM
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Quote: Originally Posted by Imouto View Post
What they don't realize too is that if Valve wasn't the Juggernaut that it is now Epic would have run into the ground any other competition they'd have with these questionable practices.

If overpowering your competition with your money alone is frowned upon when the smaller player can't do anything against it then it should be the same when the number one is playing fair and square.
This

Quote: Originally Posted by AmericanLoco View Post
Oh give me a break. The 30% cut that Valve took was TINY compared to what traditional disc-based publishers took. If you wanted to publish a game the traditional way, the publisher would typically take a 70-80% cut. Valve's 30% cut for digital distribution was industry changing. The developer gets to keep 70% of the money, while Valve handles all of the distribution, cloud storage for saves and mods, matchmaking, server browsing, multiplayer, etc... Valve is doing a huge chunk of the work.


The difference is Valve pioneered the game launcher. They had to figure out what features it needed and how to implement them. Steam was a bit iffy in 2003, but by 2005 it was a very functional product. Epic has no excuse for the launcher not having many of the basic features Steam has. As far as HalfLife-2 requiring steam - that's completely fine. That's Valve game, and they can require whatever they want to play it. The problem is Epic is bribing other companies to be exclusive to the Epic Games Launcher. It's anti-consumer.

Valve has done more for indie and small studios than Epic ever will.
And this.
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post #29 of 162 (permalink) Old 09-21-2019, 07:37 PM
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Quote: Originally Posted by AmericanLoco View Post
Oh give me a break. The 30% cut that Valve took was TINY compared to what traditional disc-based publishers took. If you wanted to publish a game the traditional way, the publisher would typically take a 70-80% cut. Valve's 30% cut for digital distribution was industry changing. The developer gets to keep 70% of the money, while Valve handles all of the distribution, cloud storage for saves and mods, matchmaking, server browsing, multiplayer, etc... Valve is doing a huge chunk of the work.
Everything you have listed is virtually no work from an infrastructure standpoint and if it is then Valve is very far behind the times. I would imagine they are running scripts for everything and I seriously doubt its costing them much at all to host titles on an individual level. Literally everything should be pre-scripted and spinning up the infrastructure to host new titles shouldnt be difficult, particularly given how long Steam has been available. Everything from the sales interface, the forum, the advertising, the store site, etc should be scripted. Its also important to note that Valve may provide dev tools (steamworks) for things like mutiplayer, but its up to the developers to implement them (I would also imagine Valve charges for support/troubleshooting on this as well). If Valve is providing dedicated servers for multiplayer to publishers I can guarantee there is a charge for that as well. Cloud saves shouldnt be much more than a text file either. Literally all of the Steam aspects that are standardized are up to the developers to implement in the game or make compatible. 30% fee on a virtual sale for a virtual platform is massive overhead for a publisher this becomes more difficult when you look at DLC releases and subsequent charges there as well. Even the legacy physical retail channel was not considerably more expensive then the 30% that Valve used to charge. Generally in physical distribution for a 60 usd game, 15 went to the retailer, 4 went to distribution and manufacturing, then some fee for return/unsold games (PC games dont have to pay royalties to manufacturers like Sony or MS). Really 30% of a given sale is a bit cheaper than a traditional physical distribution model, but that doesnt mean that Valve wasnt turning a major profit on a per game basis.

From an infrastructure cost standpoint my question would be if Valve is using public or private cloud for their infrastructure and if it is Valve employees that actually keep the individual store pages updated or the publisher/developer.

Publishers are not necessarily the developers, you can have development houses that self publish, but this doesnt seem to be all that common anymore given that most dev houses cant handle the overhead of game development and everything that goes along with it. Publishers are present in the scenario regardless of whether it is virtual or physical distribution. Most games wouldnt exist today without publishers covering the cost of development, additionally publishers didnt take 70-80% of titles they were under 50% on average.


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post #30 of 162 (permalink) Old 09-22-2019, 01:01 AM
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Does Epic Support Linux?

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