We always had this idea we would turn it into a store, because we felt developers, other developers, would like having an efficient distribution vehicle for their stuff. We decided to build our own thing and launched it in 2014 to distribute the Unreal engine. We released that those are intensive to build and operate, and a store taking 30 percent would eat up the majority of the profit from the game itself. We could continually upgrade them for years and years. In 2012 we decided we wanted to move to making online games. Tim Sweeney: Like all things we’ve released to developers, the Epic Game Store started out with our own need to build a distribution vehicle for our own games. GamesBeat: What is the vision for the store right now? Can you talk about self-publishing and how you see this as a new stage? Tim Sweeney is the outspoken CEO of Epic Games. I’ve included a transcript of our interview. Epic also believes that a more competitive store could go a long way toward correcting the anti-competitive behavior of rivals. It’s losing money because Epic still subsidizes free games on the store in order to attract more users and to attract the right developers to its platform, which needs to become more competitive compared to Steam. Developers should reap some rewards from that, as Epic only charges a 12% royalty for games sold on its store compared to 30% on Steam.īut what also matters is having the right games. Self-publishing on Epic should enable it to start catching up. After Steam enabled self-publishing, the number of games on Valve’s platform skyrocketed. That’s about half the reach of Steam Direct, which has been in place since 2017. To date, the store has had 230 million players. What’s significant is that the Epic Games Store, at a relatively young age, still reaches an audience of 68 million monthly active users, up from 34 million in 2022. The store has more than 1,500 games on it now, but that’s barely 1% of what its rival Steam has, Allison said. They positioned it as a major milestone for the store that should enable many times more game developers and publishers to reach larger markets with their independent games.
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