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Concerns with the Epic Store
- “Yet another storefront”.
- Pulled Metro: Exodus from Steam immediately before release after many people had preordered there.
– Apologized, said would not happen again.
– https://www.pcgamer.com/epic-on-pulling-metro-exodus-from-steam-we-dont-want-to-do-that-ever-again/
– But then pulled back from that apology.
– https://twitter.com/TimSweeneyEpic/status/1112807235783196672 - Undermined Fig investments in games by funding the breaking of those terms.
- Scanned Steam friends info, copied it
– The CEO personally apologized, said it was his fault, and that it would not happen again.
– https://www.reddit.com/r/PhoenixPoint/comments/b0rxdq/epic_game_store_spyware_tracking_and_you/eikbeya/
– https://www.eurogamer.net/articles/2019-03-15-epic-responds-to-accusations-its-launcher-accesses-steam-data-without-permission - New product, no feature parity with Steam
– Roadmap: https://trello.com/b/GXLc34hk/epic-games-store-roadmap - Has a discoverability advantage now, but unknown if that will last when it offers more games.
- Curation could be selective to already popular games
- Support and forums is done outside the store and there is no plan to host this
- In some cases guarantees minimum revenue or even directly funds titles on the store. Those guarantees are reportedly generous. This is anticompetitive behavior.
– https://www.pcgamer.com/epics-tim-sweeney-reveals-how-the-company-lands-exclusives-for-the-epic-store/ - A Chinese holding company named Tencent has a 40% stake in Epic. They do not have controlling interest, but many people are concerned about this.
– https://www.pcgamer.com/tim-sweeney-does-not-take-any-orders-from-tencent-says-epic/ - Anyone can create an account without email verification for the past 10 months. Not a security problem per se, but an easily fixed entry point
– https://kotaku.com/cyber-attackers-are-making-phony-epic-games-accounts-wi-1834007072 - The launcher is an Electron app
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Sales, discounts and price drops are still unknownVery heavily subsidized sales, free games regularly available. - Exclusivity undermines/kills porting efforts to platforms it doesn’t support (Linux)
- Lack of social features may be a benefit to some. Customers who feel marginalized by forum/review interactions may prefer a more straightforward storefront.
- Alternatively the lack of forums, workshop, reviews, curators, voice chat and other social features can be seen as a major obstacle to buying from the Epic store. Those who enjoy these features on Steam would therefore find more difficult to determine the quality of a game, download mods and even to simply enjoy games with friends.
- Some users have lost access to games from other online retailers/storefronts and do not want to run the risk of the same thing happening with Epic’s store.
- Investigative journalism recently revealed that Epic allegedly has a toxic workplace culture that utilizes crunch and 70-100 hour work weeks for employees. That may impact purchasing decisions for those that are pro-developer or would like to incentivize fairer treatment of developers in this industry. https://www.polygon.com/2019/4/23/18507750/fortnite-work-crunch-epic-games
- Offered an exclusive deal with guaranteed revenue to a lesser-known game named Darq. Would not allow Darq in the store as a non-exclusive.
- While current exclusivity is mostly for a limited time (0.5 to 1 year) and Epic claims they’ll stop doing it, there’s no real incentive for Epic to ever stop doing it if they’re profitable.
- Furthermore, should the store prove itself to be successful, this would help Epic get more developers to agree to permanent exclusivity, thereby causing artificial scarcity in the market. Prices will stay higher for consumers for a longer term, and the consumers will have no choice in terms of stores.
Original Post:
PR:
Epic Games, developer of titles like Fortnite, the first Gears of War trilogy, and Unreal Tournament, has announced the creation of a new digital PC store that hopes to compete with Steam by offering an unprecedented revenue split for developers.
The Epic Games Store is launching as a full-fledged game marketplace supporting all sorts of titles. The Fortnite developer hopes to incentivize developers to come over to the Epic Games Store by pushing the revenue split for software further than any platform holder has before, giving developers 88 percent of the revenues while keeping 12 percent for overhead. This is a big change considering the traditional industry standard for digital revenue split usually gives 30 percent to the store owner, whether it be Sony, Nintendo, Microsoft, Apple, Android, or Valve. Perhaps anticipating this move, Valve recently made adjustments to Steam’s revenue model, but only above certain thresholds that most games won’t hit.
“As a developer ourselves, we have always wanted a platform with great economics that connects us directly with our players,” Epic Games founder and CEO Tim Sweeney said in a press statement. “Thanks to the success of Fortnite, we now have this and are ready to share it with other developers.”