I find the behavior if their social media person to be quite obnoxious. Trolling potential customers who don’t like Epic just doesn’t seem like a winning strategy to me.

And blaming piracy, not EGS

It’s not obvious to me at all. That Twitter account also has it’s fair share of the opposite tweets. About how well they’re doing and thanks everyone for all the support. Or retweeting something by Epic, talking about how they had a record-breaking sales last week.

(Jesus, looks like a day before release their social media person tweeted on their official account that the game would be delayed for a week. As a joke.)

Some people are taking these troll Twitter posts seriously!? Hilarious!

More serious (but likely unanswerable) question; I do wonder how the nascent nature of the store impacts the sales of early access vs. mature products.

One doesn’t bite the hand that pays one off. That the piracy is a direct and inevitable result of EGS is not a politic thing to bring up, under the circumstances.

Hmm, point taken - hard to parse meaning when their social media person is apparently just a complete idiot.

This kind of thing is a really, really, stupid thing to do. Because someone will pick up the tweet and run a “Satisfactory developer says they have only sold 9 copies on the Epic Game Store”. it’s a bit of a charged subject at the moment, so someone is going to pick it up either because they don’t realize it’s a “joke” or because they don’t care and it’ll make fantastic clickbait.

It’s just a really stupid thing to say, because even if you realize the 9 copies thing isn’t true, it brings into question how well the game is selling on EGS. If it’s selling really well, why the passive aggressive complaints about piracy and the like?

Whoever running the Twitter account is a either a moron, has some mental issues, or some combination of both. It’s just not a good look.

Or alternatively, he doesn’t have any problem:

I think the only things they’re missing from the Epic exclusive playbook is the phrase “whiny manbabies” and a grandiose declaration of Steam dying. ;-)

Give them a week…

Alternative reading: “Yes, I’ve always been a moron.” ;-)

“I’ve done X before, therefore X is always appropriate to do” is a terrible rationale.

And the anti-Epic folks just can’t resist gobbling up servings from a ridiculous troll account. Vicious cycle both ways! ;-)

Only one side of that equation is trying to sell product.

True, but both sellers and anti-buyers are capable of idiocy.

Standard credit card charges alone are 2+%. Does anyone realistically think they can hire programmer

Fixed cost.

Incorrect. Labor is a variable cost. Unless labor is contractual and cannot be terminated, it is a variable cost. Epic did not have people playing paper football waiting to start the store.

Moreover, credit card processing fees are the epitome of variable charges. You seem to not understand the nature of fixed versus variable costs.

and their associated equipment,

Fixed cost.

Incorrect. Computers and other equipment for labor is also a variable cost. Epic did not have a huge inventory of PCs and other devices just doing nothing that were pressed into service.

staff for customer care,

They say the cost of customer service is 1%-1.5%. That seems plausible. Back of the envelope:

  • Average game on their store costs $30. (Seems to be the case now, but we don’t yet know what Epic’s policy on running huge Steam-style sales will be.)

That’d mean they’re project $0.30-$0.45 in customer service fees on average. What about the cost:

  • One sale in 100 will cause a customer support case. (Seems plausible to; me I’ve never contacted Steam support despite buying hundreds of games).’
  • The average time spent on a support case is five minutes. (I think this is conservative. They’ve got enough volume that they surely have a a script for 99% of the cases)
  • This is not a highly skilled job. Let’s say $15/hour for pay, $25/hour fully loaded cost. (I’m not that familiar with American labor costs for this kind of work. Does that seem
    reasonable?)

That’d be $25 customer service costs per hour / 12 cases per hour * 0.01 cases per game =~ average of $0.02 in customer service per game bought. That’s about 20x too loẉ. So you could multiply my original estimate of the customer service contact rate by 5x and the amount of work per case by 4x, and still not reach the top end of Epic’s estimate.

So that seems reasonable enough.

You spent way too much time on this and still missed an epic amount of cost. Management, research, testing, etc…if customer care were so cheap to staff companies would have far more robust care services because the cost of providing it would be so low. That is not the case.

refunds,

That’s an interesting one. The common wisdom on indie developer boards is that return rates on Steam should remain under 10%; you’d expect it to be a little lower for Epic since they’re hand-curating the store and thus have a higher average game quality, leading to fewer return on average.

The cost of handling a refund is effectively zero, but leaves them out of pocket for costs like payment processing and bandwidth. But still, it’d mean refunds can only increase whatever estimate we have for the other costs by another 10%, not any more than that.

shakes head

engage sales

Not sure what you mean by this?

Who do you think is contacting developers for the exclusives? Sales and marketing.

and host this

Storage and compute are going to be too cheap to meter for a business like this. They’re claiming 1% on bandwidth, based on their experience with Fortnite. It would not add up at CDN list prices, but on the other hand they’ve easily got enough volume to not pay list prices.

for 5%?

Yeah, I’ll buy it.

After your post, I doubt you have ever seen a balance sheet or income statement. Bandwidth is not trivial. Cloud services are not that trivial. Storage is not trivial. Servers are not trivial. Personnel costs are not trivial. Security costs are not trivial. If the cost of entry was that cheap and every cost so trivial as you claim, any number of companies would have entered the market and absolutely dominated it in a matter of short while or Steam would be 10x its current size and Gabe would Scrooge McDuck into a pile of gold every day.

You buy 5%? Great. I have oceanfront property to sell you. In Nebraska.

You want the end lines under the quoted text

Sigh…

I’m sure a completely rational explanation of how restricting access increases sales will be forthcoming.

Do you figure they’re contractually required to spout this nonsense?

I dunno, but PC gamer’s recent EPIC articles are worded to maximize the click-bait-ness.

Yep, having it on steam and gmg and other sites certainly wouldn’t help it sell more at all…