The Epic First Run programme allows developers of any size to claim 100% of revenue if they agree to make their game exclusive on the Epic Games Store for six months.

After the six months are up, the game will revert to the standard Epic Games Store revenue split of 88% for the developer and 12% for Epic Games.

  • MajorHavoc@lemmy.world
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    1 year ago

    “Let us offer you 100% of the money from a marketplace 0.0001% as large! Did we mention you get all the money that neither of us are making? We will throw in all the good will with gamers we’ve earned too.”

    • moody@lemmings.world
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      1 year ago

      If the game is in demand, people will go there if it’s the only option. It’s not a great option for some obscure indie game, but it is for mid-budget projects that have already gotten interest.

      • MajorHavoc@lemmy.world
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        1 year ago

        That’s fair. I personally just skip those. But maybe few enough people skip to make the lower fees worth it.

        For the majority of game studios this seems like a terrible deal though.

        • moody@lemmings.world
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          1 year ago

          I feel like zero fees vs 30% fees is a pretty big difference. But you have to be able to sell at least enough to make up for the difference either way. It also very well could just attract devs who think they’re going to sell more than they will.

          • derpgon@programming.dev
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            1 year ago

            Well 0% fee for a store that has zero added features vs 30% for a launcher with cloud saves, overlay, online couch play, tradeable in-game items, gifting, community, profiles, wishlist, notifications, etc.

            Someone has to pay for the server time and storage.

            Oh and Steam has way bigger userbase.

            • stewsters@lemmy.world
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              1 year ago

              Call me old fashioned, but I don’t play a game for the trading cards. I also don’t hang out there, I have used Discord for years. Overlay is less important now that I have 2 monitors. I just want a game on my computer that updates itself so it’s ready when I want to play it, and then gets out of the way.

              Gifting and a better cart experience I definitely agree with, those are so much better. But not 30 percent better.

              As far as the user base, it may be changing. There are 132 million active steam users vs 230 million epic pc users. Though I imagine the number that actually buys software is strongly in Steams favor, as they are going to be older and more used to spending where I suspect you see a lot of F2P players in epic. Does that demographic start changing as they age out of fortnight? Hard to say. Don’t have any stats on that though, just guessing.

              • derpgon@programming.dev
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                1 year ago

                Steam Workshop, communities, screenshot and video sharing, pretty solid game searching, game awards, reviews, streaming, guides, achievements - just what I remembered.

                Yes, there are people who so not use any of those features. Yes, there are people like you who don’t care about trading / cards / anything but the game and updates.

                So when you start comparing just that a launcher can launch a game and keep it up to dáte - these two launchers are identical. When you add the store to it, then it’s in Epics favor. But as soon as you start comparing them as a whole, it’s clear Steam has a lead.

                Why did people ditch IRC in favor of Skype? They both had chat. TeamSpeak in favor of Discord? They both had voice calling.

                It’s about the UX as a whole. Some people might not use Steam Workshop ever, but then one day it comes on handy.

                Also, fuck Epic exclusivity deals. They are as anti consumer as it can be, without really giving anything in return. They literally P2W’d the game market. Or at least tried to. Last straw, Epic is partially owned by Tencent, a Chinese money hungry game company that’s not ashamed to put P2W features in games.