“That takes a huge burden of uncertainty off of us because now we know that no matter what, the game won’t fail and we won’t be forced to move back in with our parents. “Epic offered us a minimum guarantee on sales that would match what we’d be wanting to earn if we were just selling Ooblets across all the stores,” designer Ben Wasser explained in a blog post. But for some developers, that money has ended a period of terrifying instability and ensured the futures of their studios. That’s led to some high profile, and slightly messy, departures from Steam that have ended in review bombings. And to play Fortnite, you needed the Epic Games Launcher.įortnite gave Epic an unprecedented install base, and the money to tempt big names over to its new platform. That proved an acceptable substitute, right up until other publishers began to use the leverage of their biggest games to draw players away from Steam. As retail games gave way to digital distribution, Valve offered not only a storefront but a ‘library’ - a virtual collection to replace your curated shelf stuffed with boxes. The reasons for that upset are complex, but rooted in what Steam has come to represent in the last decade and a half. ![]() When the developers of Ooblets announced their Epic Store exclusivity this week, they came armed with reassurances and explanations, knowing that the news might provoke a backlash. ![]() Right now it’s one they deploy with a great deal of care. Not so long ago, ‘epic’ was a buzzword that developers threw around with abandon when describing their games - epic battles, epic journeys, epic stories.
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