User:Jade Shauni/sandbox: Difference between revisions

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The publishers make the call. - Tim Sweeney
 
Launching sometime in December 6, 2018, Epic Games decided to upgrade their Fortnite launcher (even though they have many games under their belt before Fortnite came out), into a client/launcher that can now sell third-party games, unlike the other digital stores that Epic Games owns that sells tools, like the Unreal Engine. It'sThe wereEpic Game Store was designed in a way gamers can also buy video games for the PC, despite the bare bones and rather primitive features, like their cloud saving. However, this new launcher bought something a bit new, third-party game exclusives; which had little to no presence in the PC gaming environment (But this practice is huge and frequent in the console gaming scene). Also, breaking the industry standard of the thirty percent cut, instead Epic Games Store will only take twelve percent of the revenue (and is only criticizing Valve for thisdoing the standard cut). - Which some developers and publishers see as too much of a cut.
The store was made for the developers and publishers first mindset, customers/gamers second or third. The reviews will only be opt in (as a way to prevent review bombing), gamers reporting bugs and technical problems are ticket-based, same with reviews, there's no plans to for forums whatsoever (so users are encourage to use social sites, like reddit and discord, as their forums). Epic Games even stated that most of their games sold in their little store would not have DRMs. Despite the discouragement of the Epic Games Store's barebone nature, they promised that more features down the road, like achievements.
Before the Epic Games Store got its rework, Sergey Galyonkin, who also ran Steam Spy as a hobby, also learned what developers want to get out of Epic Games' launcher/digital store.