We have thoughts about the Epic Games Store - TalkLinked #4
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GET MERCH: lttstore.com Twitter: twitter.com Instagram: @TechLinkedYT Facebook: @TechLinked NEWS SOURCES: In December, Epic Games launched EGS, announced 88/12 percent dev/store revenue share - gameinformer.com - Shortly after, Valve changed their revenue share to take 25 percent from games that make over 10 million and 20 percent from games that make over 50 million o kitguru.net Then, EGS started grabbing exclusive games – started with some indie games, but then grabbed Metro Exodus – and made it CHEAPER on EGS - pcgamer.com - Steam pre-orders honoured pcgamer.com Borderlands 3 - gamespot.com Control from Remedy Games, Most Ubisoft PC titles, and a bunch of indies - digitaltrends.com These are mostly timed exclusives - pcgamesn.com Adding insult to injury, Epic Games started buying games that had already existed for a while on other platforms, like Rocket League (they actually bought the developer, Psyonix) - theverge.com And buying games that had crowdfunding campaigns promising a Steam release, like Outer Wilds eurogamer.net PROS Now, one COULD argue this is all in service of adding competition to the market. Tim Sweeney believes exclusives are “the only strategy that will change the 70/30 status quo” of the game insdustry - pcgamesn.com - polygon.com Major Developers have expressed support for Epic's revenue split - gamesindustry.biz Interestingly, Epic doesn't want EVERY game - Skatebird reddit.com And some games / devs have publicly declined - Rise of Industry, Factorio, DARQ arstechnica.com - In some cases, Epic won’t let some developers list on Steam AND EGS – not the case for large multiplatform games like Cyberpunk 2077 CONS But Gamers take issue with EGS for a number of reasons: - People don’t want to download YET ANOTHER game launcher - There have been some concerns about data collection because Chinese gaming giant Tencent has a stake in the company - EGS has waaaay less features than Steam - rockpapershotgun.com EGS has a roadmap for features - Epic Games Store Roadmap But they’ve already missed a bunch of deadlines – because roadmaps are not set in stone - reddit.com And the whole conversation has become pretty toxic, on the part of both gamers and devs CONCLUSION What does Epic do well? - Revenue Share - Influencer marketing program o venturebeat.com - Supporting Cross-play o kitguru.net But they seem to largely be trying to gobble up users without much regard for what those USERS want - They say they have the market’s best interests in mind, but if that’s true, they’d offer some features that gamers can’t find anywhere else What about Discord? They give 90 percent of revenue to developers on their store - arstechnica.com - They’re an example of a company that offered a solution that the gaming industry needed, they got a ton of users, and THEN they started a store
The video opens with the hosts framing the Epic Games Store as a disruptive force in the PC games marketplace, noting that the topic has sparked heated debate on both sides of the industry. They establish the context by recounting Epic's initial move to launch the store in December and its aggressive revenue split that promised 88 percent of sales to developers and only 12 percent to the store. This setup is used to contrast Epic with Steam, which had maintained a 70/30 revenue split in Valve's favor, highlighting how Epic’s approach targeted developers and aimed to shake up a perceived cartel-like dynamic. As the discussion progresses, the hosts examine the early exclusivity strategy, starting with indie titles and then moving to major releases like Metro Exodus, Borderlands 3, and Control, explaining how exclusives affected players who were just trying to pre-order or switch between platforms. They also address the broader consequences for developers who faced pressure to choose between platforms, including acquisitions and the impact on crowdfunding supporters who expected Steam releases. Throughout, the speakers balance praise for Epic’s intent to introduce competition with concerns about user experience, platform features, and the potential for market manipulation. The segment concludes by weighing Epic’s stated goals against the pragmatics of building a feature-rich, user-friendly store that can contend with Steam in terms of ecosystem depth and community features. In the second segment the hosts dive into the strategic rationale behind exclusives, explaining Tim Sweeney’s public assertion that exclusive deals are the only viable way to shift the industry’s 70/30 status quo. They discuss how Epic’s MVP (minimum viable product) strategy,offering a barebones store initially with plans to expand features later,was designed to attract users quickly through Fortnite integration and then layer in social features, shopping carts, refunds, and community tools. The discussion highlights how this approach can force users to adopt a platform they may not love, especially when familiar features from Steam, such as robust social systems and long-standing community infrastructure, are not yet mirrored on Epic. The hosts note public roadmap promises and missed deadlines as red flags, while also acknowledging Epic’s efforts in areas like cross-play support and influencer marketing that aim to help developers reach audiences more efficiently. The critique remains nuanced: while the revenue share and influencer programs can empower some developers, indie studios may still be better served by multi-platform releases to maximize visibility. The analysis concludes that the platform’s success may hinge on whether Epic can ship meaningful features that genuinely meet user expectations. In the third portion the discussion moves to the developer perspective and the tension between exclusivity and accessibility. The hosts describe how some studios view exclusivity as a strategic risk that can alienate their existing communities, especially when crowdfunding backers expected Steam availability or when projects already pledged Steam presence. They point to cases where studios declined Epic’s offers or where developers felt pressured to commit to exclusivity in ways that could backfire if the platform fails to deliver. The conversation expands to address broader ecosystem questions, such as the comparison with other storefronts like Discord, which built a strong value proposition around community features and generous revenue sharing before launching a store, and how this contrasts with Epic's path. The speakers emphasize that, despite occasional positive signals like cross-play pledges and developer-focused marketing, the overall sentiment from gamers and some developers remains wary due to perceived prioritization of Fortnite’s revenue engine and a lack of compelling, visible user features on the Epic Store. The final segment synthesizes the key takeaways and looks toward the future. The hosts acknowledge the constructive elements Epic brings, such as the favorable revenue split and the initial emphasis on developer support and influencer-driven discovery. They also stress the importance of building a feature-complete, user-friendly storefront that can compete with Steam on social features, shopping experience, and reliability. The discussion weighs the real-world risk that Epic could become a one-game-store platform if Fortnite money dries up or if community sentiment becomes toxic, potentially driving developers away despite lucrative terms. The conclusion retains a cautiously optimistic tone about Epic’s potential to deliver meaningful improvements, while clearly signaling that time will tell whether their roadmap and execution can meet the expectations of both developers and players. The hosts invite further dialogue and tease ongoing coverage as Epic expands its roadmap and ecosystem, ending with a light note about merch and the show’s format.
Topics · gaming industry · digital distribution · pc gaming · technology & science
Questions answered
- 为何Epic Games Store的独占策略被提出为改变市场的唯一有效方式?
- 因为Epic声称通过独占可以打破70/30的现状,促使行业竞争和生态系统进化,尽管这引发了玩家与开发者的混合反应
- Epic Store在实现完整功能方面存在哪些核心短板?
- 缺少购物车、评论、愿望清单、退款等核心功能,影响用户体验,需要通过Roadmap逐步完善