Why 12%? We chose this number to provide a super-competitive deal for partners while building an enduring and profitable store business for Epic. From that 12%, we net around 5% after direct costs and that could grow to 6-7% with greater economies of scale.
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Sure but even your services there don't offer anything compared to steamworks. No master server, no lobby system, no inventory system. Are those in your 1% costs eval? Additionally with smaller games that 1% covers less. So fortnite is a bad comparision to avg game costs.
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Matchmaking (the generalized equivalent of a master server), lobbies, chat, and data storage (generalized client authoritative inventory) are in Fortnite, represented in those costs, and coming to Epic Online Services throughout 2019: https://www.unrealengine.com/en-US/blog/epic-2019-cross-platform-online-services-roadmap …
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Steam sorta secretly does this for a few titles, and according to a panel I went to during Steam Dev Days they wanted to roll this out but I guess they just... haven't.
Thanks. Twitter will use this to make your timeline better. UndoUndo
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Except Steam announced it.
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iirc even before epic did
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