Because it's only good for the handpicked, already high profile developers they are moneyhatting and not the panacea it's been sold as for the rest of the thousands of independent developers who are fighting in a super competitive industry and also yearning free from the shackles of Steam and the supposed mountains of shit software it "promotes". It goes ignored because it has been argued plenty of times before and like most arguments in recent PC threads it falls on deaf ears.
Independent studios beefs with Valve have been lengthy and for a variety of reasons. First it was that the gates were locked and a lot of studios couldn't get in and their curation process wasn't transparent. Between the humble bundles and prominent sales there was a gold rush for what we would now consider lower or middle of the road quality games which would end up on everyone's library simply because building up a collection of varied, affordable, community driven releases was desirable. Sales were platform wide events that garnered ridiculous amounts of attention and Valve's experimenting with different models (Free to play, hats, sales achievements, rewards (including whole games) for participating and logging in daily, the marketplace, etc. etc. etc.).
Then as more and more games made it into the system competition got more fierce and sales and cheap bundle keys got abused, indies starting lamenting the "devaluation" of independent games (something they happily contributed to as long as it was insanely profitable) and asked for more curation tools. Things like the Greenlight system happened, and other multiple competing stores and models started to pop up outside of Valve. Some failed, some are still around, greenlight got abused by developers and customers alike and imperfect a system as it as, it also became a point of contention for them.
Then the doors were truly opened to allow all of those frustrated independent developers out there who were still struggling to get in, in an attempt to make the field more fair. But the downside of course is that there is even more competition and more quality games. But it's not the only thing that has happened either. In the time all of this came to be, tools and engines have made it easier for a lot of people to make quality stuff. Plenty of storied developers long in the tooth at large publishing houses left their ranks to do smaller stuff. Kickstarter and indiegogo happened. Twitch and influencers happened, where a pewdiepide figure can play a game like flappy bird and propel it to be played by millions on his popularity alone. Major developments in the industry and market make it so that sure fire hits like Audiosurf and Beat Hazard and Winterbottom and whatever Runner wouldn't stand out anymore. We have GOTY quality stuff constantly standing out from the independent market every month, and that competition resulted in fewer dollars from consumers to go around. Then the sights moved to Steam's cut, an industry standard cut that suddenly became unfair because the platform continues to grow while these guaranteed successes dried up or became subject to many other factors.
Discoverability has become an issue of a thriving industry not just for Valve, but Steam gets a lot of the stick for it instead of all the above causes for the flooding the PC and independent space has seen. Some games have suffered, yes, but if you mean to tell me that Epic's approach is "good for the industry and for consumers" because it provides economic stability to an insignificant % of already well established independent developers I have a very long bridge to sell you. If you are one of the lucky ones to get on the ground floor of their platform launch and aggressive PR moves, good for you. I don't see how that improves the industry when it's a crapshoot the developers most affected will ever benefit from it. Epic's plan is to eventually open its store for submissions and release around 150 to 200 games A MONTH. Do you think they are going to guarantee the financial well-being of all those games like they are doing for a handful of high profiles now? Do you think they will not run into the same discoverability issues? And even worse, all their plans for influencers to dictate and directly benefit from being the high profile players of the curation process will bring about a whole host of other nasty issues when it comes to healthy competition.
The market is competitive and a lot of studios won't make it even though they totally feel they are entitled to a piece of the pie. Like people love reminding us when stanning for Epic's brand of "shark" competition, this is a business. Businesses fail. No one has a guaranteed market. Good games are competing against other increasingly great offerings more and more. This perfect, smartly curated launcher where the cut is in the single digits, submission is fast and hassle free, the developer is shielded from every negative opinion, where every passionate and hardworking independent developer big and small who considers themselves worthy of the PC market's attention, who will benefit from the same visibility that AAA stuff does, that will be able find a wide audience at full price forever without involving 3rd party storefronts, is a dream that will never exist. Steam is far from perfect, but to believe moneyhatting exclusives and taking purchasing options away from consumers is good for everyone and will lead to more, better games, is disingenuous at best.
Because it's only good for the handpicked, already high profile developers they are moneyhatting and not the panacea it's been sold as for the rest of the thousands of independent developers who are fighting in a super competitive industry and also yearning free from the shackles of Steam and the supposed mountains of shit software it "promotes". It goes ignored because it has been argued plenty of times before and like most arguments in recent PC threads it falls on deaf ears.
Independent studios beefs with Valve have been lengthy and for a variety of reasons. First it was that the gates were locked and a lot of studios couldn't get in and their curation process wasn't transparent. Between the humble bundles and prominent sales there was a gold rush for what we would now consider lower or middle of the road quality games which would end up on everyone's library simply because building up a collection of varied, affordable, community driven releases was desirable. Sales were platform wide events that garnered ridiculous amounts of attention and Valve's experimenting with different models (Free to play, hats, sales achievements, rewards (including whole games) for participating and logging in daily, the marketplace, etc. etc. etc.).
Then as more and more games made it into the system competition got more fierce and sales and cheap bundle keys got abused, indies starting lamenting the "devaluation" of independent games (something they happily contributed to as long as it was insanely profitable) and asked for more curation tools. Things like the Greenlight system happened, and other multiple competing stores and models started to pop up outside of Valve. Some failed, some are still around, greenlight got abused by developers and customers alike and imperfect a system as it as, it also became a point of contention for them.
Then the doors were truly opened to allow all of those frustrated independent developers out there who were still struggling to get in, in an attempt to make the field more fair. But the downside of course is that there is even more competition and more quality games. But it's not the only thing that has happened either. In the time all of this came to be, tools and engines have made it easier for a lot of people to make quality stuff. Plenty of storied developers long in the tooth at large publishing houses left their ranks to do smaller stuff. Kickstarter and indiegogo happened. Twitch and influencers happened, where a pewdiepide figure can play a game like flappy bird and propel it to be played by millions on his popularity alone. Major developments in the industry and market make it so that sure fire hits like Audiosurf and Beat Hazard and Winterbottom and whatever Runner wouldn't stand out anymore. We have GOTY quality stuff constantly standing out from the independent market every month, and that competition resulted in fewer dollars from consumers to go around. Then the sights moved to Steam's cut, an industry standard cut that suddenly became unfair because the platform continues to grow while these guaranteed successes dried up or became subject to many other factors.
Discoverability has become an issue of a thriving industry not just for Valve, but Steam gets a lot of the stick for it instead of all the above causes for the flooding the PC and independent space has seen. Some games have suffered, yes, but if you mean to tell me that Epic's approach is "good for the industry and for consumers" because it provides economic stability to an insignificant % of already well established independent developers I have a very long bridge to sell you. If you are one of the lucky ones to get on the ground floor of their platform launch and aggressive PR moves, good for you. I don't see how that improves the industry when it's a crapshoot the developers most affected will ever benefit from it. Epic's plan is to eventually open its store for submissions and release around 150 to 200 games A MONTH. Do you think they are going to guarantee the financial well-being of all those games like they are doing for a handful of high profiles now? Do you think they will not run into the same discoverability issues? And even worse, all their plans for influencers to dictate and directly benefit from being the high profile players of the curation process will bring about a whole host of other nasty issues when it comes to healthy competition.
The market is competitive and a lot of studios won't make it even though they totally feel they are entitled to a piece of the pie. Like people love reminding us when stanning for Epic's brand of "shark" competition, this is a business. Businesses fail. No one has a guaranteed market. Good games are competing against other increasingly great offerings more and more. This perfect, smartly curated launcher where the cut is in the single digits, submission is fast and hassle free, the developer is shielded from every negative opinion, where every passionate and hardworking independent developer big and small who considers themselves worthy of the PC market's attention, who will benefit from the same visibility that AAA stuff does, that will be able find a wide audience at full price forever without involving 3rd party storefronts, is a dream that will never exist. Steam is far from perfect, but to believe moneyhatting exclusives and taking purchasing options away from consumers is good for everyone and will lead to more, better games, is disingenuous at best.
The owner of the studio made the decision to be exclusive to epic store so now what are you still outraged or not?
And HL2 was in development for far longer than the plan to shoe horn steam in with it. The comparison is more apt now than ever. The only difference is the money is coming from outside vs valve profiting even more itself.
Because it's only good for the handpicked, already high profile developers they are moneyhatting and not the panacea it's been sold as for the rest of the thousands of independent developers who are fighting in a super competitive industry and also yearning free from the shackles of Steam and the supposed mountains of shit software it "promotes". It goes ignored because it has been argued plenty of times before and like most arguments in recent PC threads it falls on deaf ears.
Independent studios beefs with Valve have been lengthy and for a variety of reasons. First it was that the gates were locked and a lot of studios couldn't get in and their curation process wasn't transparent. Between the humble bundles and prominent sales there was a gold rush for what we would now consider lower or middle of the road quality games which would end up on everyone's library simply because building up a collection of varied, affordable, community driven releases was desirable. Sales were platform wide events that garnered ridiculous amounts of attention and Valve's experimenting with different models (Free to play, hats, sales achievements, rewards (including whole games) for participating and logging in daily, the marketplace, etc. etc. etc.).
Then as more and more games made it into the system competition got more fierce and sales and cheap bundle keys got abused, indies starting lamenting the "devaluation" of independent games (something they happily contributed to as long as it was insanely profitable) and asked for more curation tools. Things like the Greenlight system happened, and other multiple competing stores and models started to pop up outside of Valve. Some failed, some are still around, greenlight got abused by developers and customers alike and imperfect a system as it as, it also became a point of contention for them.
Then the doors were truly opened to allow all of those frustrated independent developers out there who were still struggling to get in, in an attempt to make the field more fair. But the downside of course is that there is even more competition and more quality games. But it's not the only thing that has happened either. In the time all of this came to be, tools and engines have made it easier for a lot of people to make quality stuff. Plenty of storied developers long in the tooth at large publishing houses left their ranks to do smaller stuff. Kickstarter and indiegogo happened. Twitch and influencers happened, where a pewdiepide figure can play a game like flappy bird and propel it to be played by millions on his popularity alone. Major developments in the industry and market make it so that sure fire hits like Audiosurf and Beat Hazard and Winterbottom and whatever Runner wouldn't stand out anymore. We have GOTY quality stuff constantly standing out from the independent market every month, and that competition resulted in fewer dollars from consumers to go around. Then the sights moved to Steam's cut, an industry standard cut that suddenly became unfair because the platform continues to grow while these guaranteed successes dried up or became subject to many other factors.
Discoverability has become an issue of a thriving industry not just for Valve, but Steam gets a lot of the stick for it instead of all the above causes for the flooding the PC and independent space has seen. Some games have suffered, yes, but if you mean to tell me that Epic's approach is "good for the industry and for consumers" because it provides economic stability to an insignificant % of already well established independent developers I have a very long bridge to sell you. If you are one of the lucky ones to get on the ground floor of their platform launch and aggressive PR moves, good for you. I don't see how that improves the industry when it's a crapshoot the developers most affected will ever benefit from it. Epic's plan is to eventually open its store for submissions and release around 150 to 200 games A MONTH. Do you think they are going to guarantee the financial well-being of all those games like they are doing for a handful of high profiles now? Do you think they will not run into the same discoverability issues? And even worse, all their plans for influencers to dictate and directly benefit from being the high profile players of the curation process will bring about a whole host of other nasty issues when it comes to healthy competition.
The market is competitive and a lot of studios won't make it even though they totally feel they are entitled to a piece of the pie. Like people love reminding us when stanning for Epic's brand of "shark" competition, this is a business. Businesses fail. No one has a guaranteed market. Good games are competing against other increasingly great offerings more and more. This perfect, smartly curated launcher where the cut is in the single digits, submission is fast and hassle free, the developer is shielded from every negative opinion, where every passionate and hardworking independent developer big and small who considers themselves worthy of the PC market's attention, who will benefit from the same visibility that AAA stuff does, that will be able find a wide audience at full price forever without involving 3rd party storefronts, is a dream that will never exist. Steam is far from perfect, but to believe moneyhatting exclusives and taking purchasing options away from consumers is good for everyone and will lead to more, better games, is disingenuous at best.
It's good only for a handful of developpers, don't expect every titles from indie and small studios to receive the same kind of attention (or any kind of attention) from epic if it doesn't have preexisting hype, especially as time goes on.Its good for developers, independent studios and games in general (a point that nobody has really tried to argue against but continues to ignore as is evidenced by my lengthy post earlier that has gone unaddressed). Additionally one could easily argue more stability for smaller studios leads to more games which is arguably better for the consumers as well.
I put plenty of blame on deep silver/koch in the other threads. They're just as responsible for the situation as far as I'm concerned.The narrative here is twisted, your saying blame Epic for taking our toys away but the reality is the devs in almost every circumstance where a deal has been made, didn't need to make the deal. The games were getting released regardless of platform. The only thing i find shady are the devs/studios/publishers that gauge interest for their game by allowing preorders on various platforms, then when projected interest is likely below expectation, cutting a deal with a third party to screw over a handful of people who already payed for the game on a platform it will no longer be available on for an extended period of time. That shit is shady as all hell, but i wouldn't blame the third party thats just trying to invest in its own store. I blame the studio that went looking for golden parachutes.
Interesting how Valve is, according to the arguments paraded around on this forum, both doing nothing at all for PC gamers and sitting on their laurels and improving and innovating to the point that it's completely impossible for a massive engineering company like Epic to come even close to matching their feature set.
Because it's only good for the handpicked, already high profile developers they are moneyhatting and not the panacea it's been sold as for the rest of the thousands of independent developers who are fighting in a super competitive industry and also yearning free from the shackles of Steam and the supposed mountains of shit software it "promotes". It goes ignored because it has been argued plenty of times before and like most arguments in recent PC threads it falls on deaf ears.
Independent studios beefs with Valve have been lengthy and for a variety of reasons. First it was that the gates were locked and a lot of studios couldn't get in and their curation process wasn't transparent. Between the humble bundles and prominent sales there was a gold rush for what we would now consider lower or middle of the road quality games which would end up on everyone's library simply because building up a collection of varied, affordable, community driven releases was desirable. Sales were platform wide events that garnered ridiculous amounts of attention and Valve's experimenting with different models (Free to play, hats, sales achievements, rewards (including whole games) for participating and logging in daily, the marketplace, etc. etc. etc.).
Then as more and more games made it into the system competition got more fierce and sales and cheap bundle keys got abused, indies starting lamenting the "devaluation" of independent games (something they happily contributed to as long as it was insanely profitable) and asked for more curation tools. Things like the Greenlight system happened, and other multiple competing stores and models started to pop up outside of Valve. Some failed, some are still around, greenlight got abused by developers and customers alike and imperfect a system as it as, it also became a point of contention for them.
Then the doors were truly opened to allow all of those frustrated independent developers out there who were still struggling to get in, in an attempt to make the field more fair. But the downside of course is that there is even more competition and more quality games. But it's not the only thing that has happened either. In the time all of this came to be, tools and engines have made it easier for a lot of people to make quality stuff. Plenty of storied developers long in the tooth at large publishing houses left their ranks to do smaller stuff. Kickstarter and indiegogo happened. Twitch and influencers happened, where a pewdiepide figure can play a game like flappy bird and propel it to be played by millions on his popularity alone. Major developments in the industry and market make it so that sure fire hits like Audiosurf and Beat Hazard and Winterbottom and whatever Runner wouldn't stand out anymore. We have GOTY quality stuff constantly standing out from the independent market every month, and that competition resulted in fewer dollars from consumers to go around. Then the sights moved to Steam's cut, an industry standard cut that suddenly became unfair because the platform continues to grow while these guaranteed successes dried up or became subject to many other factors.
Discoverability has become an issue of a thriving industry not just for Valve, but Steam gets a lot of the stick for it instead of all the above causes for the flooding the PC and independent space has seen. Some games have suffered, yes, but if you mean to tell me that Epic's approach is "good for the industry and for consumers" because it provides economic stability to an insignificant % of already well established independent developers I have a very long bridge to sell you. If you are one of the lucky ones to get on the ground floor of their platform launch and aggressive PR moves, good for you. I don't see how that improves the industry when it's a crapshoot the developers most affected will ever benefit from it. Epic's plan is to eventually open its store for submissions and release around 150 to 200 games A MONTH. Do you think they are going to guarantee the financial well-being of all those games like they are doing for a handful of high profiles now? Do you think they will not run into the same discoverability issues? And even worse, all their plans for influencers to dictate and directly benefit from being the high profile players of the curation process will bring about a whole host of other nasty issues when it comes to healthy competition.
The market is competitive and a lot of studios won't make it even though they totally feel they are entitled to a piece of the pie. Like people love reminding us when stanning for Epic's brand of "shark" competition, this is a business. Businesses fail. No one has a guaranteed market. Good games are competing against other increasingly great offerings more and more. This perfect, smartly curated launcher where the cut is in the single digits, submission is fast and hassle free, the developer is shielded from every negative opinion, where every passionate and hardworking independent developer big and small who considers themselves worthy of the PC market's attention, who will benefit from the same visibility that AAA stuff does, that will be able find a wide audience at full price forever without involving 3rd party storefronts, is a dream that will never exist. Steam is far from perfect, but to believe moneyhatting exclusives and taking purchasing options away from consumers is good for everyone and will lead to more, better games, is disingenuous at best.
Interesting how Valve is, according to the arguments paraded around on this forum, both doing nothing at all for PC gamers and sitting on their laurels and improving and innovating to the point that it's completely impossible for a massive engineering company like Epic to come even close to matching their feature set.
The reality is that Epic isn't even matching basic customer-facing features that Valve implemented literally a decade ago. And that they could very easily do so: their priorities are clearly buying third party exclusives rather than providing a decent service.
Because it's only good for the handpicked, already high profile developers they are moneyhatting and not the panacea it's been sold as for the rest of the thousands of independent developers who are fighting in a super competitive industry and also yearning free from the shackles of Steam and the supposed mountains of shit software it "promotes". It goes ignored because it has been argued plenty of times before and like most arguments in recent PC threads it falls on deaf ears.
Independent studios beefs with Valve have been lengthy and for a variety of reasons. First it was that the gates were locked and a lot of studios couldn't get in and their curation process wasn't transparent. Between the humble bundles and prominent sales there was a gold rush for what we would now consider lower or middle of the road quality games which would end up on everyone's library simply because building up a collection of varied, affordable, community driven releases was desirable. Sales were platform wide events that garnered ridiculous amounts of attention and Valve's experimenting with different models (Free to play, hats, sales achievements, rewards (including whole games) for participating and logging in daily, the marketplace, etc. etc. etc.).
Then as more and more games made it into the system competition got more fierce and sales and cheap bundle keys got abused, indies starting lamenting the "devaluation" of independent games (something they happily contributed to as long as it was insanely profitable) and asked for more curation tools. Things like the Greenlight system happened, and other multiple competing stores and models started to pop up outside of Valve. Some failed, some are still around, greenlight got abused by developers and customers alike and imperfect a system as it as, it also became a point of contention for them.
Then the doors were truly opened to allow all of those frustrated independent developers out there who were still struggling to get in, in an attempt to make the field more fair. But the downside of course is that there is even more competition and more quality games. But it's not the only thing that has happened either. In the time all of this came to be, tools and engines have made it easier for a lot of people to make quality stuff. Plenty of storied developers long in the tooth at large publishing houses left their ranks to do smaller stuff. Kickstarter and indiegogo happened. Twitch and influencers happened, where a pewdiepide figure can play a game like flappy bird and propel it to be played by millions on his popularity alone. Major developments in the industry and market make it so that sure fire hits like Audiosurf and Beat Hazard and Winterbottom and whatever Runner wouldn't stand out anymore. We have GOTY quality stuff constantly standing out from the independent market every month, and that competition resulted in fewer dollars from consumers to go around. Then the sights moved to Steam's cut, an industry standard cut that suddenly became unfair because the platform continues to grow while these guaranteed successes dried up or became subject to many other factors.
Discoverability has become an issue of a thriving industry not just for Valve, but Steam gets a lot of the stick for it instead of all the above causes for the flooding the PC and independent space has seen. Some games have suffered, yes, but if you mean to tell me that Epic's approach is "good for the industry and for consumers" because it provides economic stability to an insignificant % of already well established independent developers I have a very long bridge to sell you. If you are one of the lucky ones to get on the ground floor of their platform launch and aggressive PR moves, good for you. I don't see how that improves the industry when it's a crapshoot the developers most affected will ever benefit from it. Epic's plan is to eventually open its store for submissions and release around 150 to 200 games A MONTH. Do you think they are going to guarantee the financial well-being of all those games like they are doing for a handful of high profiles now? Do you think they will not run into the same discoverability issues? And even worse, all their plans for influencers to dictate and directly benefit from being the high profile players of the curation process will bring about a whole host of other nasty issues when it comes to healthy competition.
The market is competitive and a lot of studios won't make it even though they totally feel they are entitled to a piece of the pie. Like people love reminding us when stanning for Epic's brand of "shark" competition, this is a business. Businesses fail. No one has a guaranteed market. Good games are competing against other increasingly great offerings more and more. This perfect, smartly curated launcher where the cut is in the single digits, submission is fast and hassle free, the developer is shielded from every negative opinion, where every passionate and hardworking independent developer big and small who considers themselves worthy of the PC market's attention, who will benefit from the same visibility that AAA stuff does, that will be able find a wide audience at full price forever without involving 3rd party storefronts, is a dream that will never exist. Steam is far from perfect, but to believe moneyhatting exclusives and taking purchasing options away from consumers is good for everyone and will lead to more, better games, is disingenuous at best.
Why didn't Epic think of that? Just make a client overnight that beats what Steam offers
Steam, with 15 years as the market leader, 15 years of knowledge and experience, of pushing innovation
It seems so obvious now, just make a client better than Steam. I have no idea why they didn't put a few weeks aside and *checks notes* "just beat Steam at their own game"
In all seriousness, maybe that is the goal for 10 years time, but right now, isn't buying a ton of exclusives and getting millions of people on board with your launcher the best way to get a foothold in the market? I mean, it sucks for customers, sure, but people acting like Epic can challenge Steam by other means are not really thinking things through
It's an aggressive move that removes options from consumers, but it's a strategy for getting a foothold in the PC market. It might turn out to be a shoddy strategy that ultimately fails, but it's going to get quicker results than investing millions and millions into building a client and list of services that make Steam look basic. Which even if they do, wouldn't necessarily get people to buy games away from Steam anyway
Because it's only good for the handpicked, already high profile developers they are moneyhatting and not the panacea it's been sold as for the rest of the thousands of independent developers who are fighting in a super competitive industry and also yearning free from the shackles of Steam and the supposed mountains of shit software it "promotes". It goes ignored because it has been argued plenty of times before and like most arguments in recent PC threads it falls on deaf ears.
Independent studios beefs with Valve have been lengthy and for a variety of reasons. First it was that the gates were locked and a lot of studios couldn't get in and their curation process wasn't transparent. Between the humble bundles and prominent sales there was a gold rush for what we would now consider lower or middle of the road quality games which would end up on everyone's library simply because building up a collection of varied, affordable, community driven releases was desirable. Sales were platform wide events that garnered ridiculous amounts of attention and Valve's experimenting with different models (Free to play, hats, sales achievements, rewards (including whole games) for participating and logging in daily, the marketplace, etc. etc. etc.).
Then as more and more games made it into the system competition got more fierce and sales and cheap bundle keys got abused, indies starting lamenting the "devaluation" of independent games (something they happily contributed to as long as it was insanely profitable) and asked for more curation tools. Things like the Greenlight system happened, and other multiple competing stores and models started to pop up outside of Valve. Some failed, some are still around, greenlight got abused by developers and customers alike and imperfect a system as it as, it also became a point of contention for them.
Then the doors were truly opened to allow all of those frustrated independent developers out there who were still struggling to get in, in an attempt to make the field more fair. But the downside of course is that there is even more competition and more quality games. But it's not the only thing that has happened either. In the time all of this came to be, tools and engines have made it easier for a lot of people to make quality stuff. Plenty of storied developers long in the tooth at large publishing houses left their ranks to do smaller stuff. Kickstarter and indiegogo happened. Twitch and influencers happened, where a pewdiepide figure can play a game like flappy bird and propel it to be played by millions on his popularity alone. Major developments in the industry and market make it so that sure fire hits like Audiosurf and Beat Hazard and Winterbottom and whatever Runner wouldn't stand out anymore. We have GOTY quality stuff constantly standing out from the independent market every month, and that competition resulted in fewer dollars from consumers to go around. Then the sights moved to Steam's cut, an industry standard cut that suddenly became unfair because the platform continues to grow while these guaranteed successes dried up or became subject to many other factors.
Discoverability has become an issue of a thriving industry not just for Valve, but Steam gets a lot of the stick for it instead of all the above causes for the flooding the PC and independent space has seen. Some games have suffered, yes, but if you mean to tell me that Epic's approach is "good for the industry and for consumers" because it provides economic stability to an insignificant % of already well established independent developers I have a very long bridge to sell you. If you are one of the lucky ones to get on the ground floor of their platform launch and aggressive PR moves, good for you. I don't see how that improves the industry when it's a crapshoot the developers most affected will ever benefit from it. Epic's plan is to eventually open its store for submissions and release around 150 to 200 games A MONTH. Do you think they are going to guarantee the financial well-being of all those games like they are doing for a handful of high profiles now? Do you think they will not run into the same discoverability issues? And even worse, all their plans for influencers to dictate and directly benefit from being the high profile players of the curation process will bring about a whole host of other nasty issues when it comes to healthy competition.
The market is competitive and a lot of studios won't make it even though they totally feel they are entitled to a piece of the pie. Like people love reminding us when stanning for Epic's brand of "shark" competition, this is a business. Businesses fail. No one has a guaranteed market. Good games are competing against other increasingly great offerings more and more. This perfect, smartly curated launcher where the cut is in the single digits, submission is fast and hassle free, the developer is shielded from every negative opinion, where every passionate and hardworking independent developer big and small who considers themselves worthy of the PC market's attention, who will benefit from the same visibility that AAA stuff does, that will be able find a wide audience at full price forever without involving 3rd party storefronts, is a dream that will never exist. Steam is far from perfect, but to believe moneyhatting exclusives and taking purchasing options away from consumers is good for everyone and will lead to more, better games, is disingenuous at best.
This is an excellent post.Because it's only good for the handpicked, already high profile developers they are moneyhatting and not the panacea it's been sold as for the rest of the thousands of independent developers who are fighting in a super competitive industry and also yearning free from the shackles of Steam and the supposed mountains of shit software it "promotes". It goes ignored because it has been argued plenty of times before and like most arguments in recent PC threads it falls on deaf ears.
Independent studios beefs with Valve have been lengthy and for a variety of reasons. First it was that the gates were locked and a lot of studios couldn't get in and their curation process wasn't transparent. Between the humble bundles and prominent sales there was a gold rush for what we would now consider lower or middle of the road quality games which would end up on everyone's library simply because building up a collection of varied, affordable, community driven releases was desirable. Sales were platform wide events that garnered ridiculous amounts of attention and Valve's experimenting with different models (Free to play, hats, sales achievements, rewards (including whole games) for participating and logging in daily, the marketplace, etc. etc. etc.).
Then as more and more games made it into the system competition got more fierce and sales and cheap bundle keys got abused, indies starting lamenting the "devaluation" of independent games (something they happily contributed to as long as it was insanely profitable) and asked for more curation tools. Things like the Greenlight system happened, and other multiple competing stores and models started to pop up outside of Valve. Some failed, some are still around, greenlight got abused by developers and customers alike and imperfect a system as it as, it also became a point of contention for them.
Then the doors were truly opened to allow all of those frustrated independent developers out there who were still struggling to get in, in an attempt to make the field more fair. But the downside of course is that there is even more competition and more quality games. But it's not the only thing that has happened either. In the time all of this came to be, tools and engines have made it easier for a lot of people to make quality stuff. Plenty of storied developers long in the tooth at large publishing houses left their ranks to do smaller stuff. Kickstarter and indiegogo happened. Twitch and influencers happened, where a pewdiepide figure can play a game like flappy bird and propel it to be played by millions on his popularity alone. Major developments in the industry and market make it so that sure fire hits like Audiosurf and Beat Hazard and Winterbottom and whatever Runner wouldn't stand out anymore. We have GOTY quality stuff constantly standing out from the independent market every month, and that competition resulted in fewer dollars from consumers to go around. Then the sights moved to Steam's cut, an industry standard cut that suddenly became unfair because the platform continues to grow while these guaranteed successes dried up or became subject to many other factors.
Discoverability has become an issue of a thriving industry not just for Valve, but Steam gets a lot of the stick for it instead of all the above causes for the flooding the PC and independent space has seen. Some games have suffered, yes, but if you mean to tell me that Epic's approach is "good for the industry and for consumers" because it provides economic stability to an insignificant % of already well established independent developers I have a very long bridge to sell you. If you are one of the lucky ones to get on the ground floor of their platform launch and aggressive PR moves, good for you. I don't see how that improves the industry when it's a crapshoot the developers most affected will ever benefit from it. Epic's plan is to eventually open its store for submissions and release around 150 to 200 games A MONTH. Do you think they are going to guarantee the financial well-being of all those games like they are doing for a handful of high profiles now? Do you think they will not run into the same discoverability issues? And even worse, all their plans for influencers to dictate and directly benefit from being the high profile players of the curation process will bring about a whole host of other nasty issues when it comes to healthy competition.
The market is competitive and a lot of studios won't make it even though they totally feel they are entitled to a piece of the pie. Like people love reminding us when stanning for Epic's brand of "shark" competition, this is a business. Businesses fail. No one has a guaranteed market. Good games are competing against other increasingly great offerings more and more. This perfect, smartly curated launcher where the cut is in the single digits, submission is fast and hassle free, the developer is shielded from every negative opinion, where every passionate and hardworking independent developer big and small who considers themselves worthy of the PC market's attention, who will benefit from the same visibility that AAA stuff does, that will be able find a wide audience at full price forever without involving 3rd party storefronts, is a dream that will never exist. Steam is far from perfect, but to believe moneyhatting exclusives and taking purchasing options away from consumers is good for everyone and will lead to more, better games, is disingenuous at best.
Because it's only good for the handpicked, already high profile developers they are moneyhatting and not the panacea it's been sold as for the rest of the thousands of independent developers who are fighting in a super competitive industry and also yearning free from the shackles of Steam and the supposed mountains of shit software it "promotes". It goes ignored because it has been argued plenty of times before and like most arguments in recent PC threads it falls on deaf ears.
Independent studios beefs with Valve have been lengthy and for a variety of reasons. First it was that the gates were locked and a lot of studios couldn't get in and their curation process wasn't transparent. Between the humble bundles and prominent sales there was a gold rush for what we would now consider lower or middle of the road quality games which would end up on everyone's library simply because building up a collection of varied, affordable, community driven releases was desirable. Sales were platform wide events that garnered ridiculous amounts of attention and Valve's experimenting with different models (Free to play, hats, sales achievements, rewards (including whole games) for participating and logging in daily, the marketplace, etc. etc. etc.).
Then as more and more games made it into the system competition got more fierce and sales and cheap bundle keys got abused, indies starting lamenting the "devaluation" of independent games (something they happily contributed to as long as it was insanely profitable) and asked for more curation tools. Things like the Greenlight system happened, and other multiple competing stores and models started to pop up outside of Valve. Some failed, some are still around, greenlight got abused by developers and customers alike and imperfect a system as it as, it also became a point of contention for them.
Then the doors were truly opened to allow all of those frustrated independent developers out there who were still struggling to get in, in an attempt to make the field more fair. But the downside of course is that there is even more competition and more quality games. But it's not the only thing that has happened either. In the time all of this came to be, tools and engines have made it easier for a lot of people to make quality stuff. Plenty of storied developers long in the tooth at large publishing houses left their ranks to do smaller stuff. Kickstarter and indiegogo happened. Twitch and influencers happened, where a pewdiepide figure can play a game like flappy bird and propel it to be played by millions on his popularity alone. Major developments in the industry and market make it so that sure fire hits like Audiosurf and Beat Hazard and Winterbottom and whatever Runner wouldn't stand out anymore. We have GOTY quality stuff constantly standing out from the independent market every month, and that competition resulted in fewer dollars from consumers to go around. Then the sights moved to Steam's cut, an industry standard cut that suddenly became unfair because the platform continues to grow while these guaranteed successes dried up or became subject to many other factors.
Discoverability has become an issue of a thriving industry not just for Valve, but Steam gets a lot of the stick for it instead of all the above causes for the flooding the PC and independent space has seen. Some games have suffered, yes, but if you mean to tell me that Epic's approach is "good for the industry and for consumers" because it provides economic stability to an insignificant % of already well established independent developers I have a very long bridge to sell you. If you are one of the lucky ones to get on the ground floor of their platform launch and aggressive PR moves, good for you. I don't see how that improves the industry when it's a crapshoot the developers most affected will ever benefit from it. Epic's plan is to eventually open its store for submissions and release around 150 to 200 games A MONTH. Do you think they are going to guarantee the financial well-being of all those games like they are doing for a handful of high profiles now? Do you think they will not run into the same discoverability issues? And even worse, all their plans for influencers to dictate and directly benefit from being the high profile players of the curation process will bring about a whole host of other nasty issues when it comes to healthy competition.
The market is competitive and a lot of studios won't make it even though they totally feel they are entitled to a piece of the pie. Like people love reminding us when stanning for Epic's brand of "shark" competition, this is a business. Businesses fail. No one has a guaranteed market. Good games are competing against other increasingly great offerings more and more. This perfect, smartly curated launcher where the cut is in the single digits, submission is fast and hassle free, the developer is shielded from every negative opinion, where every passionate and hardworking independent developer big and small who considers themselves worthy of the PC market's attention, who will benefit from the same visibility that AAA stuff does, that will be able find a wide audience at full price forever without involving 3rd party storefronts, is a dream that will never exist. Steam is far from perfect, but to believe moneyhatting exclusives and taking purchasing options away from consumers is good for everyone and will lead to more, better games, is disingenuous at best.
Interesting how Valve is, according to the arguments paraded around on this forum, both doing nothing at all for PC gamers and sitting on their laurels and improving and innovating to the point that it's completely impossible for a massive engineering company like Epic to come even close to matching their feature set.
You don't compete with Steam 15 years ago but with Steam today, which means with things that are now STANDARDS.
I agree, but do you think anyone can just make a better client than Steam?
From an investors point of view, they will want results now, not in years time when they have built up a features set that rivals Steam
Of course this sucks for consumers, but from a business point of view, what Epic are doing is likely to get quicker gains and make faster inroads into the PC market than trying to replicate Steam
Even if they did replicate Stream, most people would continue to use Steam because it's where all their games are, and it's the ecosystem they're invested in
Yes, what Epic are doing sucks for people who want choice and features on PC, absolutely, this is not deniable, but people seem to want Epic to stop being aggressive and shoot for being number 2 in the market while they spend a decade plus trying to catch up to Steam
That is just absurd from a business point of view. You won't convince investors who clearly want a foothold in the PC market to invest millions into client development and then ask them to wait years and years for a return. It makes more sense to use the money you're flush with at present to aggressively get a foothold in the market
Will it work long term? Maybe, maybe not. Does it screw over consumers now? Yes, unquestionably so. Is it likely to make short term gains for Epic and bring people over to the store? Probably
I agree with everyone (yourself included) that think this sucks, but at the same time I don't believe it makes sense for them to try and beat Steam by making a better Steam, because what Steam has didn't take a few weeks to build, and it won't be easy or viable to pump millions into making Steam but better
I guess we just hope Epic fail with this strategy and investing in all these exclusives doesn't prove viable or profitable in the long run, because if it does prove viable, then a) they'll keep doing it and b) they'll gain a football in the PC market
Interesting how Valve is, according to the arguments paraded around on this forum, both doing nothing at all for PC gamers and sitting on their laurels and improving and innovating to the point that it's completely impossible for a massive engineering company like Epic to come even close to matching their feature set.
The reality is that Epic isn't even matching basic customer-facing features that Valve implemented literally a decade ago. And that they could very easily do so: their priorities are clearly buying third party exclusives rather than providing a decent service.
You can have more competition or less, locking games behind one storefront means less. Literally. There is no reason to consolize the pc experience by making 3rd party platform exclusives, just as there is no reason to force pc gamers to pay for p2p online play.Competition doesn't mean the game should be available at all the places. That's not how it works.
Yes you can. It was never a matter of being able to. It was always a matter of wanting too. I mean, the same people telling us "Steam is complacent and didnt evolve for years" now are saying "They cant catch up".
What Epic is doing isn't good from a business point. You don't want to FORCE people but to GAIN their trust.
Then again I'm not asking to replicate Steam: I'm asking them to be BETTER than Steam. Yes, it's possible if you want to be serious about it. There's a lot of features they could make that Steam doesn't have yet. Heck, they could have a LOT of ways to make people move over. Heck, instead of moneyhatting these devs for a yearly exclusive... You know what they could do ? Actually WORK with all these publishers so that people with a Steam library can link their Steam library to unlock the game they own on Steam to make the transition to Epic Games Store seemless and EASY.
The idea that it's the only way to compete is dumb. In fact, if anything, history has shown it doesn't work. You know who tried the same strategy, with more money ?
MICROSOFT with Games for Windows Live. And Steam wasn't as big as it was. Games for Windows Live had all the biggest pubs: Capcom, Bamco, Rockstar, Take Two, Warner Bros. They failed totally. Why ? Because they had no customer trust. And Steam was just better so people moved to Steam altogether.
Steam bad mmmkaaayyyy.. this sucks but it totes needs to happen because.. It just needs ok!?
Competition doesn't mean the game should be available at all the places. That's not how it works.
This is nothing new. We've seen on console 3rd party games being exclusive for 1 platform when they were multiplatform before. Street Fighter V for example or Soul Calibur 3. That suck if you did not own a PS4 in one case or a PS2 in the other, but that's the way it was.
We've seen that a lot on mobile where certain Apps were only available initially on Android or on IOS. I remember when Super Mario Run came out it was only on IOS. As an Android guy, it sucked for me. But I moved on IOS. So that was a smart move from Apple to get that temp exclusive. Epic Store is just doing the same thing here. I have no problem with this whatsover.
Then it sounds like you have nothing to worry about, if you're right there is no way they will succeed, no trust means no one will buy their games, so they won't make money, and the store will fail, just like GFWL
So this is but a blip, and the Epic games store will be gone by 2020
Glad we don't really need to worry about this anymore then
To be fair though, Valve literally did this with Steam at the start. It was even worse because there was nothing to compare it to. There was no established digital platform client that was successful before Steam. It was forced onto all HL2 fans, and there was nothing about gaining trust naturally. It's great that Steam continued to evolve and actually became a good thing, but I remember at the beginning it was annoying, a pain in the ass, offered nothing for consumers, acted mostly as annoying DRM, etc. None of that was good from a business point, but it forced enough people onto a bare-bones experimental client so Valve could have the userbase to test more features including the eventual implementation of the Steam storefront.What Epic is doing isn't good from a business point. You don't want to FORCE people but to GAIN their trust.
I think you might wanna read a wikipedia entry about Steam my dude..To be fair though, Valve literally did this with Steam at the start. It was even worse because there was nothing to compare it to. There was no established digital platform client that was successful before Steam. It was forced onto all HL2 fans, and there was nothing about gaining trust naturally. It's great that Steam continued to evolve and actually became a good thing, but I remember at the beginning it was annoying, a pain in the ass, offered nothing for consumers, acted mostly as annoying DRM, etc. None of that was good from a business point, but it forced enough people onto a bare-bones experimental client so Valve could have the userbase to test more features including the eventual implementation of the Steam storefront.
So while I think having multiple clients is annoying to me, and I would always choose Steam over anything else, it's hard for me to not see how successful "forcing" people on a platform can be. It actually works and all that stuff about "gaining trust" really just comes later. It's naive to think that consumers would jump on something different without being forced in some way or other.
but I remember at the beginning it was annoying, a pain in the ass, offered nothing for consumers, acted mostly as annoying DRM, etc
To be fair though, Valve literally did this with Steam at the start. It was even worse because there was nothing to compare it to. There was no established digital platform client that was successful before Steam. It was forced onto all HL2 fans, and there was nothing about gaining trust naturally. It's great that Steam continued to evolve and actually became a good thing, but I remember at the beginning it was annoying, a pain in the ass, offered nothing for consumers, acted mostly as annoying DRM, etc. None of that was good from a business point, but it forced enough people onto a bare-bones experimental client so Valve could have the userbase to test more features including the eventual implementation of the Steam storefront.
So while I think having multiple clients is annoying to me, and I would always choose Steam over anything else, it's hard for me to not see how successful "forcing" people on a platform can be. It actually works and all that stuff about "gaining trust" really just comes later. It's naive to think that consumers would jump on something different without being forced in some way or other.
Oh I certainly remember. I mean sure, it's more convenient to automatically get updates patched in, but it also meant more regular updates and the inability to opt out of updates. And this wasn't at a point where everyone had unlimited broadband, nor where people used to the idea of regular automatic updates and "living" games as services. We are now, but that wasn't something most people knew they wanted when installing Steam. It was to play Valve games.Then you don't remember what it was like updating games before steam. Going to fileplanet, hunting down dead links for updates, etc. This is the entire reason steam exist -- to automate updates -- and from day 1 it was a big improvement over old systems. The sole thing Steam set out to do originally, it did well from day 1.
yes?It's also interesting how steam is an evil monopoly that forces everybody into using it, while epic needs to buy third party titles because people otherwise would choose to buy their games on steam and not on the epic store. The only way to break the steam monopoly is to monopolies enough games so that people don't have a choice, I guess.
Oh I certainly remember. I mean sure, it's more convenient to automatically get updates patched in, but it also meant more regular updates and the inability to opt out of updates. And this wasn't at a point where everyone had unlimited broadband, nor where people used to the idea of regular automatic updates and "living" games as services. We are now, but that wasn't something most people knew they wanted when installing Steam. It was to play Valve games.
My point is that you don't convince people with good intentions and shift the market. You force people first, and whether the thing lasts depends on whether there are good intentions driving it in future.
To be fair though, Valve literally did this with Steam at the start.
Oh I certainly remember. I mean sure, it's more convenient to automatically get updates patched in, but it also meant more regular updates and the inability to opt out of updates. And this wasn't at a point where everyone had unlimited broadband, nor where people used to the idea of regular automatic updates and "living" games as services. We are now, but that wasn't something most people knew they wanted when installing Steam. It was to play Valve games.
My point is that you don't convince people with good intentions and shift the market. You force people first, and whether the thing lasts depends on whether there are good intentions driving it in future.
yes?
i would understand the outrage if dnr was a new thing on PC, but we've had it for more than a decade at this point,steam itself is dnr and holds the exclusive of hundreds if not thousands of games even if indirectly and with no real exclusivity contract.
once the system is in place,it's a develper's right to choose where to sell its games
...... what?My point is that you don't convince people with good intentions and shift the market. You force people first, and whether the thing lasts depends on whether there are good intentions driving it in future.
yes?
i would understand the outrage if dnr was a new thing on PC, but we've had it for more than a decade at this point,steam itself is dnr and holds the exclusive of hundreds if not thousands of games even if indirectly and with no real exclusivity contract.
once the system is in place,it's a develper's right to choose where to sell its games
So Steam bad and it needs to go. While worse launcher and storefront needs to thrive no matter the costs because... Epic good?yes?
i would understand the outrage if dnr was a new thing on PC, but we've had it for more than a decade at this point,steam itself is dnr and holds the exclusive of hundreds if not thousands of games even if indirectly and with no real exclusivity contract.
once the system is in place,it's a develper's right to choose where to sell its games
Of course we have something to worry about. Games For Windows Live have done a lot of damages to a lot of games relying on its backend... And some people just lost some games.
You can have more competition or less, locking games behind one storefront means less. Literally. There is no reason to consolize the pc experience by making 3rd party platform exclusives, just as there is no reason to force pc gamers to pay for p2p online play.
My point is that you don't convince people with good intentions and shift the market.
Am I wrong or some games were just exclusive to Steam ? I don't remember people complaining about it.
I see this Store competition evolving like the stream movie services competition. Look at Netflix, when they started they were like Steam. Then you had more competition like Hulu or Amazon Prime. However Netflix is still the leader. But we know Disney and Apple are coming.
But by the same token, in the marketplace of ideas the Epic Game Store isn't being forced on people. It's only being forced on people who specifically want to play those games which are exclusive, and only if they want to play those games on the PC. There are still a bunch of other choices. Uplay and Origin suck donkey nads too and no one is switching en masse because of Ubisoft and EA games. We just complain about how bad they are.In the marketplace of ideas, Steam wasn't forced on people, and it naturally caught on. The idea that steam was forced on people because of one game doesn't make sense. The "PC market" was much more than valve and half life 2. Valve was nowhere near the biggest entity in PC gaming at the time. I'd wager the vast, vast majority of PC gamers did NOT experience Steam first with HL2.
Could you please clarify which games you mean.Am I wrong or some games were just exclusive to Steam ? I don't remember people complaining about it.
I know, I was being facetious, I'm worried too, but I'm worried because I think it might work, and I'm worried that could open Pandora's box and leave us with loads of different stores, all with exclusive games
My only really issue is academic, and that is that I don't believe it's viable to start with making Steam but better, or if it is viable, it's likely to takes years to get to that point, so I can understand why investors have gone with buying exclusives at a strategy, even if I agree that sucks for consumers
did you even read my post? ò_òSo Steam bad and it needs to go. While worse launcher and storefront needs to thrive no matter the costs because... Epic good?
It is viable.
I can give you 3 simple steps:
- Make it better looking/have more features (such as local coop online through streaming or emulating a distant gamepad).
- Make incentive to buy on their store instead (cheaper price or free games when you buy a game. For exemple: Metro is 60€ on Steam. Make it 50€ on EGS + You get Metro Redux Bundle when you preorder)
- Work with publishers to link their Steam library with EGS to unlock their games in the EGS store so that people can transition.
Yes, it's not easy to do, I know. But who said it should be easy ? This is a strategy that works if you want to be in the landscape in the next decade.
What they're doing is good if you plan to be there in the next 2 years.
But by the same token, in the marketplace of ideas the Epic Game Store isn't being forced on people. It's only being forced on people who specifically want to play those games which are exclusive, and only if they want to play those games on the PC. There are still a bunch of other choices. Uplay and Origin suck donkey nads too and no one is switching en masse because of Ubisoft and EA games. We just complain about how bad they are.
did you even read my post? ò_ò
i just said that once you accept drm as a thing on pc, then you are giving the right to publishers and developers to choose through what of those stores they want to sell their games.