Nyt on tullu loputkin osat tuosta Aten aiemmin mainitsemasta tekstisarjasta: The Epic Games Primer: Parts I-VI Directory — MatthewBall.co
Erityisesti suosittelen lukemaan tuon viimeisen osan “Epic Games Primer (Pt VI): Epic’s Philosophy and Unprecedented Aspirations”: Epic Games Primer (Pt VI): Epic's Philosophy and Unprecedented Aspirations — MatthewBall.co
Tuossa viimeisessä osassa käsitellään Sweeneyn visiota Metaversestä, tuodaan yhteen miksi Epic tarjoaa tällä hetkellä monia palvelujaan ilmaiseksi tai miksi Epic on niin antelias mm. developereita kohtaan (versus muut toimijat markkinoilla), ja miten kaikki tämä ja Epicin eri palikat palvelevat tuota suurempaa Metaverse-visiota, ja kuinka suuri tuo markkina voisi rahallisesti olla (biljoonia dollareita).
Teksteissä esiintyvät asiathan eivät kaikki suoraan liity Remedyyn, mutta osa välillisesti kyllä. Tässä joitain poimintoja (joista monia nostettu täällä aiemminkin esiin), joiden takia omasta mielestäni on osakkeenomistajana mukava olla Epicin “tallissa” edes jollain tavalla. Osa on hieman irrallaan kontekstista, jotta kopioidut pätkät eivät olisi liian pitkiä. Vastaavia pätkiä löytyy teksteistä varmasti enemmänkin, mutta tässä nyt ainakin joitain sellaisille, jotka eivät jaksa kahlata koko tekstisarjaa läpi
“But if Epic is successful in building out its ‘flywheel’, it will even more dramatically reshape the digital world - from data and privacy rights, to emergent technical standards, the distribution of profits, and the very ways in which humans work and relax. And all of this is critical to Sweeney’s long-term vision of society’s future: the Metaverse.”
“Sweeney has been vocal that EGS was likely to deliver either of two outcomes, both of which
he’d consider a success. First was that EGS steadily stole market share from Steam and others, thereby shifting billions of dollars in profits per year from stores to the actual creators of content.”
“And with 350MM+ users and 2.3B social connections, Epic now operates one of the Internet’s largest and fastest growing social networks.”
“Sweeney believes that low fees are critical to the health of the independent game community and prefers not to double dip. It’s similarly possible that EGP publishers have similar and substantial discounts for Epic’s other paid services.”
“Most important, however, is Epic’s ability to promote EGP releases in the Epic Games Store and via Fortnite integrations. Borderlands 3 , for example, is an Unreal-based game that was published by 2K and was exclusively available via EGS for the first six months after release. Leading up to the game’s launch, part of Fortnite ’s map contained a mini-virtual world that, when entered, transformed into the Borderlands universe — inclusive of its aesthetic and items.”
"So how does one explain Epic’s strategy? What is the Epic Games Flywheel looking to achieve? Why is Epic spending billions to launch new businesses that remove or reduce all the value in that category - and without shifting the remainder to Epic’s own pockets?
The answer goes back to the gaming TAM (“Total Addressable Market”) of $120B. Sweeney believes that the most important segment of the gaming/entertainment ecosystem is the content creator. And, accordingly, the entire ecosystem benefits from making it easier for developers to make both a game and a profit, from driving a greater share of industry profits away from stores and infrastructure providers to these developers, and by breaking down the closed platforms of Microsoft, Sony, Valve, Windows, Steam, etc.
Sweeney’s goal, in other words, isn’t “Embrace, Extend, and Extinguish”, or even to drive Epic’s share of gaming profits. Instead, it’s to drive the industry topline itself."
Lisäys:
Tämä voi olla mielenkiintoinen Vanguardin osalta tai mahdollisten tulevien multiplayer pelien?
"The Epic Online Services Strategy
By mid-2019, Epic began beta-testing a version of its Fortnite services for outside developers.
This meant that just as Epic’s Unreal Engine allowed game developers to easily release their games across all devices and platforms, Epic Online Services (EOS) would allow these developers to operate multiplayer online services for these games across all devices, platforms, and engines. In addition, these developers would get access to Epic’s enormous player network and social graph.
EOS, in other words is “ Fortnite services in a box.” By using it, a developer can instantly make their games available anywhere Fortnite is available, operate with comparable multiplayer functionality and at a comparable scale, and use its entire friend/team lists, too. And they get to do so for free."