Epic vs. Steam: Explaining The PC Digital Storefront Dilemma For Indie Games

PC digital marketplaces have been a contentious topic recently. Steam’s years-long dominance has been disrupted, slightly but distinctly, by aggressive moves from the Epic Games Store. While it’s easy to find players voicing their discontent with the Steam status quo or Epic exclusivity, how exactly we arrived here–and what it means for the game development community–often goes overlooked.

While Steam is the current market leader for PC digital distribution, in the early 2000s its market dominance was anything but certain. It launched in September 2003 to a relatively anemic digital PC market. Publishers had experimented with selling their wares direct to customers, but there was no one-stop shop that brought together multiple publishers. If game studios were door-to-door salesmen, Steam was the mall.

This approach wasn’t entirely novel, of course. Chains like GameStop had built businesses around selling video games. But many big box retailers and brick-and-mortar specialty stores were slow to note the advent of faster Internet connection speeds, especially among the higher-tech crowd that plays PC games. Valve entered this fledgeling market early, and has had time to establish itself as the leader.

In the years since, other digital distribution platforms have entered the market. Microsoft has made multiple attempts to distribute PC games with initiatives like Games For Windows Live, but Steam has remained the market leader. Over time, PC game digital distribution entered something approaching stability, with Steam acting as the default platform accompanied by a handful of publisher-led storefronts and smaller boutique distributors like GOG. None posed a real challenge to Steam’s dominance.

Recently, though, Steam has had to contend with real competition in the PC space, thanks to a new entrant in the market. At first, the Epic Games Store appeared to be another publisher storefront akin to EA’s Origin or Ubisoft’s Uplay, but Epic clearly had bigger plans in mind. It quickly began locking down exclusivity arrangements with developers. Some of these arrangements were controversial, especially when games previously announced or even already available for preorder on Steam were pulled. This was the case with one early example, Metro: Exodus, which honored existing preorders but stopped taking new ones.

The Epic Games Store has posed itself as a more developer-friendly solution in comparison to Steam, but it’s the exclusivity arrangements that have garnered backlash from some in the gaming community. Epic has deep pockets, thanks in large part to the runaway success of Fortnite, and it appears to be using some of those funds to buy market share–at least, that’s what the perception can be. Complaints about the Epic Store range from a lack of convenience–having to run a separate launcher or keep a separate friends list–and broken promises of Steam support, to a lack of features on Epic’s burgeoning store.

Epic Games’ Tim Sweeney has been especially outspoken regarding his company’s store initiative, often vocally criticizing Steam’s revenue split with developers (70/30) while promoting Epic’s own (88/12). He’s also addressed consumers who raise concerns directly to him. Despite the company’s size, Epic is still something of an underdog in the storefront battle. Steam remains the dominant marketplace but, by pitting itself against the market leader, Epic Games is declaring itself a real competitor.

In comments to GameSpot, Sweeney said that the Epic Games Store is profitable with its modest revenue split. He also said that the 88/12 split is the figure given to all developers and publishers of any size, and “there have never been any exceptions.” That said, he’s open about the fact that Epic’s other long-term projects are providing a base of funding for developer partnerships.

“The funding Epic is providing for developers is a long-term investment in their and our future,” he said. “Epic’s funding commitments far exceed the store’s current 5% profits, and is made possible by the financial success of Unreal Engine and Fortnite.” He said these partnerships provide financial support for development and marketing, “which enables them to take their time to build more polished games with significantly less uncertainty.”

Sweeney’s outspoken nature has made him a lightning rod for the divisive issue of store exclusivity. His Twitter account is rife with ongoing discussions as users argue with him about everything from exclusivity to revenue splits. And he’s been quick to pose the company’s moves as altruistic, even suggesting that it would stop pursuing exclusivity arrangements if Steam adopted Epic’s revenue split.

“Ultimately, this is about making the industry a better place, starting with the terms available for developers,” Sweeney told GI.biz in March. “I understand gamers don’t see that. They don’t see the hardship of making a payroll and seeing the store suck out 30% of the revenue from it. It can be jarring to see the industry is changing in ways that are typically invisible to us as gamers.”

The nature of these warring stores has led to backlash, and indie developers in particular are caught in the middle. Epic’s offer is attractive, offering both a better revenue split and a safety net for partners. And while Epic’s criticism of Steam’s revenue model is likely driven at least partly by competition, developers themselves who have ultimately gone to the Epic Games Store often share Epic’s own central question: why is the revenue split on Steam so high?

“I buy a lot of games on Steam, but I didn’t really know how the business of it worked,” said Airborne Kingdom producer Zach Mumbach, “So I started looking into it. How do you get a game on Steam? How do we get funded? And what I found was, the whole thing was kind of disheartening.”

Mumbach had come from a triple-A studio, working at EA before starting an indie company, The Wandering Band. The tiny company had an idea for a game, but the revenue split caught Mumbach off-guard.

“Okay, so [Valve is] going to take 30% of the revenue. And right away I felt, ‘Whoa, that’s high.’ This is coming from AAA, that’s what a Target or Walmart or GameStop takes from big AAA [publishers]. They take 30% to put their games in stores. That’s physical store space. They have to put lights on, they have to pay employees. I guess my assumption was, well digital obviously it’s going to be cheaper. Why would the storefronts take a full 30%?”

The studio had been self-funding its project, but it was going to need a publisher arrangement to keep going, and proposed contracts were equally difficult to swallow. Mumbach found that publishers may be willing to front the cost of development, but would then require the investment to be recouped in full, and then the publisher could receive as much as 50% of the remaining revenue after that point. That means, for example, a $1 million funding arrangement would need to make $1.4 million in total before The Wandering Band would see a dime.

“Depending on the publishing deal you get, you’re getting less than half of the money that your game is making,” Mumbach said. “So I was super bummed. I talked to a whole bunch of publishers and I tried to leverage different offers against each other to try to get these numbers down. That’s when Epic came into the picture. They’re going to get their money back, but not in a way that cuts us off from revenue for who-knows-how-long.”

Mumbach noted that for his game, this makes Epic’s funding a part of the development process. He’s been able to bring on an extra engineer, and the game isn’t yet complete. He concedes that this makes his experience different than a game like Borderlands 3 or Metro Exodus–which were nearly complete by the time their respective Epic Store exclusivity was announced. But he maintains that it was the right move, not only for how it helped his fledgling studio, but how it prevented him from taking big financial risks that could impact the game’s quality.

“Before we signed with them, I was seriously considering ditching the whole publisher route,” he said. “You can imagine if I had a loan for that much money over my head right now, I’d be stressed out and I’d be making decisions about getting this game out faster. ‘We’ve got to get this game out, I’ve got to get my money back, I’ve got to be able to pay off this loan!’ We can take as much time as we need and we have extra funding.”

William Chyr, developer of Manifold Garden, recounted a similar experience.

“At the end of the day the money allows us to keep the studio going,” Chyr said. “It allows us to pay back the investors. It allows us to recoup development costs, keep the lights on, and then we can keep supporting the game. We’ve been able to scale up and get QA and get a lot more help.”

While the move makes sense for developers, high-profile incidents have made many studios wary of how to approach the topic with their prospective fans. Responses ranging from review-bombing to outright harassment and threats have been commonplace. Perhaps the most high-profile of these was directed towards the creators of Ooblets, a small indie game that broke the news with a tongue-in-cheek tone that some gamers took as insulting. The response was fierce and hateful.

“I mistakenly thought I could have some impact on their opinions and emotions and defuse the situation with some lighthearted criticism of the main things that drove them to attack people,” developer Ben Wasser said. “You can see how well that went. It was a stupid miscalculation on my part.”

Even Valve employees have found themselves needing to couch their words carefully to avoid legitimizing abusive responses. After Metro Exodus announced it would be a timed Epic exclusive, Valve issued a statement that referred to the move as “unfair” to customers. A subsequent backlash against individual Exodus developers and even Metro series author Dmitry Glukhovsky made the company consider how its statement may have inflamed tensions.

“I don’t think that was our intent to upset people,” Steam business developer Nathaniel Blue told Kotaku. “It wasn’t the intent of the message. It was more about the timing. The game was about to launch, and then it was [exclusive to the Epic store]. So that was the only goal of that. What came out of that was not what we expected. It wasn’t meant to be this lightning rod.”

Blue added that the company has decided to remain quiet on these arrangements from that point on, so as to avoid upsetting the community.

As for indie developers, they’re faced with the prospect of making the announcement alone. Epic pledged its support for developers against harassment, but has not outlined concrete steps it is taking to protect developers from backlash. Sweeney draws a sharp distinction between critics and harassers, and suggests that engaging the latter group in good faith is the best approach.

“There are two distinct things happening,” he said. “There are critics sharing their views while engaging in debate, and then there is a smaller set of trolls engaging in harassment, threats, and fabrication. Critics and abusers are distinct sets of people and shouldn’t be conflated.

“Harassers have always existed, but have now gained a vast reach because social media companies algorithmically curate by engagement, and negative engagement is stronger than positive. With critics, we should always engage in discussion with the hope that eventually we’ll arrive at a common view of what the store landscape should look like. This is a healthy debate that is shaping the future of the industry.”

For studios, that strategy has propagated naturally, with some watching and learning from other studios and settling on a relatively safe method: make the announcement in a straightforward manner, free from jokes or opinionated commentary. Then engage as necessary, but politely.

“When we announced it, it was pretty straightforward,” Chyr said. “‘We’re doing this, let us know your concerns, this is why we’re doing it.’ We got some backlash but it’s like 5%.”

Chyr pointed out that engaging with the community one-on-one was a crucial aspect step for him to help dispel any bad blood. He made a point to speak with people who were concerned on a personal level, which made a real difference.

“Most of the discussions were positive,” he said. “I have a mailing list with like 4,000 people and I would say maybe 10 people emailed me back disappointed. But I emailed each of them back and asked to talk and I explained the decision. Most of them, actually, came around and said they understood. A lot of them apologized. I think they didn’t expect me to be on the receiving end of that email.”

Mumbach took a similar approach with a detailed post explaining the decision to the community, but also said that some people will just never be convinced.

“Most people were like, ‘this sucks, Epic’s evil.’ But the conversation happened,” he said. “And some people ended on, ‘You know what, best of luck but I’m not going to support Epic.’ Cool, you can do what you want. I don’t have any problem with that. And certainly some people were like, ‘Oh wow, thank you. I understand this a lot better. I’m going to buy games on Epic’s store because I want to support developers,’ and that’s really cool when people say that.”

On the whole, the fight over digital storefronts and backlash against developers who make exclusivity arrangements is happening on a much larger stage, against two of the most profitable and powerful companies in the video game industry. Developers, and especially small indie developers, are only able to do what they can to navigate a contentious topic they have little control over.

“At the end of the day I’m not the person making the store,” Chyr said. “I’m just a developer. As an indie guy, I’ve got my little raft out on the ocean, but I’m not the one making the waves or deciding the current. We’re just trying to not sink.”

HBO Has The Ultimate Solution For Viewing Privacy, And It’s A Cardboard Box

As anyone who’s shared a room at college knows, privacy isn’t always easy to come by. Even with the availability of headphones, cellphones, and laptops, there are times you might just want to zone out from everyone around you and enjoy your favorite shows on your own. Luckily, HBO has delivered the solution–the HBO Box.

The HBO Box is exactly what the name suggests and nothing more. It’s a big black cardboard box, with the HBO logo on the side. You literally put it over your head, pop your feet through the handy leg-holes, and start watching Watchmen, Game of Thrones, Westworld, or whatever favorite HBO series you like. The company have even released a trailer for this stunning innovation–check it out below:

Before you start checking that it’s not April Fools Day, we should probably clarify that the HBO Box is part of a promotional giveaway, and sadly not something that’s going to be available in stores. It’s in collaboration with “brand activation” company Fooji, which is running the competition on its Twitter account.

In order to try and win this giant box, you need to have a .edu email address and live in an area served by either DoorDash or FedEx–you can check out full details here. But hey, if it proves popular, maybe streaming rivals such as Netflix, Apple, and Disney will develop their own cardboard-based privacy solutions.

In related news, it was reported last week that HBO has decided not to move forward with one of its Game of Thrones spin-off shows. The series was set to star Naomi Watts and the pilot had been shot, but it will no longer happen. However, a full series order has been given for another Game of Thrones spin-off, titled House of the Dragon.

Horizon Zero Dawn 2: What We Want From a Horizon Sequel

On this week’s episode of IGN’s weekly PlayStation show, Podcast Beyond!, host Jonathon Dornbush is joined by Lucy O’Brien and Brian Altano to discuss what we would like to see from a Horizon Zero Dawn 2. With job listings that suggest Guerrilla Games is working on a Horizon sequel, the cast hypothesizes on what we might see, what we hope changes and stays the same, and factors in some of your suggestions.

Plus, the cast also discusses some of the latest PlayStation news, like Nioh 2’s beta, the PlayStation Plus games for November, and much more before taking a look back at the launch of the PS4 in a new recurring segment.

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Yooka-Laylee Devs Deny Rumors They’re Working on a New Banjo-Kazooie Game

Yooka-Laylee developers Playtonic Games issued a statement today that flat-out denied that the company was acquired by Microsoft, or that it’s working on a new Banjo-Kazooie game. The statement was issued following a day of online rumors suggesting such.

“Hey everyone! We wanted to address the speculation currently swarming our mentions. We hate to be the bearers of news that isn’t what you want to hear, but we thought it best to come out and say – we aren’t working on a new Banjo-Kazooie game and we remain an independent studio,” Playtonic wrote on Twitter.

Netflix Won’t Make A Game-Streaming Service: “We’re Not Very Good At That”

A lot of big companies are getting into gaming with their own streaming services, including Google, Amazon, Microsoft, Electronic Arts, and others, but don’t expect Netflix to follow suit.

Speaking at the DealBook 2019 event, Netflix CEO Reed Hastings confirmed that the company has no plans to enter that market. Instead, Netflix is spending its time focusing on highly compelling TV shows and movies that will encourage people to put down the controller and boot up Netflix.

“No,” Hastings said when asked if Netflix might make a game-streaming service. “We’re really focused on doing incredible series and films and unscripted.”

Earlier this year, Netflix said the company competes more with Fortnite than HBO when it comes to entertainment usage. There are a finite number of hours in the day, and even fewer that people can spend consuming entertainment, so Netflix sees Fortnite as a competitor in that regard.

“There are a lot of other things people do to entertain themselves, including Fortnite. And the original quote was that we compete with Fortnite more than we compete with HBO. Fortnite gets a lot more hours of viewing,” he said at the event today. “Ultimately it’s about competing for those hours of viewing. But we don’t compete with Fortnite better by doing something like [a streaming service] because we’re not very good at that. We compete by doing the most amazing TV shows you’ve ever seen so you put down Fortnite and you come to watch our shows.”

In 2011, Netflix announced plans to offer Xbox 360, PS3, and Wii games for rental by mail, though it scuttled these plans not long after announcing them. At the time, the company said it was “still considering” offering games to rent by mail but this never happened.

In the initial Qwikster announcement, Hastings himself spoke about how enthusiastic the Netflix audience was for games. “Members have been asking for video games for many years, and now that DVD-by-mail has its own team, we are finally getting it done,” he said.

The next major new game-streaming service to launch is Google Stadia, which is primed to launch on November 19 in the US.

For more on what’s new on Netflix in November, check out this roundup of all the new TV show and movies on Netflix.

Now Playing: Google Stadia Controller Reveal | E3 2019 Google Stadia Connect

4K Gaming Is “Useless,” Says Former Limbo And Inside Dev

Dino Patti thinks that 4K gaming is of little consequence to developers, and is just yet another PC and console upgrade being advertised to help sell hardware. Patti is the co-founder and former CEO of Playdead–the developer behind Limbo and Inside–who left the studio in 2016 and went on to start new companies.

“I think [4K gaming] is useless,” Patti said at Reboot Develop, according to VG247. “It’s something that’s being pushed by tech vendors to push the next console.” Both Microsoft and Sony’s next-gen consoles–Project Scorpio and PS5 respectively–will support 4K and have a max output resolution of 8K.

“[Manufacturers] don’t respect the natural evolution of games and you force technology,” he added. “Microsoft with Kinect, they paid studios to make a lot of s***ty games.”

After leaving Playdead, Patti went on to be the co-founder for both Coherence and Jumpship. Coherence is working to create a cloud-based, open-source development platform. Jumpship is in the midst of developing its first game, Somerville, which tells a science fiction story about the lives of people who survive a global catastrophe. In terms of both tone and graphics, it looks a lot like Limbo and Inside–games that don’t necessarily require 4K graphics to convey their unsettlingly eerie atmosphere.

“I want to select a path by myself and not be drawn in by money from tech vendors,” Patti said. “There’s a lot of people that see something shiny and follow that. You can definitely see all the herd walking one way and falling.”

Back at Playdead, the studio is currently in the midst of developing its third game, which is still unannounced. Playdead has been teasing the project since January 2017, when the studio tweeted an image from the new game. Since then, Playdead has included additional images and concept art in tweets and job postings for the new game–the latter of which have also implied that this third title will take place in a 3D space as opposed to the 2D side-scroller format seen in Limbo and Inside.

Now Playing: Top New Games Out On Switch, PS4, Xbox One, And PC This Month — November 2019

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Shocking X-Men “Death” Puts Mutantkind’s Immortality to the Test

The X-Force franchise has always explored the darker side of mutant life in the Marvel Universe. This is the team that gets its hands dirty so the X-Men don’t have to. And that much remains true even as Marvel’s Dawn of X relaunch ushers in a very different version of X-Force.

Read on to find out how the first issues of the new series challenges the very notion of death in a world where Charles Xavier has managed to make the X-Men immortal. Beware of full spoilers for X-Force #1 ahead!

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Black Friday Nintendo Switch Online Deals: Best Deals On Switch’s Online Service

The products discussed here were independently chosen by our editors. GameSpot may get a share of the revenue if you buy anything featured on our site.

If you’re buying a Nintendo Switch or Switch Lite for someone this holiday, it’d be smart to throw in a Nintendo Switch Online subscription. The online membership has a number of benefits, including access to online multiplayer in games like Super Smash Bros. Ultimate, Mario Kart 8 Deluxe, and Splatoon 2. But it also comes with a treasure trove of classic NES and SNES games and the chaotic battle royale puzzler Tetris 99. Ahead of Black Friday, let’s take a look at the best deals on Nintendo Switch Online.

Best Switch Online deals to expect for Black Friday 2019

The best (and only) Nintendo Switch Online subscription deal announced so far is at Target. You will be able to buy a 12-month subscription for $15, five bucks off the list price. That’s a reasonably good deal, and it’d be surprising to see other retailers offer much better considering the relatively low price of the membership to begin with.

If you’re more interested in a Switch Online family plan, which normally go for $35 and support up to eight users, it’s likely we’ll see that discounted as well. Target has a track record of offering Switch Online family memberships for $28 during major sales, so it’s possible that deal will make an appearance at Target or elsewhere during Black Friday weekend.

Target will also have the Overwatch: Legendary Edition on sale for $25, which comes with a three-month subscription of Switch Online. One other game to look out for that could be on sale is the retail edition of Tetris 99 (which comes with the paid DLC). The Switch Online exclusive comes with a 12-month subscription of Switch Online for $30. It’s possible that bundle will get discounted on Black Friday too.

Where to find Switch Online deals during Black Friday

We’ll be updating this article as more Nintendo Switch Online Black Friday deals are announced, but keep an eye on Walmart, Best Buy, GameStop, Amazon, and the Eshop, the Switch’s digital storefront.

In addition to gaining access to online multiplayer, Nintendo Switch Online subscribers can play dozens of classic NES games and 20 SNES games, including Super Mario World, The Legend of Zelda: A Link to the Past, and Super Metroid. Switch Online members also get cloud saves for most games, which is an incredibly convenient feature.

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One Of Disco Elysium’s More Noteworthy Features Was Almost Very Different

Disco Elysium has released to near-universal critical acclaim, delivering a story-driven detective RPG where your character is trying to solve a murder investigation while suffering from alcohol-induced amnesia. One of the game’s more noteworthy features is the Thought Cabinet, an inventory system that allows you to unlock benefits from internalizing certain thoughts. Apparently, it wasn’t always so beneficial.

“The original effects of the Thought Cabinet projects were to be more negative,” Disco Elysium lead writer Robert Kurvitz said, according to VG247. “Oftentimes you would get straight up curses.” Developer ZA/UM shifted gears on the Thought Cabinet in order to inject a little positivity in an otherwise fairly bleak story–redesigning the feature to showcase the thoughts the detective was mulling over, instead of obsessions warping their mind.

Kurvitz believes that humans can sometimes become too preoccupied with the notion that our ability to think is ultimately one of our biggest downfalls. In Disco Elysium, the protagonist’s Thought Cabinet was redesigned to reflect the notion that, though human thoughts can be bad, they can also be a saving grace in dark, difficult times–a lifeline to keep people grounded. “Sometimes when I’m overwhelmed by negative emotions, I like to go on Wikipedia,” Kurvitz said. “Read an article on Sir Francis Younghusband, Pleistocene megafauna, whatever. It’s not only torturous to think–to be the kind of animal us humans are. It is also an absolute pleasure and a privilege.”

Disco Elysium is the 16th game in GameSpot’s history that the website has given a 10/10 review score. In GameSpot’s Disco Elysium review, David Wildgoose wrote, “Disco Elysium is a mad, sprawling detective story where the real case you’ve got to crack isn’t who killed the man strung up on a tree in the middle of town–though that in itself, replete with dozens of unexpected yet intertwined mysteries and wild excursions into the ridiculous, is engrossing enough to sustain the game. Rather, it’s an investigation of ideas, of the way we think, of power and privilege, and of how all of us are shaped, with varying degrees of autonomy, by the society we find ourselves in.”

Disco Elysium is currently only available for PC. Console ports for PS4 and Xbox One are scheduled for 2020.

Now Playing: Disco Elysium Video Review

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Hearthstone Devs Felt Blitzchung’s Punishment Was “Too Harsh”

Though Blizzard lessened Chung “Blitzchung” Ng Wai’s punishment following the overwhelming backlash, some Hearthstone developers thought the company’s handling of the professional player was “too harsh.”

In an interview with Kotaku at BlizzCon 2019, game director Ben Lee wished Blizzard took better care of the Blitzchung situation. “The initial decision was too harsh. Absolutely,” Lee said. “Definitely should have taken more time to consider something more reasonable, but we can’t take that back.”

While creative director Ben Thompson ultimately supports Blitzchung’s right to free speech, the Hearthstone developer felt a professional tournament wasn’t the place to express those views.

“Of course I celebrate–as we all do to some extent or another–free speech. You should be able to say what it is you want to say,” Thompson said. “I also understand what [Blizzard president] J. Allen Brack himself addressed in his own internal communications and later on to the world at large, which is that being able to speak your mind and say how you feel from a personal level is always and should always be a welcome thing. Doing so from a platform very much not your own and done from a voice not your own to take control, so to speak, or on behalf of another is not free speech. That is on behalf of something that’s not yours to do with.”

Blitzchung was initially banned for one year and lost all of his prize winnings after expressing support for democracy in Hong Kong during a post-match Hearthstone Grandmasters interview. Blizzard received widespread criticism online and from protesters, to which the company responded by reducing Blitzchung’s ban to six months and giving back his thousands of dollars in winnings.

“We’ve had a chance to pause, to listen to our community, and to reflect on what we could have done better. In hindsight, our process wasn’t adequate, and we reacted too quickly,” Brack said in a statement. “We want to ensure that we maintain a safe and inclusive environment for all our players, and that our rules and processes are clear. All of this is in service of another important Blizzard value–Play Nice; Play Fair.”

Brack addressed the controversial decision during BlizzCon’s opening ceremony, stating the company failed to adhere to its principles. “We moved too quickly in our decision making, and to make matters worse we were too slow to talk with you,” Brack said. “We didn’t live up to the high standards we really set for ourselves, and second, we failed in our purpose. I’m sorry, and I accept accountability.”

Hong Kong has seen several protests in recent months. A protest also occurred at BlizzCon, where participants demonstrated outside the Anaheim Convention Center venue on November 1.

Now Playing: Blizzard President Addresses Hong Kong Protests

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