ticky

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"If it were me, I'd have [changed] her design to make [her species] more visually clear" - some internet rando

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MOOMANiBE
@MOOMANiBE

a thing I consistently wonder is

is Epic paying pc-first devs enough for Epic Games Store exclusives to actually be worth it

by worth it I mean essentially "you have a fairly dead launch on Epic's store and no one buys your game til it hits Steam" - like consistently a thing I hear from friends who mostly play PC games is "wait, that game is out?" when it's in the epic exclusivity period, even if it's been out for months or even years.

It's pretty clear, too, from the statistics we've seen from devs willing to share it that even among high-profile exclusives, the audience just isn't there. Satisfactory reportedly made more money in a few weeks on steam than they made in 3 months on epic and they were maybe one of THE most heavily promoted early exclusives for the store. More recent reports I've seen suggest recent indie epic exclusives basically sell zero, now that the marketing blitz is mostly over and the frontpage is primarily dedicated to AAA sales/releases.

and it's hard not to wonder like................... what is the lost marketing/reviews buzz worth there, financially, to an indie. We know from the lawsuits epic has filed that they offer VERY different personalized deals per game for exclusivity, and that that number has generally been trending downward.

And so the question I guess is, at this point, is it ACTUALLY free money? How easy, I wonder, is it to make it back to relevance if you pretend the steam launch is your actual launch 1-2 years later (assuming you have not gone out of business by then)? Momentum is maybe the key element of games marketing these days (just look at how time between announcement and release has collapsed for many big titles) and like. How much are you willing to be paid to lose all of that, right?

idk, this is mostly spitballing; I'm not involved with the business side of any company I've ever worked at. But from an outside view I feel like if you're feeling confident in your game, you'd have to either feel VERY solidly that you're going to have a strong steam launch post-facto or demand a big paycheck

(..if you're tiny and desperate maybe you take the money under the assumption your game was never going to sell anyway, I guess.)


ticky
@ticky

me, waiting for Saints Row to come out on a platform I actually use whilst Embracer report the game hasn’t exceeded their sales expectations: 🤷🏻‍♀️


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in reply to @MOOMANiBE's post:

I want to believe the payments are high enough for it to be worth it buuutttttt :/

We’ve heard that from devs re: game pass… but with the Alan Wake Remastered news a few weeks back if feels like Epic is cutting corners on marketing in a way that other similar platforms are not.

For a company that has some better financial stability, I wonder how much value there is in doing a multi-month "soft launch" of sorts, to polish/prep a game up ahead of a release on Steam (and other platforms, e.g. consoles). Like a twist on "early access".

I dunno, I doubt very Epic would want to label it like that because then it's like admitting Steam is the "real" release. At least now they can say it launched first there and not in a like, Early Access mode.

in the documentary noclip did about hades i remember supergiant explicitly saying that it was part of the appeal for them, having a dedicated base to workshop the game with and getting even more momentum going when the game eventually launched on steam

The leaks more or less crushed the expectations that the exclusivity payment would offset the disinterested audience base there - some of those games definitely got super low-balled. Thinking on it, I feel like the Epic Deal is maybe not a bad approach if your game is launching on another system and you expect most of the sales to be from there, but I imagine if you have a PC version for your game, a majority of your audience will probably buy it there now...

yeah i generally assume that in the modern (post-early-2010s) landscape exclusivity is a middling to not-worth-it deal unless one of the following is true:

  • you are such a highly prized dev that any platform would climb over its competitors to lock your shit in.
  • the platform is in an obvious funny money subsidized growth phase and is just handing out cash to any reasonably safe bet dev.
  • the dealmaker(s) on your team are exceptionally experienced and good at cutting deals.

It's so difficult to know, partly because it's so difficult to figure out what a Steam launch is worth these days. If things go well and you're supported by Valve it's obviously a great time, but just looking at averages you're better off with the Epic guarantee than the amount you'd make on Steam (if you're a moderately-known game the averages will be skewed which is why comps are so important). Anyway I'm glad I don't have to make this call right now!

I guess I can't help but wonder: how big ARE the margin of games is that are on the bad side of that average (IE unlikely to sell better on steam than an exclusivity deal) that epic would still be willing to offer a deal at this stage?

Yeah that's a good point. I'm thinking about something like Saturnalia, which just launched - no idea about their financial or other specifics but it's a relatively niche game where I could see that calculation being a choice. But I don't know who Epic is wooing these days.

I recal Phoenix Point's deal with Epic included upfront funding some time before the time released. Having to stay exclusive on the Epic store for a while might be worth it for the extra development time and financial runway before doing a Steam release, especially if a more finished game releasing on Steam means getting more sales.

the vast majority of games released on steam sell fewer than 1k copies. the indie games i've worked on have lucked out and had a decently sized audience but i can definitely understand devs and smaller studios taking the deal for a large up-front payout instead of a regular steam release.