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Chebucto Regional Softball Club

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  3. Epic Games Store Users Have Grown by 173% in Six Years, But Revenue Only by 1.6%
A forum for discussing and organizing recreational softball and baseball games and leagues in the greater Halifax area.

Epic Games Store Users Have Grown by 173% in Six Years, But Revenue Only by 1.6%

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  • ? Guest
    Heroic Launcher.
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    Guest
    wrote last edited by
    #65
    Yeah, that's how I used to claim games but then I gave up. Got rid of that routine
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    • Jo MiranJ Jo Miran
      By redeeming Epic giveaways and never buying anything you are sending profits to the developer while simultaneously costing Epic money. Win/Win.
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      Guest
      wrote last edited by
      #66
      The developers get paid a flat rate for allowing their game to be free, not per download. You are not sending the developer any money and allowing epic to inflate their user numbers (up 167% !!!) to investors.
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      • T thefogan@programming.dev
        Honestly it doesn't sound like it. To get that many new users and that little revenue pretty much implies that most of their "new users" are people who come in to get the free game, and won't put a dime into using it. If I ran a bookstore and did a promo where I gave a book away to everyone once a month. I went from 1000 customers a month, to 2,700 customers a month. but only sold 10 more books each month. That would pretty strongly demonstrate that people don't want to buy my books, and almost all of the increased traffic is people just taking free books and leaving.
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        wrote last edited by
        #67
        And when you went to investors you would just tell them you've increased your customers by 170% and leave out the part that they aren't buying anything. You might try to make more money from investors than you're losing in free books.
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        • ? Guest
          I wouldn't give them a dime even if it meant playing my favorite series' sequel. I don't like the people behind it, I don't like how they think, I don't like what they envision for the industry, and I don't want to contribute in any measure to any of that ever happening.
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          wrote last edited by
          #68
          Borderlands 3 launching as an Epic exclusive saved me from making the mistake of purchasing it. By the time is was available elsewhere reviews were pretty universal on it not being worthwhile.
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          • A arcane2077@sh.itjust.works
            I caved and bought Alan Wake 2 and Kingdom Hearts Melody of Memories because I lost hope of them ever coming to Steam. The few exclusives they have explains the minimal growth pretty succinctly. I hope nobody involved is surprised
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            wrote last edited by
            #69
            Yar me hearty 🏴‍☠️
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            • T trainguyrom@reddthat.com
              Epic pays some amount of the price of the game to the devs for every free game claimed, so it costs Epic money and makes money for game devs in exchange for a bit of your time. Sometimes you end up trying a game you never would've purchased and end up loving it. For example, I snagged [Sable](https://en.wikipedia.org/wiki/Sable_(video_game)) a few months ago for free through Epic and was absolutely blown away by how good that game was. It wasn't even on my radar but I saw it come up as the weekly free game and thought it looked neat so I downloaded it and booted it up
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              wrote last edited by
              #70
              Epic pays a flat rate to make the game free, not per download.
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              • ? Guest
                This post did not contain any content.
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                wrote last edited by
                #71
                Besides Epic giving out free games, I also have Luna that has weekly free games to claim. They got plenty of good games to claim in Epic Store. Never claimed a single game. Don't even have Epic Store account and have no will to do so. Fuck Epic. Their business model is shit. They do not want to compete with Valve, they just want to extort them with attraction of free games and release store exclusives.
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                • ? Guest
                  Epic pays a flat rate to make the game free, not per download.
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                  trainguyrom@reddthat.com
                  wrote last edited by
                  #72
                  That certainly changes the calculation quite a bit, but how many people can be anticipated to claim a given free game is definitely going to be a point of negotiation on how much to pay the publisher to giveaway a given game, so in a roundabout way it does ultimately cost Epic more money if you do claim the games without downloading them
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                  • EarMasterE EarMaster
                    One of the reasons EGS fails is Fortnite in my opinion. In Fortnite they have done all these things: they created a platform with social abilities and all that. Fortnite still brings them lots and lots of money, but this shouldn't be in Fortnite it should be in their launcher. It could be even more integrated than Steam does. Why not let games grant you skins you can use in other games as a character model (given the game supports it)?
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                    wrote last edited by
                    #73
                    Skins part would work only if that is a game made by Epic and only if they would want to implement it. If we are talking about skins that after purchase are available in every or most games - that will never happen. That idea is dead on arrival. I recall web3 supporters claimed that this will happen and even then everybody laughed at them.
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                    • ? Guest
                      My first thought is that they're eatingtheir own dog food, which is good. But the store still wasn't good last I checked, and it's the end-user experience that matters.
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                      wrote last edited by
                      #74
                      In this case it's more like they're shoving their own dog food up their butts. It's technically possible but why would you. They do eat their own dogfood plenty, as their own games are all UE games. Well I guess it's just Fortnite now. Still a good thing that they use their own engine, otherwise it would be hard to have faith in it. But I have no idea why they'd use it for their launcher/store.
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                      • ? Guest
                        Absolutely. It's also an immense amount of work to get a platform up to a competitive standard with Steam; I'm not sure a small company will ever be able to catch up in any short term time frame. But stores like Fanatical, GreenManGaming, GameBillet, etc. have the better idea of just being stores that focus on getting customers better deals. They don't even attempt to edge onto Steam's turf because a storefront can't compete with Steam, nor can a half-baked launcher. Reality is that Valve has functionally a 20 year head start on any company that wants to try and edge in on their turf. So it can't be done just to get a cut of sales because you're not going to have the follow-through to build the user base if that's your reason.
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                        wrote last edited by
                        #75
                        I disagree with your statement. 20 years of head start could also be seen as 20 years of polishing a previously non-existent service. Today Steam's features are widely known. Just make an app with same or similar features and you're golden. The blueprint is there! As an example of "what-could-have-been" I would present Immich which is an alternative to Google Photos and iCloud. Developed by a tiny group of people. It does lack some features that Google Photos/iCloud has. But for the most part it easily could substitute anyone's photo-storing needs. If bunch of people with no money in their pocket and only free time off work managed to develop a fully functional, well polished photo app that would rival market giants, why cant market giants make something that would rival Steam?
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                          wrote last edited by
                          #76
                          People do multiple accounts to ban-evade. They cheat, get banned, and move to another account. Games were free, so nothing of value is lost to cheaters.
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                          • ? Guest
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                            wrote last edited by
                            #77
                            Let’s get those numbers down. We all knew Tim Sweeney was a creep, but he also [just announced that he’s a pedophile and a nazi.](https://lemmy.world/post/41496339)
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                            • T trainguyrom@reddthat.com
                              That certainly changes the calculation quite a bit, but how many people can be anticipated to claim a given free game is definitely going to be a point of negotiation on how much to pay the publisher to giveaway a given game, so in a roundabout way it does ultimately cost Epic more money if you do claim the games without downloading them
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                              Guest
                              wrote last edited by
                              #78
                              You're still being an "active user" that they can use to pad their numbers and entice investors. If you want to hurt Epic the best way to do it is to not log into their system at all.
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                              • ? Guest
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                                wrote last edited by
                                #79
                                I only have an account to accumulate the games they give away for free every week that I never actually play because they aren't on steam.
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                                • ? Guest
                                  You're still being an "active user" that they can use to pad their numbers and entice investors. If you want to hurt Epic the best way to do it is to not log into their system at all.
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                                  trainguyrom@reddthat.com
                                  wrote last edited by
                                  #80
                                  I mean defining "active users" is an inherently political choice in any metric. You're ultimately choosing how to slice the data for analysis, so if you adjust your metrics on customers who only claim free games vs customers who actually spend money on the platform the data can tell completely different stories. I suppose the point is, collecting the free games probably creates non-negligable costs for Epic, and how that looks on their released metrics is entirely up to how the data gets sliced
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                                  • T trainguyrom@reddthat.com
                                    I mean defining "active users" is an inherently political choice in any metric. You're ultimately choosing how to slice the data for analysis, so if you adjust your metrics on customers who only claim free games vs customers who actually spend money on the platform the data can tell completely different stories. I suppose the point is, collecting the free games probably creates non-negligable costs for Epic, and how that looks on their released metrics is entirely up to how the data gets sliced
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                                    Guest
                                    wrote last edited by
                                    #81
                                    It's a negligible cost. Evidenced by the fact that despite a significant number of "new users" just collecting the free games and not spending any money, EGS continues to give away free games. Clearly padding the number of users is worth it to them more than the 'cost' of those users claiming a free license on their account. Otherwise they would stop doing it.
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                                    • ? Guest
                                      I disagree with your statement. 20 years of head start could also be seen as 20 years of polishing a previously non-existent service. Today Steam's features are widely known. Just make an app with same or similar features and you're golden. The blueprint is there! As an example of "what-could-have-been" I would present Immich which is an alternative to Google Photos and iCloud. Developed by a tiny group of people. It does lack some features that Google Photos/iCloud has. But for the most part it easily could substitute anyone's photo-storing needs. If bunch of people with no money in their pocket and only free time off work managed to develop a fully functional, well polished photo app that would rival market giants, why cant market giants make something that would rival Steam?
                                      ? Offline
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                                      Guest
                                      wrote last edited by
                                      #82
                                      Comparing a photo app to steam is like comparing basic addition to quantum physics. The sheer amount of complexity that goes into the business side out side of just the app it self is truly immense. Steam is more then just an app. It's entire business empire with years and years of connections, agreements and contracts, secondary services, infrastructure and more. Even if you managed to clone steam 1:1 you would still have nothing. The app alone is honestly the least important aspect of the entire thing.
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                                      • ? Guest
                                        Let’s get those numbers down. We all knew Tim Sweeney was a creep, but he also [just announced that he’s a pedophile and a nazi.](https://lemmy.world/post/41496339)
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                                        vitorobles@lemmy.today
                                        wrote last edited by
                                        #83
                                        He didn't say he was a pedo and a Nazi. He said it's cool that they exist and any issues with that means you're a lefty censor person. But it DOES imply that he's a pedo and a Nazi.
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                                        • ? Guest
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                                          sunsofold@lemmings.world
                                          wrote last edited by
                                          #84
                                          I really want to see what percentage of 'users' licenses are actually paid, and/or what average percentage of 'users' titles are just free. I have precisely one game I have paid for on Epic (Satisfactory, because I was excited for first person factorio) but I have over 100 titles in my library. I have to wonder how many of those free games I would have to download before the server costs completely eat the profit from that one copy of Satisfactory.
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