Replying to y'all together because you make similar points.
I think the problem is that it's not possible to compete with Steam on a features level. Steam is a decade ahead. You can't build a business around that. The "moneyhats" are a foot in a door; since it won't be a forever thing, the real indication of where Epic intends to take EGS will be apparent when that policy expires. As I mentioned above, sometimes the best business case does result in anti-consumer policies. It's OK to rail against that. But it's unreasonable to ask them to compete in any other way, as you can already see the poor performance of storefronts/launchers that do this. Feature/launcher development ain't easy... it's very time-consuming. I'd know, because I was at Riot watching them build League of Legends' launcher for almost 4 years. And Epic is being a bit smarter (from a business perspective) in recognizing that getting their foot in the door earlier is more important than getting out a perfect product, because if their model is 2019 Steam and they're building for the 2021 EGS, then 2021 EGS is going to have to compete against an even better 2021 Steam, and the cycle is never going to end. So really, I don't blame them (again, from the business perspective) of doing what they do. Is it good for consumers? No. Is it good for developers and publishers? Yeah, I honestly think it is, and from my own industry perspective, it's why I'm willing to give it a pass, but again, I understand why consumers wouldn't.
Fundamentally though, the crux of what I'm trying to say is that an EGS that launches with Steam feature-parity potentially doesn't have a business case from Epic's perspective due to dev time and investment, so they have no incentive to pursue that route.
So there's a lot of different perspectives. In no particular order...Thanks for taking the time to explain your opinion. I don't agree with all of it, but I do understand your reasoning.
One last question: in another thread you wrote that your industry friends like what Epic is doing and want them to succeed. I'm curious what their reasoning is. Are they hoping for an exclusivity deal with Epic themselves? Or are they willing to accept any anti-consumer practices if it means Steam finally gets their ass kicked?
I assume most of these people are gamers themselves, so it's in their best interest as well that the best storefront becomes successful.
One last question: in another thread you wrote that your industry friends like what Epic is doing and want them to succeed. I'm curious what their reasoning is. Are they hoping for an exclusivity deal with Epic themselves? Or are they willing to accept any anti-consumer practices if it means Steam finally gets their ass kicked?
I am going to have to stop you here:
EGS was supposedly in the works for years, yet it launched in a state which cannot even be called subpar. It is hilarious that you are able to give an excuse to EGS not having any functionality because "building a launcher is difficult" but the fact is that they didnt even try, as they supposedly where working on it "for years".
- EGS launched in a worse state as a launcher than Discord (which launched months before).
- EGS launched in a worse state as a launcher than Origin (which launched in 2013).
- EGS launched in a similar state as a launcher than Steam when it opened itself to third party publishers (ca 2006-7).
Why does it take around 5 months (at least) to get Cloud Saves?
Why did it take 1 month after launch for them to add Regional Pricing?
Why did it take 3.5 months for them to add a search bar to their shop (which doesnt have tags)?
These are all core things in a gaming shop.
They put zero effort into the shop side of the bussiness. It is not about launching a "perfect" product. It is about launching a product that it is not worse than subpar.
You are always giving it a pass because you are a developer so you see it in the eyes of developers. I am a consumer and thus I have my own different point of view and my point of view is that they give zero shits about me. They supposedly spend years making the store... by making a store that launched in a worse state than any default store-making website can do.
Calling a search function superfluos in a store might be the worst most backwards statements I have seen. But yeah sure.The answer is that for most people those extra features that are missing (but still coming) are superfluous.
Do you have any development or IT experience?
The reductionist take that adding regional pricing to even half of the internet-connected countries on the planet is a <1 month job is a really embarrassing one.Why did it take 1 month after launch for them to add Regional Pricing?
I can't really answer with 100% certainty because I don't have experience in most of those...Why does it take around 5 months (at least) to get Cloud Saves?
Why did it take 1 month after launch for them to add Regional Pricing?
Why did it take 3.5 months for them to add a search bar to their shop (which doesnt have tags)?
These are all core things in a gaming shop.
People said that Linux users have "zero access to Epic Store", I corrected them. Who's mocking who?Your comment comes off as a post mocking Linux users like me.
Epic has spent 0 effort on putting the EGS on Linux and they get none of the recognition for getting EGS to launch on Linux.
The people who get the recognition are they ones that have spent years developing Wine and Lutris to allow games Windows-only games to run under Linux.
I am going to have to stop you here:
EGS was supposedly in the works for years, yet it launched in a state which cannot even be called subpar. It is hilarious that you are able to give an excuse to EGS not having any functionality because "building a launcher is difficult" but the fact is that they didnt even try, as they supposedly where working on it "for years".
- EGS launched in a worse state as a launcher than Discord (which launched months before).
- EGS launched in a worse state as a launcher than Origin (which launched in 2013).
- EGS launched in a similar state as a launcher than Steam when it opened itself to third party publishers (ca 2006-7).
Why does it take around 5 months (at least) to get Cloud Saves?
Why did it take 1 month after launch for them to add Regional Pricing?
Why did it take 3.5 months for them to add a search bar to their shop (which doesnt have tags)?
These are all core things in a gaming shop.
They put zero effort into the shop side of the bussiness. It is not about launching a "perfect" product. It is about launching a product that it is not worse than subpar.
You are always giving it a pass because you are a developer so you see it in the eyes of developers. I am a consumer and thus I have my own different point of view and my point of view is that they give zero shits about me. They supposedly spend years making the store... by making a store that launched in a worse state than any default store-making website can do.
Or they can go where their fanbase is and make the patch available to their original customers at the same time, while doing a free weekend on Steam to get some marketing/publicity. I don't need 2 copies and 2 installs of the game.
But hey, the devs got free money to make a patch so they have the right to piss on people who supported them in the past, sure.
Oh ok, thanks for clearing that up.Yes, but not because the developers are incentivized to do so. It was due to GOG's allegedly terrible process for updating games (which is said to have improved a lot now).
There are also situations where you have DRM-free versions of games released on GOG, and the existing Steam versions are not updated to be DRM-free. Bethesda games are particularly known for this.
Calling a search function superfluos in a store might be the worst most backwards statements I have seen. But yeah sure.
As I have said. The store launched in a worse state than you can get from any of the websites that create shops for you. Using Shopify would give you a better experience than EGS.
Again: I did not expect EGS to launch with most functionalities that Steam has. But I did expect it to be better than Origin at launch or at least the same level.
In an interview with Ars, World of Goo co-creator Kyle Gabler confirmed that all of the game's existing Windows/Mac/Linux versions on storefronts such as Steam and GOG (and developer 2DBoy's own site) will get the update "as soon as it's ready." Whether that means it'll arrive on May 2 or a few days later will depend on "our own ability to generate and test the builds," Gabler said.
"It's a free update for everyone—we don't do DLC," Gabler added. "Timing is just whenever we can, and there's no contractual or artificial delay otherwise. We assumed we'd slip out this update without anybody noticing, so we didn't make a fancy plan or anything."
Hey everyone,
I reached out to Tomorrow Corporation to get more context and see what story we might run at Ars Technica, as opposed to just running with PC Gamer's report. I'm glad I did. Our conversation is now up:
More on this version's newly unencrypted assets and more at Ars.
Title should be changedHey everyone,
I reached out to Tomorrow Corporation to get more context and see what story we might run at Ars Technica, as opposed to just running with PC Gamer's report. I'm glad I did. Our conversation is now up:
More on this version's newly unencrypted assets and more at Ars.
Hey everyone,
I reached out to Tomorrow Corporation to get more context and see what story we might run at Ars Technica, as opposed to just running with PC Gamer's report. I'm glad I did. Our conversation is now up:
More on this version's newly unencrypted assets and more at Ars.
thank you, threadmarkedHey everyone,
I reached out to Tomorrow Corporation to get more context and see what story we might run at Ars Technica, as opposed to just running with PC Gamer's report. I'm glad I did. Our conversation is now up:
More on this version's newly unencrypted assets and more at Ars.
i'll ask for a title change
Hey everyone,
I reached out to Tomorrow Corporation to get more context and see what story we might run at Ars Technica, as opposed to just running with PC Gamer's report. I'm glad I did. Our conversation is now up:
More on this version's newly unencrypted assets and more at Ars.
So people jumped to conclusions and spouted hatred for EGS (and some even the developers) for nothing?
Well, the assumption was that EGS paid for exclusivity, when there is no exclusivity. I was guilty of that assumption too.Those conclusions were reached based on the article, which states the update is coming to EGS first.
Seems like 21:9 support is implied:So they're building the game to support modern monitors and yet there is no ultrawide 21:9 support? It's 2019.
So there you have it: existing owners will get some nice perks, and anyone who hasn't already bought one of the game's fifty zillion versions will soon be able to dive in and see what the World of Goo fun is all about for free—even on their favorite widescreen, 21:9 monitors, if they want.
Thanks for clarifying things with them.Hey everyone,
I reached out to Tomorrow Corporation to get more context and see what story we might run at Ars Technica, as opposed to just running with PC Gamer's report. I'm glad I did. Our conversation is now up:
More on this version's newly unencrypted assets and more at Ars.
This post aged like milkBut hey, the devs got free money to make a patch so they have the right to piss on people who supported them in the past, sure.
*Article reports false information*
"People jumped to conclusions!"
lmao
Dont be so fucking ignorant. People were claiming this was a remaster and all and no one said it was a year.Yeah, concluding that Epic moneyhatted a 10 year old game to have a resolution bump for a year was totally a rational thought.
Yeah, concluding that Epic moneyhatted a 10 year old game to have a resolution bump for a year was totally a rational thought.
Dont be so fucking ignorant. People were claiming this was a remaster and all and no one said it was a year.
It really never made sense to me why Epic would ever pay for a patch. I couldn't see what they were getting out of it. Exclusive games make sense but an exclusive period for a patch, for a game as old as World Of Goo, with as many copies as it sold, just seemed so odd.
I called it a remaster because they're redoing assets rather than just fixing technical issues. I think that's a perfectly fair characterization, but difference is mostly semantic anyway.Dont be so fucking ignorant. People were claiming this was a remaster and all and no one said it was a year.
Isn't that the definition of a remaster to be fair? People in this thread said this was a new game and not an update which made this whole thing more confusing.Why would anything think this is a remaster? It's basically just a GoG style update. Res bump + make sure it doesn't crash. It's literally in the OP.
What I meant with that is people said it wasn't an update which implies a "new game". Then I personally think its more ok with EGS exclusivity (but still shitty). Holding a update for a game that people already bought would've been disgusting (which was what the article was implying).I called it a remaster because they're redoing assets rather than just fixing technical issues. I think that's a perfectly fair characterization, but difference is mostly semantic anyway.
I mean.. you already have people in this thread talking about double triple dipping. The vast majority of them will play it on epic, some weirdo few will wait until the steam patch.It really never made sense to me why Epic would ever pay for a patch. I couldn't see what they were getting out of it. Exclusive games make sense but an exclusive period for a patch, for a game as old as World Of Goo, with as many copies as it sold, just seemed so odd.
I commented using the info available at the time, am happy now with the Ars info and not at all ashamed of my comment.
What does Epic get out of those people? Why pay for a patch so that maybe a couple people that already own the game will come to your store and download it? It does nothing but make them look petty to block a patch just to force existing owners to download a game they already paid money for. They could just do their free game period, look good and lose nothing. Again, it makes no sense.I mean.. you already have people in this thread talking about double triple dipping. The vast majority of them will play it on epic, some weirdo few will wait until the steam patch.
Along with axiom verge I'd say epic has picked some real winners to give away for free.
So there's a lot of different perspectives. In no particular order...
1. Some people (primarily console or mobile devs) just don't differentiate between storefronts. I live and work in the US, my friends mostly live and work in the US. EGS primarily serves the NA/EU regions, so they don't have perspective into foreign markets, so how EGS behaves and performs in those markets is not considered. And while they'd identify as "hardcore" gamers, they don't match the zeal and dedication of a lot of posters on Era. So they're not making use of all of Steam's features, or would even be able to rattle off what those features are. The truth is, most of Steam's features are not applicable to the average gamer. Cloud saves is probably the biggest QoL issue I'd identify as being notably missing from EGS at the moment (though it's in their roadmap for this summer). Let's put this group into the "ignorant" camp--not using it as a pejorative as much as saying that they don't have access to all the information to making a judgment call, or if they do, they don't think it matters.
2. Some people (primarily indie devs--including those with friends who actually have EGS deals) are looking at it from a business perspective. They recognize that indie development is taxing and difficult to sustain, and are open to any form of cash in hand. It's important to understand that having one hit doesn't ensure future hits, and that name recognition doesn't always translate to revenue. Not gonna name names here, but I've said in previous EGS threads, having a guaranteed amount of money will absolutely outweigh the risk of your game underperforming. These people are willing to overlook the consumer hit because they prioritize keeping their jobs and a steady source of income.
3.The last group (mostly AAA devs) basically hold the same arguments that Randy Pitchford put forth. Some of it is admittedly nebulous, but they're just not content with the state of digital retail right now and want to see greater evolution. They've never complained about the cut previously (it's just been accepted, mostly), but there's implicit acknowledgement that greater revenue will have trickle-down effects--not even necessarily in the form of cash-in-hand for individual employees, but greater opportunities for the dev houses.
Hey everyone,
I reached out to Tomorrow Corporation to get more context and see what story we might run at Ars Technica, as opposed to just running with PC Gamer's report. I'm glad I did. Our conversation is now up:
More on this version's newly unencrypted assets and more at Ars.
In a hypothetical situation where EGS paid a developer to patch a game, why should EGS (or anyone for that matter) willingly allow their direct competitors to benefit from their investment? I don't see the issue with that. If you are willing to front the cash to have the patch created, you should reap the benefits of it.What does Epic get out of those people? Why pay for a patch so that maybe a couple people that already own the game will come to your store and download it? It does nothing but make them look petty to block a patch just to force existing owners to download a game they already paid money for. They could just do their free game period, look good and lose nothing. Again, it makes no sense.
I am glad it's not the case that Epic is paying for exclusive patches but I am surprised at how many people seemed totally fine with it.
To me you do it for the good PR which is way more valuable than an exclusive patch for a 10-year-old indie game. The film example doesn't work because in that market you aren't used to getting your movies updated for free. There has been countless examples through the years on PC of old games being updated with patches. Your film example would make more sense for a remake or a remaster.In a hypothetical situation where EGS paid a developer to patch a game, why should EGS (or anyone for that matter) willingly allow their direct competitors to benefit from their investment? I don't see the issue with that. If you are willing to front the cash to have the patch created, you should reap the benefits of it.
To put this in a different perspective. In the film market, if the Criterion Collection spends the money to make a pristine transfer of a film, should they then be obliged to give that transfer to every Blu-Ray/Streaming service that also has the rights to the film?
Caveat here, I've never published anything on Steam. So I don't actually keep track of all the features Steam provides outside of gleaning what's been said in these threads (for example, I didn't realize DRM was optional on Steam, and got owned for it lol). Also, this is gonna be pretty rambly because I'm at the end of a long day of work, so apologies if my thoughts aren't cohesive.Thanks for this interesting post. The reasoning of groups 1 and 2 sounds familiar to me, but I'm a bit confused about group 3. Pc gaming is almost full digital, resulting in many benefits for devs already: no retail costs, self publishing, Steam offering many features like matchmaking etc.
I may be wrong, but I think discovery and the fact that there are too many good/similar games in most (niche) genres are the most significant issues for smaller devs. I'm not sure sure this applies for AAA games as well. So I'm curious why they aren't content with the state of digital retail right now and want to see greater evolution. Is this only about the smaller cut or are there other issues I'm not aware of?