https://www.pcgamer.com/epic-says-itll-eventually-stop-pushing-for-exclusives/
Epic says it'll eventually stop pushing for exclusives
Epic表示終有一天會不再強推獨佔
By Tyler Wilde 6 hours ago
"We're trying to socialize a new financial model for developers that they can
thrive on," says Epic Game Store head.
"我們只是想讓開發者們適應一種能夠蓬勃發展的新商業模式。"
Epic's latest deals will bring The Outer Worlds and Control to the Epic Games
Store, and not the PC's largest distributor, Steam. These are the latest in a
string of exclusivity deals that Epic feels are necessary to challenge Steam,
paired with an 88 percent revenue share for developers (at least if they
self-publish), which it believes should replace Steam's 70 percent rate
industry-wide.
Epic最近與兩款作品:天外世界與控制達成合約,使其不在PC上的最大銷售平台發行,
這是Epic認為用以挑戰Steam所必要的獨佔名單上的最新名字,
再配合開發者的88%分成(如果自行發行的話),
Epic相信這應該會取代Steam作為業界標準的70%。
For those frustrated by the recent wave of exclusives, relief may be in
sight. During a GDC 2019 Q&A panel today, Epic Games Store head Steve Allison
said that Epic won't keep doing this forever.
不過對於一波波獨佔感到喪氣的人,或許可以寬心一下。
在今日的GDC2019問與答上,Epic商店主管Steve Allison表示Epic不會一直這樣做下去。
"I don't think we plan to [negotiate exclusives] forever," he said. "We'll
probably do it for a while. It's just about pushing the business model,
helping people thrive, but at some point hopefully people just come, or the
industry moves down and matches us ... I understand the sentiment about it,
so I'm pretty sensitive to how I answer this question, but the answer is yes,
at some point we could go to zero, or we could go to very, very few major
exclusives in any given year. We will definitely not be doing it on the scale
we're doing it on now for an extended period of time."
"我想我們不會永遠這樣爭搶獨佔,這應該只是暫時的,純粹是為了推動商業模式、
幫助大家發展,希望有一天大家願意跟上、使業界調降到與我們相同的標準。
因為我知道外界對此的看法,所以我對於回答這個問題非常謹慎,不過答案是肯定的,
等到某一天我們不會再有獨佔,或者是每年只會有很少的幾個重要獨佔,
我們的獨佔作品數量絕對不會長時間維持現在這樣的規模。"
The panel, which also included director of publishing strategy Sergey
Galyonkin and head of business development Joe Kreiner, elaborated on Epic's
strategy in other answers, as well.
問與答環節中也包含了負責發行策略的Sergey Galyonkin與商業發展的Joe Kreiner
對Epic戰略的詳盡回答。
"We're trying to socialize a new financial model for developers that they can
thrive on," said Allison earlier in the panel. "What happens is developers
have some reasonable success, half-a-million units, that's a lot of units,
but in a 70/30 situation, depending on their publishing situation, or maybe
their cost structure, maybe they just survive when they should thrive. So we
want to see them thrive, and the difference in the business model is
substantial.
Allison先這麼說:
"我們是要讓開發者們適應一種能讓他們蓬勃發展的新商業模式,
現在的狀況就是開發者們獲得了一定程度的成功,賣出了很多套遊戲,
比如五十萬份,卻因為73分成,再加上發行或者成本的關係而只能勉強存活,
但他們原本是應該發展得更好的。
我們想看到他們發展起來,而其中最關鍵的就是商業模式的差別。"
"We need to help people get there, and if we have someone who decides to go—
from a business case perspective, they want to see what they can do for their
business—if they go into five stores, four of which have a 70/30 business
model and one that has 88/12, and their sales get spread around at any
proportion, kind of less than 70 percent than their total sales, their going
to get a blended result that is probably not going to change their minds in
any way, shape, or form. We're trying to change the minds of our developers.
The best way we can do that is have the majority or all of their sales happen
here."
"我們需要幫助大家來我們這裡,而如果有人決定要去哪上架
——從做生意的角度來看,他會想知道自己能作些什麼才能更賺——
當他在五個商店上架,其他四個是73分成,一個是88/12分成,
然後他的銷量因此分散了,每一個商店都不佔主導地位,
這樣被混合起來的結果是無法讓他們的想法產生任何改變的。
而Epic想改變我們的開發者們的想法,
所以最好的選擇就是讓他們的大部分或全部的銷量都在我們這裡。"
Answering a different question, Galyonkin said that Steam's model was a great
thing for the industry back when the only other option was retail, where
developers earned far less than 70 percent of their game's the total revenue.
But as server and payment processing costs have gone down, Allison says that
a 12 percent cut makes sense at Epic's scale.
Galyonkin在回答另一個問題時表示,Steam的模式在業界只靠實體銷售的時代相當棒,
因為開發者在當時能拿到的利潤遠低於70%。Allison說,
但是當伺服器與交易手續的成本下降後,以Epic的規模而言,12%才更加合理。
"This is the price of distribution today, in digital, especially on PC," he
said. "I hope to see everybody get there. If they do, when they do, we'll be
the first people to say 'awesome.'"
"這才是今日的數位版銷售成本,特別是在PC上。我希望看到大家都能跟上我們,
等到其他人跟進的時候,我們會是第一個會說'你們好棒'的人。"
Without a response from Valve, Epic has been dominating the conversation
about how big of a cut game stores should take. Earlier this week, I asked
Epic CEO Tim Sweeney for his answer to accusations that the rate is
unsustainable. "We've long said that 12 percent is our permanent rate," he
said. "This is not a teaser rate, and Epic is going to make a healthy profit
from this 12 percent model."
在Valve沒有回應的情況下,Epic一直主導著遊戲商店應該拿取多少的話題。
本週稍早,我向Epic CEO Tim Sweeney詢問了外界對其分成比例無法永續發展的質疑。
"我們說很久了,永遠都會是12%,這個比例不是那種騙人用的預告片,
Epic真的能夠從12%的模式之中得到健康的回報。"
What it costs to publish a game
發行遊戲的花費是多少?
Sweeney broke down the costs Epic takes care of each time a game is sold: 2.5
to 3.5 percent for payment processing, at least in "major, developed
economies," approximately one percent for CDN bandwidth, and another percent
for customer service. Doing my own math, that comes to around 5.5 percent,
leaving Epic with 6.5 percent of a game's price after each sale. For a $60
game, that's $3.90 for Epic, $52.80 for the publisher/developer, with $3.30
going toward payment processing, bandwidth, and customer service.
Sweeney揭露了Epic每賣出一款遊戲的成本:
在主要的已發展經濟體,手續費在2.5%~3.5%之間,
CDN頻寬約佔1%,售後服務為1%。這樣算起來就是5.5%,
Epic能從每一套遊戲的售價中賺到6.5%。
對一款60鎂的遊戲,Epic拿3.9鎂,開發/發行拿52.8鎂,
手續費、頻寬和售後服務會用掉3.3鎂。
"We've operated a digital commerce around Fortnite at a large scale, on PC,
for more than a year now, and we're very aware of the costs," said Sweeney.
"We're operating a sound and lasting business on the basis of 12 percent, and
we will not raise that rate. That's the fact of it."
"我們在PC上對Fortnite進行了超過一年的大規模電子商務營運,我們非常清楚成本。
我們在12%的基礎上所做的生意穩固而能持續,而且以後不會調漲分成。實情就是這樣。"