"We've brought in close to half a billion dollars so far in gross, and out of
that half a billion dollars of gross, 88% of that has gone back to
developers," Stelzer said. "So we really believe this is something consumers
will get enjoyment out of from the highest quality of games, but at the same
time, it's really a great system for developers and a great way for them to
see more of the money from their hard work."
商店收入至今約五億鎂,消費者跟開發者都很滿意
However, consumers are not a monolithic group, and a segment of them have
most definitely not been enjoying Epic's array of high-profile exclusive
games. The backlash against some of these deals has been such that Ismail
prefaced his question on how developers could talk to Epic about exclusivity
with, "If I was a developer that is OK with staring down the face of the
beast..."
但是消費者不團結,有一小部分人不太喜歡Epic,會對開發者施壓
"The goal here is not to necessarily exclude anybody," Stelzer said. "But
we're building a new platform. We're trying to unseat companies in the space,
regardless of who they are. We have to put our name down, and the best way to
do that at this point is through these exclusives and to have larger
audiences come to us to play those games. It's not a conversation people
should be afraid to have. People will have different concerns as to why they
have those conversations. The community will be vocal, to say the least,
around that. But it's never our intent to keep people away from playing a
game."
沒有一定要排除誰,但建新平台就是要把某些公司趕出去,
方法就是獨佔,大家要勇敢接受。真的沒有不讓玩家玩遊戲的意思。
Ismail pursued the line of questioning, asking if Epic sees exclusives as a
necessary evil.
被問獨佔是不是必要之惡
"If you want to draw a larger audience, you have to have the content people
want," Stelzer said. "I don't think it's enough for you to just build a
storefront and [believe] that as a result, users will come. Having the
Fortnite audience is great, it's a huge audience to draw from. But if we
don't have anything to provide for them long-term on the store, then it's
hard for us to keep that audience engaged with the store. As a result, I
think exclusives are one of the ways we look at of capturing that audience
and pulling them away from where they may be buying games otherwise."
49有很多人玩,但是這樣還是不夠,要有好的商品,
店面才有吸引力,獨佔效果又更好
As for public backlash over the exclusivity deals, the pair downplayed the
effect it has had. Stelzer pointed to the launch window sales of Metro Exodus
on Epic Games store, repeating a point about how it more than doubled the
comparable period sales of the previous Metro game on Steam.
再次強調地鐵賣很好,是前作2.5倍
"I think if you get too sucked into what the mob is saying, then you'll
always have some sort of analysis paralysis," Stelzer said.
如果總是那麼在意暴民的言論,你只會陷入分析癱瘓的困境
Galyonkin added that developers should "distinguish between the community and
the mob," saying that they are often different people. He noted that Metro
Exodus owners were quite happy with their experiences judging by the lack of
refund requests. He also said that while the game did well on PlayStation 4
and Xbox One compared to the previous Metro launch on consoles, the
title-over-title jump was not as pronounced as it was on PC.
分清社群和暴民是很重要的,地鐵流亡的玩家都沒退款,這代表他們都很開心,
地鐵流亡在主機上也有成長,但是沒有PC的2.5倍那麼多
Finally, Ismail asked about what independent developers can do to help their
chances of passing Epic's curation process. Stelzer's answer suggested they
shouldn't be thinking about what Epic wants to see in a game.
被問獨立開發者要怎麼通過Epic的審核
"You never want to make the game with the target of a platform in mind,"
Stelzer said. "You want to make the best quality game you can make. Indie
developer, AAA, and everything in between, you should always be true to
yourself, thinking about the quality of what you're making, and are you
staying true to your vision? The cream always rises to the top at the end of
the day. If you make a crappy game, then there are places where you can put
crappy games."
不要想著怎麼通過審核,只要做好遊戲就行,真金不怕火煉。
如果你只能做出垃圾遊戲,那就去能放垃圾遊戲的地方。
https://www.gamesindustry.biz/articles/2019-03-28-epic-games-its-never-our-intent-to-keep-people-from-playing-a-game
分析癱瘓是IT界或管理學用語,
意思差不多是把時間全都用在比較不同方案間的優劣,
而這些時間本來可以直接用來完善其中一個方案