{"id":90144,"date":"2019-03-22T16:39:00","date_gmt":"2019-03-22T16:39:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/338989"},"modified":"2019-03-22T16:39:00","modified_gmt":"2019-03-22T16:39:00","slug":"sweeney-commits-to-human-moderators-quality-filters-for-epics-games-store","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2019\/03\/22\/sweeney-commits-to-human-moderators-quality-filters-for-epics-games-store\/","title":{"rendered":"Sweeney commits to human moderators &amp; quality filters for Epic&#8217;s Games Store"},"content":{"rendered":"<p>&#8220;We have a storefront now too, big whoop &#8212; our storefront isn&#8217;t going to be the be-all or end-all either.&#8221;<\/p>\n<p>That&#8217;s Epic Games founder Tim Sweeney, speaking to Gamasutra at GDC 2019 earlier this week about how the launch of Epic&#8217;s new Games Store is going.&nbsp;<\/p>\n<p>While the Epic Games Store&#8217;s debut late last year drew&nbsp;devs&#8217; attention (<a href=\"https:\/\/www.gamasutra.com\/view\/news\/332619\/Epic_Store_influences_developers_to_pull_Steam_releases.php\">and games<\/a>), in large part due to&nbsp;a lean&nbsp;rev-share rate that sees game makers&nbsp;taking home 88 percent of their revenues, Sweeney is keen to frame it as just a &#8220;funny early version of a thing that&#8217;s going to ultimately be a lot bigger and a lot different.&#8221;<\/p>\n<p>&#8220;I think the future of game discovery cannot just be about storefronts,&#8221; he said.&nbsp;&#8220;It&#8217;s going to be a lot of mechanisms,&#8221; citing everything from mobile chat clients like WeChat&nbsp;to Twitch streamers as increasingly valuable&nbsp;avenues for getting your game in front of potential players.<\/p>\n<p>All valid, but Epic&#8217;s spartan storefront seems to be rapidly filling up with prominent games, and devs could be forgiven for wondering whether Epic&#8217;s generous rev-share rate (compared to the industry-standard 70\/30) might change in the future once the Epic Games Store has a large enough customer base.&nbsp;&nbsp;<\/p>\n<p>&#8220;This isn&#8217;t like a loss leader type of business for us. 12 percent is our permanent rate, and it includes plenty of margin for Epic to run a healthy and profitable business,&#8221; Sweeney&nbsp;told Gamasutra. &#8220;We could have gone lower, but we also really wanted to build a lasting business that works for us, and we feel a natural revulsion to services where they&#8217;re either free or subsidized, and they&#8217;re paid for through a tax that is worse than money.&#8221;<\/p>\n<p>It was a less-than-subtle shot at companies like Google, Apple, and Facebook, all of which offer games and services at low (or no) cost but, in Sweeney&#8217;s eyes, expect too much in return.&nbsp;&nbsp;<\/p>\n<p>&#8220;There&#8217;s nothing worse for paying for a good in a price that&#8217;s worse than money. And with Google Search or Facebook, that price is your privacy. And in some walled garden storefronts, that price is your rights as a customer,&#8221; he continued.&nbsp;<\/p>\n<p>Of course the Epic Games Store has already<a href=\"https:\/\/www.gamasutra.com\/view\/news\/338813\/Epics_Tim_Sweeney_addressees_privacy_concerns_for_the_Epic_Games_Store.php\"> caught some public criticism<\/a> for the way it handles user data, most notably the way in which the EGS launcher pulls Steam friends data from users&#8217; machines before they elect to import their Steam friends list into the Epic launcher.<\/p>\n<p>Sweeney has already said it was an unintended oversight that&#8217;ll be corrected in an upcoming update, and today he noted&nbsp;that another unintended (albeit fruitful) consequence of the Epic Games Store&#8217;s practice of giving out free games to registered users.<\/p>\n<h2><strong>Paying devs to bring you customers reportedly beats paying for ads<\/strong><\/h2>\n<p>&#8220;The process of releasing a free game every two weeks arose&nbsp;for one reason, but we&#8217;re hugely doubling down on it for another reason,&#8221; Sweeney said.&nbsp;&#8220;The initial reason was we felt we had to acquire&#8230;.we had to bring in a lot of users who hadn&#8217;t otherwise seen our store. And releasing cool games for free seemed like a good way to do that. So we put tens of millions of dollars towards that initiative.&#8221;<\/p>\n<p>&#8220;But what we&#8217;ve seen since is that that&#8217;s been far more successful than ever expected. <em>Subnautica <\/em>brought in four and a half million downloads, and it turns out that by paying developers in order for the right to release their game for two weeks, we&#8217;re actually supporting those developers and we&#8217;re also building awareness of their games.&#8221;<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" alt height=\"359\" src=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2019\/03\/sweeney-commits-to-human-moderators-quality-filters-for-epics-games-store.jpg\" width=\"646\"><\/p>\n<p> <em>Roughly four and a half million Epic store customers downloaded a copy of Unknown Worlds&#8217; <\/em>Subnautica&nbsp;<em>during the two weeks it was available for free.<\/em> <\/p>\n<p>Sweeney pitches this a big ol&#8217; value add for everyone involved: devs&nbsp;get paid and grow their audience even as Epic does the same.&nbsp;<\/p>\n<p>&#8220;We actually find its more economical to bring users to the Epic Store by giving away free games than by paying Facebook or Google to run ads for their store,&#8221; he adds. &#8220;And that&#8217;s awesome, because that money would just be going into the pockets of a giant corporation, whereas the money we&#8217;re spending now is going towards developers to make more games.&#8221;<\/p>\n<p>A&nbsp;stream of customers are now pouring into Epic&#8217;s new storefront&nbsp;as a result of those developers&#8217; games, and Sweeney claims the company will continue to regulate the flow of games launching on the Store&nbsp;in order to try and ensure each one has a reasonable expectation of getting customers&#8217; attention.<\/p>\n<p>&#8220;In the very early days we&#8217;re hand-curating all of the games on our storefront,&#8221; he said. &#8220;We wanted to make sure that the pace of games coming into the store didn&#8217;t outpace the rate of customers coming into the store. It&#8217;s been a very deliberate process.&#8221;<\/p>\n<h2><strong>Self-publishing is coming, with a &#8220;reasonably high quality filter&#8221;<\/strong><\/h2>\n<p>In the future, the plan is to open the Epic Games Store up to self-publishing, though Sweeney is quick to note that &#8220;we&#8217;re going to apply a reasonably high quality filter.&#8221;<\/p>\n<p>&#8220;So we&#8217;re not going to see asset flips, and we&#8217;re going to explicitly say no to porn games or other intentionally controversial games,&#8221; Sweeney continued. &#8220;We&#8217;re perfectly fine with M-rated experiences like <em>GTA <\/em>or <em>Far Cry<\/em>, but we&#8217;re not the place for the other stuff. For the bigger anti-social things.&#8221;<\/p>\n<p>That&#8217;s significantly different from Valve, which broadly <a href=\"https:\/\/www.gamasutra.com\/view\/news\/319594\/Valves_new_policy_on_Steam_games_splits_opinions_among_devs.php\">takes a hands-off approach<\/a> to moderating which games are allowed on Steam in favor of giving customers tools to filter what they see.<\/p>\n<p>It&#8217;s also a much clearer&nbsp;stance than Steam&#8217;s owners tend to take, given that Valve&nbsp;recently managed to both&nbsp;<a href=\"http:\/\/www.gamasutra.com\/view\/news\/338127\/Valve_bans_sexual_violence_game_from_Steam_but_stops_short_of_condemning_it.php\">ban&nbsp;a game about sexual violence<\/a>&nbsp;and&nbsp;also not explicitly condemn&nbsp;it.<\/p>\n<p>So what decides whether a game is a good fit for the Epic Games Store?<\/p>\n<p>&#8220;Oh, there will be humans,&#8221; Sweeney said.&nbsp;&#8220;We have people working that already, for example in the Unreal Engine Marketplace. We have standards and existing processes we can apply to moderate the Epic Games Store.&#8221;<\/p>\n<p>Amid all this talk of standards, Sweeney explicitly&nbsp;draws a line between the Unreal Engine side of the business and the storefront side.&nbsp;<\/p>\n<p>&#8220;[Unreal Engine] is a way of expressing your ideas. Anybody, under our standard license, is free to use Unreal Engine for building anything that&#8217;s legal, and we have no say over it,&#8221; he said.&nbsp;&#8220;We&#8217;ve renounced that ability in our license. But on the other hand, where Epic is making something available to our customers, like in <em>Fortnite <\/em>or on the Epic Games Store, we&#8217;re going to apply an Epic quality standard to it.&#8221;<\/p>\n<p>This dovetails a bit too cleanly with Sweeney&#8217;s vision of a future&nbsp;game industry where storefronts are more competitive and up against more varied ways of distributing games; in that future a rejection from the Epic Games Store won&#8217;t hurt a game&#8217;s prospects, because it will have so many other ways to find an audience.<\/p>\n<p>Sweeney thinks that&#8217;s already the case, given that&nbsp;the PC is now <a href=\"https:\/\/www.gamasutra.com\/view\/news\/332177\/Opinion_Its_Store_Wars_in_the_21st_century.php\">brimming with competing<\/a> online game storefronts, and he says he&#8217;s not terribly worried about unduly harming a game that doesn&#8217;t make the cut.<\/p>\n<p>&#8220;We&#8217;re not discriminating against any games based on their speech because the PC is an open platform,&#8221; he said. &#8220;If we don&#8217;t choose to carry their game, they can release it directly to customers, or sell it through other stores if they choose. And so it&#8217;s kind of a dichotomy there: on the one hand we make tools for creative expression that are unconstrained, and on the other hand we sell products to customers, and we have a responsibility there.&#8221;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>&#8220;We have a storefront now too, big whoop &#8212; our storefront isn&#8217;t going to be the be-all or end-all either.&#8221; That&#8217;s Epic Games founder Tim Sweeney, speaking to Gamasutra at GDC 2019 earlier this week about how the launch of Epic&#8217;s new Games Store is going.&nbsp; While the Epic Games Store&#8217;s debut late last year [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":90145,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-90144","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/90144","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=90144"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/90144\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/90145"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=90144"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=90144"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=90144"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}