Showing posts with label EGS. Show all posts
Showing posts with label EGS. Show all posts

May 13, 2020

VICTORY!!!
After waging a very noisy, one-sided war against Google, Valve, and gamers, Epic Games has quietly surrendered

What a difference a year and a half can make.

And, yes, it has been only that long since Epic Games announced the very first EGS-exclusive title: Supergiant's Hades, an early-access game that announced at the Game Awards in December of 2018, and released the same night. That was only a few months after Epic declared that Fortnite: Battle Royale for Android would be side-loadable only from their own digital distribution channel, rather than just making the game available on Google Play like every other developer with an Android app to flog.

Tim Sweeney's Epic Games would go on from there to declare themselves to be so deeply opposed, on principle, to everything about Valve Software's Steam service that they just had to launch a competing service... which offered absolutely nothing to consumers that Steam didn't, and was actually missing a whole bunch of stuff that Steam users were used to. No worries, though, because Tim Sweeney had a plan: to embrace exactly the same platform exclusivity deals that he'd once called evil, back when Microsoft and Sony were profiting from them, and not him.

The message from Epic to gamers was crystal clear: fuck you, pay me. And gamers got the message; they heard Epic loud and clear... and, en masse, gamers refused to pay.

November 19, 2019

This is going to take a lot of work...
Stadia's launch plagued with missing features, sparse game selection, and unplayable lag

When Google announced Stadia, their first-to-market (if you don't count Sony's PlayStation Now) video game streaming service, there were lots of questions. What would its subscription model look like? What would its game selection look like? What features would the service have? Could even Google get the thing to work? And would Google stick with Stadia for the long haul, even if it wasn't an instant hit at launch?

Well, we now have the answers to those questions, and they're... un-good. One might even call them double-plus un-good. Let's break it down.

August 21, 2019

This is how it's done
Darq's developer shows the right way to handle Epic's brand toxicity

In my last post, I laid out a seven-point strategy for how to announce your Epic exclusivity deal. That post ran long (and, really, which of my posts don't?) but if there's a single big point that I wanted people in the video game industry, and in the media that cover the industry, to take away, it is this:

When dealing with a subject that you know to be sensitive, be sensitive to the people who are going to hear your message.

Learn to read the room. Comedy is hard; making jokes about subjects which you know other people not only take seriously, but are likely to get angry about, is a high-wire act best left to professionals. Don't open discussions with sarcasm when you want to elevate the overall level of the discourse. Just be straight with people, and be transparent with people, and those people will reward your straightforward honesty with respect.

And now, right on schedule, we have a case study in how to handle the touchy subject of Epic exclusivity the right way. We have Darq.

August 07, 2019

PR Communications 101: Sarcasm = Mockery
or, Glumberland and Ooblets: A case study in how not to do any of this

Anybody who's been watching the F5 internet shitstorm that is Ooblets ill-considered EGS exclusivity announcement should be familiar with the framing that's been emerging in the last day and a half or so, one which paints the Ooblets developers as essentially blameless victims who are receiving an utterly undeserved tidal wave of inchoate rage and hate from "entitled" gamers whose fragile egos simply can't withstand a simple joke.

However, much as I hate to engage in anything that even resembles victim-blaming, I feel compelled to point out the flaw in this framing of the story: Ooblets' developers are not blameless victims here. Whether knowingly or not, Glumberland picked this fight.

No, they should not be receiving death threats. The people who are forging Discord chat logs and faking videos of Discord chat sessions that never happened, deliberately and for no other reason than to discredit the husband and wife duo that basically are Glumberland, have indeed gone beyond the pale. The level of vitriol on display is wildly disproportionate to both the Glumberlanders' initial offense, and to the Epic Game Store in general. But make no mistake: what Cordingley and Wasser initially did really was offensive, and it's very hard to believe that they weren't aware of that.

May 30, 2019

RIP, UWP
We hardly knew ye, and never cared.

Way back in 2017, I wrote a post that I titled, "UWP is a failure, and Microsoft knows it."
Nearly two years after releasing Windows 10 and UWP into the world with dreams of marketplace dominance dancing in their heads, Microsoft themselves are only now bringing their 2nd-biggest software product [i.e. Office] to their own store. And it isn't a native UWP version of the program, either; it's a port, brought over via the Project Centennial Desktop App Bridge (henceforth referred to as PCDAB).
That's right: Windows 10 and UWP have flopped so hard that Microsoft themselves can't be bothered to develop natively for the platform.
If Microsoft can't be bothered to develop natively for UWP, then nobody else is going to, either, ever, and that means that UWP is effectively dead on arrival. The only programs that Microsoft will see on its storefront from here on out will be PCDAB ports, none of which will perform as well as Win32 executable versions of those same programs, and even that assumes that developers bother to do that much; with the Windows 10 store being such a shit-show, and the added costs involved in maintaining a 2nd version of their software, all in service of lining Microsoft's pockets, I suspect that most developers simply won't bother to port their programs over in the first place.
Worse yet, a dearth of quality UWP apps means that Windows 10 users are spending this crucial time in the platform's life-cycle locking software-buying habits that exclude the Windows store almost entirely. That's not reversible; if even Windows 10 users are thoroughly trained to buy their software elsewhere, then developers have even less reason to develop for UWP, and that is self-reinforcing. It's a vicious cycle, with the lack of adopters resulting in a lack of apps, which ensures not only a slower rate of adoption, but also ensures that new adopters of Windows 10 don't adopt the storefront along with the OS, resulting in ever fewer apps...
At this point, Microsoft would probably love to be faced with a simple chicken-and-egg problem, rather than this rapidly increasing inertia [...] It seems to be that only one question remains: is this vicious cycle now so well-established that Microsoft is simply unable turn it around?
That was then; this is now. And here in the now, we have the answer to this 100% rhetorical question, as reported by The Verge:
Microsoft had a dream with Windows 8 that involved universal Windows apps that would span across phones, tablets, PCs, and even Xbox consoles. The plan was that app developers could write a single app for all of these devices, and it would magically span across them all. This dream really started to fall apart after Windows Phone failed, but it’s well and truly over now.
Microsoft has spent years pushing developers to create special apps for the company’s Universal Windows Platform (UWP), and today, it’s putting the final nail in the UWP coffin. Microsoft is finally allowing game developers to bring full native Win32 games to the Microsoft Store, meaning the many games that developers publish on popular stores like Steam don’t have to be rebuilt for UWP.
“We recognize that Win32 is the app format that game developers love to use and gamers love to play, so we are excited to share that we will be enabling full support for native Win32 games to the Microsoft Store on Windows,” explains Microsoft’s gaming chief Phil Spencer. “This will unlock more options for developers and gamers alike, allowing for the customization and control they’ve come to expect from the open Windows gaming ecosystem.”
That's right; UWP is definitely dead, and I fucking called it, two years ago.

Who's the man? I am.