Notes on Epic Games

These are my notes from Matthew Ball & Jacob Navok’s 6-part primer on Epic Games. It was one of the best pieces of writing I ever read on digital platforms. The 16,000+ word primer consists of five essays (II & III are one essay):

  1. Part I: The Unreal Engine

  2. Part II: The Epic Games Store

  3. Part III: Epic Games Publishing

  4. Part IV: Epic Online Services

  5. Part V: Fortnite

  6. Part VI: Epic's Philosophy and Unprecedented Aspirations

Part I: The Unreal Engine

  • Epic has the potential to be one of the most influential tech companies in the world.

  • Epic is the creator of Fortnite: Battle Royale, one of the most popular video games in the world.

  • Epic's core business is really the Unreal Engine.

  • The success of Fortnite has allowed Epic to scale its business into new areas

    • Epic Games Store (EGS)

    • Epic Online Services (EOS)

    • Epic Games Publishing (EGP)

  • Epic is one of the largest and fastest-growing social networks with 350MM+ users and 2.3B social connections.

  • Epic's growth has forced revolutionary changes to the video game industry and Hollywood.

  • Epic’s business strategy can be summed up by the “Flywheel” which is shown above.

  • Video game developers primarily rely on two game-engines, Epic’s Unreal Engine and Unity.

  • Developers use their own engine so they can focus on creative process

  • A movie production company doesn’t build their own camera, why should a video game developer, built their own engine?

  • Unity is primarily used by mobile developers while Unreal is for console/PC games.

  • Unity is a subscription model while Unreal is rev share.

  • Legacy game developers use their own game engines, but it’s not the norm.

    • For example, Acitivision uses it’s own engine for Call of Duty.

  • Riot Games, creator of League of Legends, just started using the Unreal Engine which was a huge signal to the industry about third-party game engines.

  • The more people who use a game engine, the more powerful it becomes (network effects).

  • Game engines are expanding beyond gaming.

    • For example, the Mandalorian was made using Unreal.

    • Other industries that use Unreal are music, architecture and urban planning.

  • Eventually, digital goods will easily be transferable from one world to another.

  • Unreal has three modes

    • Unreal: For complex games. Requires coding

    • TwinMotion: For professional applications like auto design.

    • Fortnite Creative Mode: Anyone can build.

  • The more people that can build games, the larger the industry grows.

  • The decisions that Epic makes about Unreal has large ramifications throughout the industry.

    • For example, if Unreal decides to invest in VR, more developers will make VR games and more people will buy them

  • High switching costs for game developers

  • Amazon offers a free game engine and it has yet to gain traction showing how influential Unreal and Unity are in the industry.

Part II: The Epic Games Store (EGS)

  • Game consoles were historically closed platforms.

  • Publishers needed permission to build a game and had to share 30% of their revenue with platform owners.

  • Today, more than 50% of game sales occur digitally

  • Mobile and console games are bought through the proprietary stores of the platform and typically charge a 30% fee.

  • PC is different. So many different types of hardware.

  • Tons of problems with downloading PC game so in 2003 Valve launched a store called Steam

    • People liked that Steam was easy to use, but most importantly would automatically patch downloads.

  • Valve also launched an online service called Steamworks

    • It was free for consumer and publishers

    • Acted as a social network to connect players

    • Even games not sold on Steam could still use Steamworks

    • 30% fee, but you could also sell your games through other means such as another store or physical retail

  • In 2015, Steam generated $2B in profit per year

  • Other companies tried to launch a competitor, but failed

    • For example, EA launched EA Origin

    • Steam had 75% market share by the time other companies launched

    • High switching costs for developers and consumers

  • It’s impossible to launch a competing online store for console or mobile

  • Tim Sweeney, CEO of Epic Games, believed Valve’s fee was too high. Unlike, Apple or Sony, Valve didn’t sell hardware or maintain an OS

  • Epic launched EGS and charged 12%

    • 7% fee if you used the Unreal Engine

  • They piggybacked off of the folks who had Fortnite installed and were on millions of devices the day it launched

  • EGS offered exclusive distribution deals to publishers to boost the traction of the store, but it lacked many core features like a shopping cart (this was intentional).

  • Most PC games were happy with Steam and resistant to switch

  • Epic had two goals for EGS:

    • Change the fee structure of the industry

    • Steal market share from Steam

  • EGS was valuable to Epic

    • More user data

    • Another revenue stream

    • Epic would gain a new set of customers: game developers

    • Increase Epic’s influence across ecosystem

Part III: Epic Games Publishing (EGP)

  • Games are made by developers for players.

  • Basics of game publishing:

    • Publishers typically finance the development of a game

    • In return for funding a developer gives up a large portion of future revenue and in most cases IP

    • The developer will get marketing and distribution in addition to financing

    • Physical media distribution is going away and developers are less reliant on financing and switching to self-publishing

  • VCs and companies are funding game development

    • Eg, Epic Games and Microsoft

  • EGP’s model

    • The terms are the best in the business

    • 100% of development costs, including employee salaries

    • Split profits 50/50 following cost recoupment

    • Developers would control 100% of IP

  • Expect Epic to sign talent in the same way Netflix’s signs top content creators

  • Why is EGP valuable to Epic?

    • Another revenue stream

    • Access to a pipeline of future games from other developers

    • EGP is a collaborative R&D process for Epic Games

    • The more developers that use EGP, the more feedback loops for Epic to make Unreal better

Part IV: The Epic Online Services (EOS)

  • Historically video game revenue was pay-per use (arcade) or pay-per game (Mario Kart 64)

  • Model has shifted to majority of revenue coming from ongoing operations

    • Eg, season passes, downloadable content or micro-transactions like buying an outfit for a character

  • Online services require many features such as account management, payment processing and security

  • Most games use a third-party online service

    • The best example is Valve Steamworks which supports millions of PC gamers

      • Steamworks is free to use for players and developers

      • Steamworks had high switching costs for developers

      • Players would lose their friends list and digital items they purchased

  • Xbox Live was launched which was the first mainstream console multiplayer platform

    • Now has 90MM users that pay $5-$10/mo

  • Console online services are disincentivized to allow cross-platform play (reduced network effect)

  • “If your network is weaker, there’s more to gain and less to lose from partnering with other ones; the stronger the leader was, the less they’d want things to change.”

  • Mobile gaming spurred changes in cross-platform play

    • Nearly every mobile titled support cross-platform game

  • Fortnite was first mainstream AAA game that you could play on any device

    • Every platform had to embrace it or risk out on losing millions of dollars

    • Cross-platform gaming still need an online service to support it

  • Thus, Epic built it. Their online service now has 350MM users with 2.3B total connections.

  • EOS is “Fortnite services in a box”

  • EOS is available for all games regardless of engine and store

  • EOS is in line with Epic’s open strategy of connecting ecosystems rather than walling them off.

  • Why is EOS valuable to Epic?

    • EOS’s success will create a more vibrant ecosystem

    • More accounts and more data on players

    • EOS will improve the Unreal Engine

    • Aligns with Epic’s strategy of, “a world-class, end-to-end shop… and the cheapest in the market.”

Part V: Fortnite

  • Fortnite is one of the most popular video games in the world

  • Fortnite is most likely the most played game of any kind outside China

  • Fortnite is becoming a social network

    • Instead of talking on the phone or hanging out at the mall, kids hang out on Fortnite

    • Kids aren’t talking about Fortnite, but about topics like sports, movies, music etc.

    • Fortnite is the new version of loitering at the mall

  • There are 3 game modes

    • Fortnite: Battle Royale - Last man standing

    • Party Island - A place to relax with friends

    • Creative Mode - Create your own version of Fortnite

  • It’s business model is not unique. There were many successful free to play games before Fortnite.

    • For example, Candy Crush

  • Why is Fortnite valuable to Epic?

    • $2B in revenue per year

    • Success helps fund other initiatives

    • Great way to acquire customers

    • R&D platform for Unreal

    • Partnerships allow it to promote itself to third parties

  • Epic is in the game engine business and is reducing the amount of games it makes

    • For example, it sold it’s highly successful game, Gears of War, to Microsoft because they couldn’t figure out synergy with Epic

    • Unity doesn’t produce games

Part VI: Epic's Philosophy and Unprecedented Aspirations

  • Epic has an unusual strategy, instead of capturing value in many of its businesses, it has shifted value away from many of the categories they compete.

    • For example, Epic could charge 30% for EOS like most stores, but chooses not to. This drives down industry revenue captured by game stores.

  • Most of the companies in the industry have gone away because their features have been absorbed by game engines or tied to infrastructure like AWS and Azure

  • Epic has no plans to sell user data

  • Epic is giving everything away for free to increase the total addressable market value of video game industry.

  • Tim Sweeney’s goal is to increase topline revenue of the industry.

  • Tim Swenney believes that one day the metaverse will be created that will integrate the physical and digital world,

  • “Just as every company a few decades ago created a webpage, and then at some point every company created a Facebook page, I think we’re approaching the point where every company will have a real-time live 3D presence, through partnerships with game companies or through games like Fortnite and Minecraft and Roblox... That’s starting to happen now. It’s going to be a much bigger thing than these previous generational shifts. Not only will it be a boon for game developers, but it will be the beginning of tearing down the barriers not just between platforms but between games.” - Tim Sweeney

  • New services and products will arise because of the metaverse.

  • The biggest challenges to the metaverse is technical limitations and the disincentives for big tech companies to embrace interoperability.

  • No company will own the metaverse and even Unreal’s competitors like Unity will be a part of it.

  • “Which is to say Sweeney hopes to produce not just a world where developers can make games more easily, or make greater profits from doing so, but one where technology continues to be a force for good.”

Previous
Previous

Student to Master: A Story About Brand Building

Next
Next

Call Her Daddy, Joe Rogan and The Evolution of The Gatekeeper