Indie history: How shareware helped build Epic Games

Engadget 

Publishing deals in the video game industry are generally kept secret, with terms hidden behind non-disclosure agreements and the threat of legal fallout. However, in the realm of AAA publishing, it's common for independent developers to sign contracts granting them less than 10 percent of a game's lifetime revenue, in exchange for marketing and financial assistance from a multibillion-dollar organization. In some cases, the developer also signs away their intellectual property rights, losing creative control over the game entirely. Or, a huge company will simply buy the smaller studio outright, devouring its existing library and creative talent, and overseeing all of its future products. In late March, Epic Games launched a multiplatform publishing initiative touting "the most developer-friendly terms in the industry." Under this deal, developers are guaranteed 50 percent of a game's revenue once production costs are recouped, and they retain full creative control over their own titles. Epic also promises to cover up to 100 percent of a game's development costs, including salaries, advertising and publishing fees. "We're building the publishing model we always wanted for ourselves," said Epic founder and CEO Tim Sweeney. Epic Games has been experimenting with publishing models since the early '90s, decades before the launch of Fortnite, The Epic Games Store or the Unreal Engine. We're talking about the days of BBS, back when Sweeney was building ZZT out of his parents' house and the World Wide Web was just flickering to life.

Duplicate Docs Excel Report

Title
None found

Similar Docs  Excel Report  more

TitleSimilaritySource
None found