https://www.pcgamer.com/epic-says-itll-eventually-stop-pushing-for-exclusives/
Epic says it'll eventually stop pushing for exclusives
Epic表示终有一天会不再强推独占
By Tyler Wilde 6 hours ago
"We're trying to socialize a new financial model for developers that they can
thrive on," says Epic Game Store head.
"我们只是想让开发者们适应一种能够蓬勃发展的新商业模式。"
Epic's latest deals will bring The Outer Worlds and Control to the Epic Games
Store, and not the PC's largest distributor, Steam. These are the latest in a
string of exclusivity deals that Epic feels are necessary to challenge Steam,
paired with an 88 percent revenue share for developers (at least if they
self-publish), which it believes should replace Steam's 70 percent rate
industry-wide.
Epic最近与两款作品:天外世界与控制达成合约,使其不在PC上的最大销售平台发行,
这是Epic认为用以挑战Steam所必要的独占名单上的最新名字,
再配合开发者的88%分成(如果自行发行的话),
Epic相信这应该会取代Steam作为业界标准的70%。
For those frustrated by the recent wave of exclusives, relief may be in
sight. During a GDC 2019 Q&A panel today, Epic Games Store head Steve Allison
said that Epic won't keep doing this forever.
不过对于一波波独占感到丧气的人,或许可以宽心一下。
在今日的GDC2019问与答上,Epic商店主管Steve Allison表示Epic不会一直这样做下去。
"I don't think we plan to [negotiate exclusives] forever," he said. "We'll
probably do it for a while. It's just about pushing the business model,
helping people thrive, but at some point hopefully people just come, or the
industry moves down and matches us ... I understand the sentiment about it,
so I'm pretty sensitive to how I answer this question, but the answer is yes,
at some point we could go to zero, or we could go to very, very few major
exclusives in any given year. We will definitely not be doing it on the scale
we're doing it on now for an extended period of time."
"我想我们不会永远这样争抢独占,这应该只是暂时的,纯粹是为了推动商业模式、
帮助大家发展,希望有一天大家愿意跟上、使业界调降到与我们相同的标准。
因为我知道外界对此的看法,所以我对于回答这个问题非常谨慎,不过答案是肯定的,
等到某一天我们不会再有独占,或者是每年只会有很少的几个重要独占,
我们的独占作品数量绝对不会长时间维持现在这样的规模。"
The panel, which also included director of publishing strategy Sergey
Galyonkin and head of business development Joe Kreiner, elaborated on Epic's
strategy in other answers, as well.
问与答环节中也包含了负责发行策略的Sergey Galyonkin与商业发展的Joe Kreiner
对Epic战略的详尽回答。
"We're trying to socialize a new financial model for developers that they can
thrive on," said Allison earlier in the panel. "What happens is developers
have some reasonable success, half-a-million units, that's a lot of units,
but in a 70/30 situation, depending on their publishing situation, or maybe
their cost structure, maybe they just survive when they should thrive. So we
want to see them thrive, and the difference in the business model is
substantial.
Allison先这么说:
"我们是要让开发者们适应一种能让他们蓬勃发展的新商业模式,
现在的状况就是开发者们获得了一定程度的成功,卖出了很多套游戏,
比如五十万份,却因为73分成,再加上发行或者成本的关系而只能勉强存活,
但他们原本是应该发展得更好的。
我们想看到他们发展起来,而其中最关键的就是商业模式的差别。"
"We need to help people get there, and if we have someone who decides to go—
from a business case perspective, they want to see what they can do for their
business—if they go into five stores, four of which have a 70/30 business
model and one that has 88/12, and their sales get spread around at any
proportion, kind of less than 70 percent than their total sales, their going
to get a blended result that is probably not going to change their minds in
any way, shape, or form. We're trying to change the minds of our developers.
The best way we can do that is have the majority or all of their sales happen
here."
"我们需要帮助大家来我们这里,而如果有人决定要去哪上架
——从做生意的角度来看,他会想知道自己能作些什么才能更赚——
当他在五个商店上架,其他四个是73分成,一个是88/12分成,
然后他的销量因此分散了,每一个商店都不占主导地位,
这样被混合起来的结果是无法让他们的想法产生任何改变的。
而Epic想改变我们的开发者们的想法,
所以最好的选择就是让他们的大部分或全部的销量都在我们这里。"
Answering a different question, Galyonkin said that Steam's model was a great
thing for the industry back when the only other option was retail, where
developers earned far less than 70 percent of their game's the total revenue.
But as server and payment processing costs have gone down, Allison says that
a 12 percent cut makes sense at Epic's scale.
Galyonkin在回答另一个问题时表示,Steam的模式在业界只靠实体销售的时代相当棒,
因为开发者在当时能拿到的利润远低于70%。Allison说,
但是当服务器与交易手续的成本下降后,以Epic的规模而言,12%才更加合理。
"This is the price of distribution today, in digital, especially on PC," he
said. "I hope to see everybody get there. If they do, when they do, we'll be
the first people to say 'awesome.'"
"这才是今日的数位版销售成本,特别是在PC上。我希望看到大家都能跟上我们,
等到其他人跟进的时候,我们会是第一个会说'你们好棒'的人。"
Without a response from Valve, Epic has been dominating the conversation
about how big of a cut game stores should take. Earlier this week, I asked
Epic CEO Tim Sweeney for his answer to accusations that the rate is
unsustainable. "We've long said that 12 percent is our permanent rate," he
said. "This is not a teaser rate, and Epic is going to make a healthy profit
from this 12 percent model."
在Valve没有回应的情况下,Epic一直主导著游戏商店应该拿取多少的话题。
本周稍早,我向Epic CEO Tim Sweeney询问了外界对其分成比例无法永续发展的质疑。
"我们说很久了,永远都会是12%,这个比例不是那种骗人用的预告片,
Epic真的能够从12%的模式之中得到健康的回报。"
What it costs to publish a game
发行游戏的花费是多少?
Sweeney broke down the costs Epic takes care of each time a game is sold: 2.5
to 3.5 percent for payment processing, at least in "major, developed
economies," approximately one percent for CDN bandwidth, and another percent
for customer service. Doing my own math, that comes to around 5.5 percent,
leaving Epic with 6.5 percent of a game's price after each sale. For a $60
game, that's $3.90 for Epic, $52.80 for the publisher/developer, with $3.30
going toward payment processing, bandwidth, and customer service.
Sweeney揭露了Epic每卖出一款游戏的成本:
在主要的已发展经济体,手续费在2.5%~3.5%之间,
CDN频宽约占1%,售后服务为1%。这样算起来就是5.5%,
Epic能从每一套游戏的售价中赚到6.5%。
对一款60镁的游戏,Epic拿3.9镁,开发/发行拿52.8镁,
手续费、频宽和售后服务会用掉3.3镁。
"We've operated a digital commerce around Fortnite at a large scale, on PC,
for more than a year now, and we're very aware of the costs," said Sweeney.
"We're operating a sound and lasting business on the basis of 12 percent, and
we will not raise that rate. That's the fact of it."
"我们在PC上对Fortnite进行了超过一年的大规模电子商务营运,我们非常清楚成本。
我们在12%的基础上所做的生意稳固而能持续,而且以后不会调涨分成。实情就是这样。"