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Epic Games sidesteps the Play Store with Fortnite for Android launch

Epic Games continues to spread the love… to consumers, at least.

Following the launches of Fortnite Battle Royale on iOS earlier this year and Fortnite for the Nintendo Switch earlier this summer, Epic Games is now confirming that the Android version of the game will be available exclusively through the Fortnite website.

Users can visit Fortnite.com and download the Fortnite Launcher, which will then allow them to load Fortnite Battle Royale onto their devices.

When asked why Epic would choose to distribute the game via their own website instead the more official channel of the Google Play Store, Epic Games CEO Tim Sweeney told TechCrunch in an email:

On open platforms like PC, Mac, and Android, Epic’s goal is to bring its games directly to customers. We believe gamers will benefit from competition among software sources on Android. Competition among services gives consumers lots of great choices and enables the best to succeed based on merit.

Of course, Sweeney didn’t mention the 30 percent fee that goes to Google each time a user makes an in-app purchase, but it’s hard to imagine that’s not a factor in the decision.

In-game purchases are a huge source of revenue for Epic. After all, Fortnite Battle Royale is still a free download across all platforms. That said, Epic Games has already made more than $1 billion on the game through in-game purchases alone. For context on that 30 percent fee, Epic Games is making approximately $2 million per day as of July, according to Sensor Tower.

Using a virtual currency called V-Bucks, players can buy skins, pick axes, gliders and emotes, none of which offer a competitive advantage. Epic declined to clarify if mobile users have the same purchasing behavior as PC and console players. But if they do on Android, Epic will make 100 percent of the revenue.

Epic Games also declined to give an exact date for the launch, still simply saying that the game will launch this “summer.”

That said, you can expect to see the same game, and the same cross-play compatibility, on the Android version of Fortnite Battle Royale when it launches.

One potential drawback to the launch will be security. As Android Police points out, loads of people will enable unknown sources in settings, forgetting to turn it off after, which could end up being a problem down the line.

We’ll be sure to let you know more specific information around the launch date and supported devices as soon as we hear more from Epic Games.

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What should competitive Fortnite look like?

Last weekend, Epic Games put forth its first true effort at official competitive Fortnite Battle Royale. It was a disaster.

The private hosts used for the tournament were about as laggy as could be, with pro players getting eliminated simply because they couldn’t move. This tournament was for a total prize of $250K. That’s big money, and big frustration for pro players who were essentially eliminated by the whims of the server gods. But on top of the lag, the whole thing was, well, boring. A cardinal sin in any sport.

The fact is that when you put 100 pro players in a lobby together and tell them that the last man standing wins, most of them will simply sit in a fort and stay safe as long as possible. This does not generate a whole lot of action.

And when there is action on the map, there was no way for a spectator to know about it. There are, after all, a hundred people to watch out for, and jumping from one engagement to another is not only difficult but lacks a certain narrative quality, making the whole thing feel scattered.

It seems clear that a guided mode or hotspot indicator would go a long way to improving the viewing experience. Being told where the fighting was or could be happening or having a guide that flagged these opportunities could work. There could also be a documentary-style concept that followed a few top players on their entire run, with the hope that they’ll find action and maybe even be pushed into conflict to impress viewers.

Epic recently published a post-mortem on the event, outlining ways that the publisher can improve on the tournament. They’ve also set forth the rules for this weekend’s event, proposing a score-based tournament where both eliminations and Victory Royales count toward players’ overall score. Whether or not this will incentivize more action will be determined following the event.

It’s also worth noting that Epic scheduled today’s event during the Fortnite Friday tournament. Fortnite Friday, hosted by popular YouTuber Keemstar and facilitated by UMG, was a $20,000 elimination-based tournament with top players. In this week of the Summer Skirmish Series, which is worth a total of $8 million, Epic is choosing to host a two-day tournament, effectively rendering Fortnite Friday playerless.

It doesn’t have to be this way, Epic. I know that the concept of 100 of the best players in the world dropping into one map sounds incredible. It does. It sounds great, in theory. But in practice, it’s just a disorderly live stream of a bunch of highly talented players sitting around in bases, or, worse, lagging to the point of being frozen.

And, an invitational tournament (that goes terribly wrong) doesn’t scream “inclusive,” which is what Epic repeatedly says competitive Fortnite should be.

There is another way, and it’s the same way that Fortnite players have been competing for months now. A kill race.

But let’s back up a bit.

What should competitive Fortnite be?

Right now, Fortnite is played by 100 people in a single lobby, and “winning” the game is defined by being the last survivor(s). This can be played in solo mode, with 100 individuals facing off against the storm and each other, or in 50 teams of two (Duos), or 25 teams of four (Squads).

Video games often get tweaks for the competitive scene, whether it’s limiting the resources/gear that players can use or reducing the number of maps that can be played. When skill level is that high, most games must make changes to allow for true competition.

Given it’s still early days, Fortnite Battle Royale featuring purely pro players simply hasn’t worked.

But as it stands now, there are roughly two schools of thought.

Whoever gets the most eliminations wins.

Pros:

  • Super fun to watch
  • Requires skill
  • Inclusive to non-pro players

Cons:

  • A lot of RNG
  • More time-consuming

Gamebattle sites like CMG and UMG have been running minor tournaments for quite a while now using this format. Fortnite Friday, arguably one of the biggest weekly tournaments, also follows this format.

Here’s how it works: Individual players load up in a Duo match on the same team, or teams of two load up into a Squad match, also on the same team, and race for who can get the most kills in a public match.

This means that these opposing players can’t kill each other, but can keep track of each other’s kills and placement on the map. When you’re racing for kills, understanding where the other duo is fighting and how many kills they have is important information.

Given only four players are competing at a time, that means the rest of the 92 people on the map are regular Fortnite players.

This is where RNG comes into play. RNG is a term used in gaming that means Random Number Generator. It is the gaming equivalent of Alanis Morissette’s “Ironic.” It essentially means there is some level of random luck involved in the game. For example, you might land in a place where there is usually a weapon or chest, but that weapon or chest isn’t there, leaving you vulnerable to other players who land around you.

Great players can work around or overcome a certain level of RNG, but if the opposing team comes up on a squad of noobs and your team rolls up on a squad of great players, the tide of the match will inevitably shift against you, and may even result in a loss.

This is the cost of the 2v2 format that has become popularized with the vast majority of Fortnite competitive players.

While it takes more time to have 100 players compete four at a time, this format allows the viewer to watch no more than four players as they traverse the map and seek eliminations. At most, the audience has to follow along with four separate stories on the map. In most cases, duos play together, which brings that number down to two. In either case, it’s much easier than following along with the stories of 50 separate teams.

Traditional Battle Royale

Pros:

  • Less RNG
  • Amazing build fights
  • Fair, in the sense that players are fighting players of equal skill level

Cons:

  • It’s boring
  • Not inclusive
  • Confusing and scattered for viewers

This format was used during the Ninja Live tournament, the Fortnite ProAm tournament and, most recently, during the $8 million Summer Skirmish series, hosted by Epic Games.

Here’s how it works: 100 pro players/streamers pair off into teams of two and all load into the same lobby, with the goal of lasting the longest.

As I said, Fortnite Battle Royale is built around the idea that there would be a sole survivor, but doesn’t predicate that survival on a certain level of skill. In other words, it’s relatively easy to hide, avoid fights and survive to the near end of a game, or potentially even win. It doesn’t take much skill to squat in a bush or set traps in a house and sit in the bathroom.

Obviously, with pro players, there will be gunfights, and those gunfights should be pretty interesting. But they are few and far between, and are difficult to predict and capture for the live stream.

This also excludes regular players from being a part of the action. Yes, it’s a risk to construct a competitive scene on the backs of public gameplay. But it’s also never been done before in the pro gaming world. And it is the best way to include public players into the competitive scene. A regular player is far more likely to get interested in the competitive scene knowing that, on Friday or Saturday, they have the chance to play against the world’s greatest competitors.

The best way to build on the momentum of Fortnite’s popularity, as well as support the community as a whole, is to build out tournaments focused on eliminations within public lobbies.

It makes sense for Epic to want to control that experience, and it certainly makes sense for Epic to want the competitive scene to fit within the game they built, which is a Battle Royale. But thus far, competitive Battle Royale featuring purely pro players simply hasn’t worked. And it feels slightly underhanded for Epic to barrel over Fortnite Friday, given that the more competitive tournaments around Fortnite, the better for the game.

The community is here, telling you what it wants, Epic. And in true Fortnite fashion, if you build it, they will come.

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Fortnite maker Epic Games beefs up its Unreal game engine in new update

After a wildly successful last few months thanks to Fortnite, Epic Games is delivering some substantial new updates to its Unreal game engine, which supports a variety of cross-platform titles and experiences. Some features like smoother compatibility on mobile and better support for Switch come directly from the fact that they’ve had to iterate so quickly on building such a massively successful cross-platform title.

“Our engine is as good as it is because we ship games,” Epic Games CTO Kim Libreri told TechCrunch. “How many clicks an artist has to do to be able to change the color of something or adjust the look of something is all highly optimized because the artists scream at us day-in and day-out on the engine team if it’s not efficient.”

The engine enables indie developers to gain access to a system for environment building and rendering that is on-par with the major studios. A lot of the new features come from tools that Epic Games built because it needed them for its own titles. The latest 4.20 update is fairly notable for the engine, bringing some performance bumps but also a new visual effects engine and some other new stuff.

One of the bigger highlights of this update is a system for rendering objects at reduced polygonal complexity when need be. The engine’s Proxy Levels of Detail tech competes directly with some of the technology built by Simplygon, which Microsoft acquired last year. The tech basically allows objects to render in low-poly mesh versions rather than a soft or all-or-nothing scenario, whereas you traverse an environment, objects will just appear out of nowhere on the horizon as they render.

The company says that this tech was essential for ensuring that Fortnite players are on an even footing even when on lower-power devices. The feature has been available in an experimental build since the most recent update, but it has been honed to be more reliable in this new release.

Another heavy hitter of the release is the early access release of Niagara, a long-awaited visual effects editor that the company talked about a lot at GDC. The tool allows developers a lot of control over particle physics for something like an explosion or fire and will eventually be replacing the engine’s existing Cascade system.

In addition to visual effects looking more realistic, Epic is looking to give cutscenes a shot in the arm with tech that allows developers to deliver some pretty top-notch movie-quality shots via depth-of-focus bokeh-like enhancements that draw attention to what matters in a scene. On a similar note, Epic is releasing the tools they have been using in their work to create more realistic digital human characters.

There’s a lot of other new functionality in this release, including updated AR support for Magic Leap One and ARKit 2, as well as some mixed reality capture functionality in early access.

All of these features are available to devs now in the 4.20 update.

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Fortnite’s Summer Skirmish kicks off today, with $8 million prize pool

Fortnite Battle Royale has swept the gaming world. Alongside its 125 million users and record-breaking Twitch streams, the game has also drawn many competitive players away from their usual titles to try their hand at Battle Royale.

Today, that competitive play reaches at inflection point. At 4pm ET, Fortnite Battle Royale’s Summer Skirmish will kick off, with $8 million going to tournament winners over the course of the competition, with a whopping $250K going to the winners of today’s tournament.

This isn’t the first competitive Fortnite tournament we’ve seen. Celebrity Twitch streamer Ninja held a charity tournament in April, and Epic held a ProAm tournament combining competitive players and celebs who play Fortnite in June. Plus, sites like UMG and CMG have been holding smaller tournaments since Fortnite first rose to popularity. And then there are $20K Fortnite Friday tournaments for streamers held by UMG.

But today, the ante has most certainly been upped. This will be one of the highest paying Fortnite tournaments to date, and is yet just a small fraction of Epic Games’ promised $100 million prize pool for competitive play this year.

For some context, Dota 2 (previously the biggest competitive esports title out there) had a $25 million payout for the International Championship tournament in 2017, with the winners taking home $10.8 million. Call of Duty, one of the most popular titles over the last decade, is only paying out $1.5 million for its own Champs tournament this summer.

In other words, Fortnite is catching up quickly to the competitive gaming scene, not only in terms of talent but money. Epic Games’ Fortnite pulled in a record-breaking $318 million in June alone. In fact, Battle Royale is generating so much revenue for Epic that the company is now only taking a 12 percent share of earnings from its Unreal Marketplace.

But with that growth comes increased scrutiny. Though the company is passing along its fortunes to developers on the Unreal Engine and competitive players, some have noticed situations in which Epic might have been a bit stingy.

Fortnite should put the actual rap songs behind the dances that make so much money as Emotes. Black creatives created and popularized these dances but never monetized them. Imagine the money people are spending on these Emotes being shared with the artists that made them

— Chance The Rapper (@chancetherapper) July 13, 2018

The stream for Fortnite Summer Skirmish begins at 4pm ET and is embedded below:

Watch live video from Fortnite on www.twitch.tv

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Reflections on E3 2018

After taking a year off, I returned to E3 this week. It’s always a fun show, in spite of the fact that the show floor has come to rival Comic-Con in terms of the mass of people the show’s organizers are able to cram into the aisles of the convention center floor.

We’ve been filing stories all week, but here is a very much incomplete collection of my thoughts on this year’s show.

Zombies are still very much a thing

I’d have thought we’d have hit peak zombie years ago, but here we are, zombies everywhere. That includes the LA Convention Center lobby, which was swarming with actors decked out as the undead. There’s something fundamentally disturbing about watching gamers get pictures taken with fake, bloody corpses. Or maybe it’s just the perfect allegory for our time.

Nintendo’s back

A slight adjustment in approach certainly played a role, as the company has embraced mobile gaming. But the key to Nintendo’s return was a refocus on what it does best: offering an innovative experience with familiar IP. Oh, and the GameCube controller Smash Bros. compatibility was a brilliant bit of fan service, even by Nintendo’s standards.

Quantity versus quality?

Microsoft’s event was a sort of video game blitzkrieg. The company showed off 50 titles, a list that included 15 exclusives. Sony, on the other hand, stuck to a handful, but presented them in much greater depth. Ultimately, I have to say I preferred the latter. Real game play footage feels like an extremely finite resource at these events.

Ultra violence in ultra high-def

Certainly not a new trend in gaming, but there’s something about watching someone bite off someone else’s face on the big screen that’s extra upsetting. Sony’s press conference was a strange sort of poetry, with some of the week’s most stunning imagery knee-deep in blood and gore.

Reedus ’n fetus

We saw more footage and somehow we understand the game less?

Checkmate

Indiecade is always a favorite destination at E3. It’s a nice respite from the big three’s packed booths. Interestingly, there were a lot more desktop games than I remember. You know, the real kind with physical pieces and no screens.

Death of a Tomb Raider

I played Shadow of the Tomb Raider on a PC in NVIDIA’s meeting space. It’s good, but I’m not good at it. I killed poor Lara A LOT. I can deal with that sort of thing when my character is in full Master Chief regalia or whatever, but those close-up shots of her face when I drowned her for the fifth time kind of bummed me out. Can video games help foster empathy or are we all just destined to desensitize ourselves because we have tombs to raid, damn it?

I saw the light

NVIDIA also promised me that its ray-tracing tech would be the most impressive demo I saw at E3 that day. I think they were probably right, so take that, Sonic Racing. The tech, which was first demoed at GDC, “brings real-time, cinematic-quality rendering to content creators and game developers.”

VR’s still waiting in the wings

At E3 two years ago, gaming felt like an industry on the cusp of a VR breakthrough. In 2018, however, it doesn’t feel any closer. There were a handful of compelling new VR experiences at the event, but it felt like many of the peripheral and other experiences were sitting on the fringes of the event — both literally and metaphorically — waiting for a crack at the big show.

Remote Control

Sony’s Control trailer was the highest ratio of excitement to actual information I experienced. Maybe it’s Inception the video game or the second coming of Quantum Break. I dunno, looks fun.

AR’s a thing, but not, like, an E3 thing

We saw a few interesting examples of this, including the weirdly wonderful TendAR, which requires you to make a bunch of faces so a fake fish doesn’t die. It’s kind of like version of Seaman that feeds on your own psychic energy. At the end of the day, though, E3 isn’t a mobile show.

Cross-platform

Having said that, there are some interesting examples of cross-platform potential popping up here and there. The $50 Poké Ball Plus for the Switch is a good example I’m surprised hasn’t been talked about more. Along with controlling the new Switch titles, it can be used to capture Pokémon via Pokémon GO. There’s some good brand synergy right there. And then, of course, there’s Fortnite, which is also on the Switch. The game’s battle royale mode is a great example of how cross-platform play can lead to massive success. Though by all accounts, Sony doesn’t really want to play ball.

V-Bucks

Oh, Epic Games has more money than God now.

Moebius strip

Video games are art. You knew that already, blah, blah, blah. But Sable looks like a freaking Moebius comic come to life. I worry that it will be about as playable as Dragon’s Lair, but even that trailer is a remarkable thing.

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Fortnite is headed to the Nintendo Switch, according to new leaks

The question at this point, really, is which platforms Fortnite isn’t being planned for. The Amazon Echo, maybe? Fitbit? Honestly, those are probably just a matter of time, too, as Epic’s massively popular sandbox survival title steamrolls its way across the industry.

The latest rumor finds Fortnite headed for the Nintendo Switch, just in time for E3, later this month. The rumor arrives through what appears to be a one-two punch of leaks spotted by Eurogamer. First, an image said to be of Nintendo’s E3 booth layout and, more convincingly, the Korean ratings board, which has been something of a game rumor sieve in recent months.

After posting ratings for upcoming versions of Sunset Overdrive and Borderlands, the board has just gifted the gaming world one for Fortnite on Nintendo’s convertible console. The listing puts the title at “12 years old,” courtesy of a “comic expression of a slight level of attack.”

If true, the Switch version would join an iOS port, which arrived in March and one for Android arriving this summer. We’ve reached out to Epic for comment, but I wouldn’t expect to hear much on that front until around, say, the second week of June. Until then, there are no shortage of ways to get your hands on the title.

And Epic, it seems, won’t be hurting for cash. For now, at least. 

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Fortnite had a $296 million April

Just how big Fortnite? Very big. Very, very big. $296 million in April, big. That’s according to SuperData Research (via The Verge), a service that tracks digital game sales. The number, which includes sales from the console, mobile and PC versions of the game, is up $73 million from just last month.

The sandbox’s survival game’s April numbers are also more than double the $126 million it earned back in February. The title is currently atop Superdata’s console chart, and is number five on the PC, several slots ahead of PlayerUnknown’s Battlegrounds. According to the survey it “once again it broke the record for most additional content revenue in a single month by a console game.”

As for mobile, the title didn’t crack the top 10, but the smartphone has clearly been a driving force in recent growth. Fortnite arrive on iOS in the middle of March, and its upcoming jump to Android is likely to push the title’s success even further. And then, of course, there’s the prize pools.

Earlier this month, Epic added a competition that let players compete for large sums of its in-game currency, V-Bucks. And just this week, the company announced plans to spend $100 million real world dollars on Fornite eSports competitions for the next two years.

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Fortnite is finally coming to Android this summer

Fortnite is finally coming to Android…in a matter of months. After dominating the iOS gaming charts since March, the wildly popular sandbox survival game will be hitting the world’s top mobile operating system at some point this summer.

Creator Epic Games buried the news in the middle of a larger blog post titled, “The State of Mobile,” noting, vaguely, “We know many of you are excited for this release, and we promise that when we have more information to share, you’ll hear it from us first.”

That news comes amid a flurry of other Fortnite-related announcements this week. Earlier this morning, Epic unveiled a Battle Royale competition with a large in-game cash prize. This morning, the company also laid out plans to bring voice chat and improved gameplay and controls to the mobile side of things. Stats are coming to mobile, as well, along with a reduced install size.

Not that any of those issues have hampered the game’s success, of course. Earlier this year, the game was reportedly bringing in $126 million in monthly revenue — even before it arrived on iOS. With its imminent release on Android, that number’s likely to get a whole lot larger. 

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Fortnite is coming to iOS, will sport cross play with PC and PS4

 Fornite is on fire. The popular game takes the familiar artistic direction and freemium structure of popular mobile games and combines it with the last-person-standing gameplay directive of other viral titles like PUBG to get users running and gunning through its maps. The game will be expanding beyond its home on consoles and PC/Mac with the launch of “Fortnite Mobile” in iOS… Read More

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Microsoft’s Visual Studio 2015 Will Launch On July 20

RTMannounce Microsoft today announced that Visual Studio 2015 (VS 2015), the latest version of the company’s integrated development environment, will launch on July 20.
This latest version greatly emphasizes cross-platform development, with support for targeting Windows, iOS and Android, in part through its support for the Apache Cordova project and Xamarin’s app development platform. Read More

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