epic games
Auto Added by WPeMatico
Auto Added by WPeMatico
When Congress called in tech CEOs to testify a few weeks ago, it felt like a defining moment. Hundreds of startups have become unicorns, with the largest worth more than $1 trillion (or perhaps $2 trillion). Indeed, modern tech companies have become so entrenched, Facebook is the only one of the Big Five American tech shops worth less than 13 figures.
The titanic valuations of many companies are predicated on current performance, cash on hand and lofty expectations for future growth. The pandemic has done little to stem Big Tech’s forward march and many startups have seen growth rates accelerate as other sectors rushed to support a suddenly remote workforce.
But inside tech’s current moment in the sun is a concern that Congress worked to highlight: Are these firms behaving anti-competitively?
By now you’ve heard the arguments concerning why Big Tech may be too big, but there’s a neat second story that we, the Equity crew, have been chatting about: Some startups are racing into the big kill zone.
They have to be a bit foolhardy to take on Google Gmail and Search, Amazon’s e-commerce platform or Apple’s App Store. Yet, there are startups targeting all of these categories and more, some flush with VC funding from investors who are eager to take a swing at tech’s biggest players
If the little companies manage to carve material market share for themselves, arguments that Big Tech was just too big to kill — let alone fail — will dissolve. But today, their incumbency is a reality and these startups are merely bold.
Still, when we look at the work being done, there are enough companies staring down the most valuable companies in American history (on an unadjusted basis) that we had to shout them out. Say hello to the “anti-antitrust club.”
Gmail has been the undisputed leader in consumer email for years (if not enterprise email, where Microsoft has massive inroads due to Exchange and Outlook). Startups have contested that market, including Mailbox, which sold to Dropbox for about $100 million back in 2013, but whenever a new feature came along that might entice users, Gmail managed to suck it up into its app.
Powered by WPeMatico
The battle between Epic Games and Apple continues, Facebook faces criticism in India and Pinterest appoints its first Black board member. This is your Daily Crunch for August 17, 2020.
The big story: Epic Games files injunction against Apple
Epic’s legal and PR fight with Apple and its App Store policies seems to be escalating. The Fortnite-maker has filed an injunction in U.S. District Court, saying it was notified by Apple that all of its developer accounts and access to developer tools will be cut off at the end of next week.
“[Apple] told Epic that by August 28, Apple will cut off Epic’s access to all development tools necessary to create software for Apple’s platforms — including for the Unreal Engine Epic offers to third-party developers, which Apple has never claimed violated any Apple policy,” Epic’s lawyers said in their court filing.
Fortnite was removed from Apple’s App Store (and the Google Play Store) last week after Epic introduced direct payments. Apple said at the time that it would “make every effort to work with Epic to resolve these violations.”
The tech giants
Facebook faces heat in India after report on hate speech posts — The debate was sparked by a Wall Street Journal report claiming that Facebook’s top public-policy executive in India had opposed applying the company’s hate-speech rules to a member of Indian Prime Minister Narendra Modi’s party.
Pinterest announces first Black board member — Pinterest has appointed Andrea Wishom, president of real estate company Skywalker Holdings and former Harpo Studios executive, to its board of directors.
Google warns users in Australia free services are at risk if it’s forced to share ad revenue with ‘big media’ — Google has fired a lobbying pot-shot at a looming change to the law in Australia that will force it to share ad revenue with local media businesses.
Startups, funding and venture capital
Deepfake video app Reface is just getting started on shapeshifting selfie culture — Reface (previously Doublicat) is an app that uses AI-powered deepfake technology to let users try on another face/form for size.
DST Global pumps $35 million into Asian e-grocer Weee! — The delightfully named startup delivers groceries, like fresh kimchi and Japanese desserts, to major cities across the U.S.
Amex acquires SoftBank-backed Kabbage after tough 2020 for the SMB lender — Amex’s acquisition will include employees, technology and financial data, but “Kabbage’s pre-existing loan portfolio is not included in the purchase agreement.”
Advice and analysis from Extra Crunch
Founders can raise funding before launching a product — I spoke to Precursor Ventures’ Charles Hudson about how to pitch VCs before you’ve built a real product.
Robinhood raises $200M more at $11.2B valuation as its revenue scales — Robinhood already raised capital multiple times this year, including an initial $280 million round at an $8.3 billion valuation, and a later $320 million addition that brought its valuation to $8.6 billion.
How tech can build more resilient supply chains — Coatue’s Caryn Marooney recently made the jump into venture capital.
(Reminder: Extra Crunch is our subscription membership program, which aims to democratize information about startups. You can sign up here.)
Everything else
SpaceX will attempt to break a rocket reusability record with a launch this week — SpaceX is preparing for yet another launch of Starlink satellites on Tuesday.
US Commerce Department updates rules to further limit Huawei’s chip access — The new restrictions follow a similar decree announced in May.
The Daily Crunch is TechCrunch’s roundup of our biggest and most important stories. If you’d like to get this delivered to your inbox every day at around 3pm Pacific, you can subscribe here.
Powered by WPeMatico
After Epic Games picked a fight with Apple over the sizable chunk of fees the company takes on transactions in its mobile ecosystem, it looks like the Fortnite developer will be waging a war on two fronts.
Epic added a direct payment option to its mobile game early Thursday, prompting Apple to remove Fortnite from the App Store. Now, the Android version of Fortnite has gone missing from Google’s own app marketplace too.
In a statement, Google defended the decision to remove Fortnite for breaking its platform rules:
The open Android ecosystem lets developers distribute apps through multiple app stores. For game developers who choose to use the Play Store, we have consistent policies that are fair to developers and keep the store safe for users. While Fortnite remains available on Android, we can no longer make it available on Play because it violates our policies. However, we welcome the opportunity to continue our discussions with Epic and bring Fortnite back to Google Play.
While Epic’s legal filing and in-game spoof of Apple’s iconic 1984 commercial make for a flashy fight, it’s not Epic’s first tangle over the mobile version of Fortnite. The company actually decided to keep Fortnite out of the Google Play Store back in 2018 over complaints very similar to its current crusade against the 30% cut that Google and Apple take from sales in their app stores. Fortnite is free-to-play, but players buy seasonal passes that unlock its progression system as well an in-game cosmetic items like skins that make Epic a ton of money and don’t affect gameplay.
When Epic gave in and brought Fortnite back to the Google Play Store this April, it did so with a statement condemning Google’s treatment of apps outside of its own app marketplace. While all apps in Apple’s iOS come from the App Store, Google actually does allow apps like Fortnite to be sideloaded outside of Google Play, but the experience is generally less smooth and accompanied with warnings about malware.
“Google puts software downloadable outside of Google Play at a disadvantage, through technical and business measures such as scary, repetitive security pop-ups for downloaded and updated software, restrictive manufacturer and carrier agreements and dealings… Because of this, we’ve launched Fortnite for Android on the Google Play Store,” an Epic Games spokesperson said in April.
Fortnite is still available on Android, just not through Google’s app store. On its website, Epic points players to a direct download via QR code and the game is also available through Samsung’s Galaxy Store on supported devices.
Powered by WPeMatico
Epic Games takes on Apple, Instagram fixes a security issue and Impossible Foods raises $200 million. This is your Daily Crunch for August 13, 2020.
The big story: Apple removes Fortnite from the App Store
The controversy over Apple’s App Store policies has expanded to include Epic Games and its hit title Fortnite. The company introduced a direct payment option for its in-game currency on mobile, leading Apple to remove the app for violating App Store rules.
“Epic enabled a feature in its app which was not reviewed or approved by Apple, and they did so with the express intent of violating the App Store guidelines regarding in-app payments that apply to every developer who sells digital goods or services,” Apple said.
Epic, meanwhile, said it’s taking legal action against Apple, and that the game’s removal is “yet another example of Apple flexing its enormous power in order to impose unreasonable restraints and unlawfully maintain its 100% monopoly over the iOS In-App Payment Processing Market.”
The tech giants
Bracing for election day, Facebook rolls out voting resources to US users — The hub will centralize election resources for U.S. users and ideally inoculate at least some of them against the platform’s ongoing misinformation epidemic.
Instagram wasn’t removing photos and direct messages from its servers — A security researcher was awarded a $6,000 bug bounty payout after he found Instagram retained photos and private direct messages on its servers long after he deleted them.
Slack and Atlassian strengthen their partnership with deeper integrations — At the core of these integrations is the ability to get rich unfurls of deep links to Atlassian products in Slack.
Startups, funding and venture capital
Impossible Foods gobbles up another $200 million — Since its launch the plant-based meat company has raised $1.5 billion from investors.
Omaze raises $30 million after expanding beyond celebrity campaigns — The Omaze model has shifted away from celebrity-centric campaigns to include fundraisers offering prizes like an Airstream Caravel or a trip to the Four Seasons resort in Bora Bora.
We’re exploring the future of SaaS at Disrupt this year — We’re bringing Canaan Partners’ Maha Ibrahim, Andreessen Horowitz’s David Ulevitch and Bessemer Venture Partners’ Mary D’Onofrio together to help explain how the landscape has changed.
Advice and analysis from Extra Crunch
How to get what you want in a term sheet — Lior Zorea discusses the reality of term sheets.
Five success factors for behavioral health startups — Courtney Chow and Justin Da Rosa of Battery Ventures argue that behavioral health is particularly suited to benefit from the digitization trends COVID-19 has accelerated.
Minted.com CEO Mariam Naficy shares ‘the biggest surprise about entrepreneurship’ — Naficy got into the weeds with us on topics that founders don’t often discuss.
Everything else
Digital imaging pioneer Russell Kirsch dies at 91 — It’s hard to overstate the impact of his work, which led to the first digitally scanned photo and the creation of what we now think of as pixels.
AMC will offer 15-cent tickets when it reopens 100+ US theaters on August 20 — The theater juggernaut announced plans to reopen more than 100 theaters in the U.S. on August 20.
The Daily Crunch is TechCrunch’s roundup of our biggest and most important stories. If you’d like to get this delivered to your inbox every day at around 3pm Pacific, you can subscribe here.
Powered by WPeMatico
Hello and welcome back to Equity, TechCrunch’s venture capital-focused podcast, where we unpack the numbers behind the headlines.
Your humble Equity team is pretty tired but in good spirits, as there was a lot to talk about this week. But, first, three things to start us off:
All that said, here’s what we talked about on the show:
And that’s that. Have a lovely weekend and catch up on some sleep.
Equity drops every Friday at 6:00 am PT, so subscribe to us on Apple Podcasts, Overcast, Spotify and all the casts.
Powered by WPeMatico
The COVID-19 pandemic is accelerating the adoption of new technologies and cultural shifts that were already well underway. According to a clutch of heavy-hitting investors, this dynamic is particularly strong in gaming and extended reality.
Unlike other segments of the startup and tech world, where valuations have been slashed, early-stage companies focused on building new games, gaming infrastructure and virtual or extended reality entertainment are having no trouble raising money. They’ve even seen valuations rise, investors said.
“Valuations have increased pretty significantly in the gaming sector. Valuations have gone up 20 to 25% higher than I would have seen prior to this pandemic,” Phil Sanderson, a co-founder and managing director at Griffin Gaming Partners, told fellow participants on a virtual panel during the Los Angeles Games Conference earlier this month.
Driving the appetite for new investments is the entertainment industry’s bearhug of virtual events, animated features, games and social media platforms after widespread shelter-in-place orders made physical events an impossibility.
Powered by WPeMatico
After eight years of Unreal Engine 4, Epic Games is finally ready to talk about Unreal Engine 5, which they’re announcing will launch in preview early next year with a wider launch by the year’s end.
Unreal Engine 5 is all about harnessing the performance of next-generation consoles like the PlayStation 5 and Xbox Series X. The consoles support wild resolutions and frame rates, but Epic Games CEO Tim Sweeney was most excited about how the new hardware handles data storage, something he says will lead to “state of the art performance” better than any gaming PC.
For Unreal Engine 5, the big evolution appears to be dynamic rendering, allowing developers to drop massively complex objects with millions of polygons into their games and lean on the engine to determine how intricately the object can be rendered onscreen. In the case of the PlayStation 5, that’s pretty damn intricate. Epic Games showcased the new engine running on the PS5 in a truly stunning demo.
“We’re turning scalability from a developer’s problem into our problem,” Sweeney says.
Sweeney says the demo is the representation of what happens when the polygons being rendered shrink to the size of individual pixels. “This is all the detail that you can get until you get a higher-resolution monitor, or until 8K or 16K come along,” he says.
Unreal Engine 5’s major advances are centered around a pair of new products called Nanite and Lumen. Nanite deals with said dynamic rendering product allowing for massively detailed scenery, while Lumen is a new pipeline for dynamic scene illumination, allowing for more life-like lighting of digital assets.
The new update will also push connectivity further, bringing Epic Online Services into the fold with toolsets that can help developers make their online gameplay leverage multiple platforms, connecting mobile, console and PC, just as Fortnite has.
Alongside news of the big update’s release, Epic Games has shared that Fortnite, which will unsurprisingly be leveraging Unreal Engine 5, will be a launch title on the PlayStation 5 and Xbox Series X. While the game’s cartoonish art style won’t be pushing boundaries quite as much as hyperrealistic titles like the one above, adding the next-gen consoles means more platforms on which to reign supreme.
Powered by WPeMatico
The idea of an in-game Travis Scott concert might seem a little silly — particularly if, like me, you’re not really a Fortnite player.
Yes, the popular multiplayer game has hosted other promotional events for movies and music. But even if all this COVID-19 imposed isolation has left you hungry for live performances, why not watch actual footage of Travis Scott in concert?
What Scott and Fortnite-maker Epic Games delivered, however, is a gloriously surreal “astronomical” event, with an enormous, kaiju-sized Scott avatar looming over players and teleporting around the venue while the visuals around him get increasingly psychedelic. It’s something that could only happen in a virtual concert, and that’s what makes it delightful.
Plus, the event was viewed by far more people than could ever pack into even the largest concert venue. Epic Games said 12.3 million concurrent players participated, a new record for the game.
You can watch for yourself in the video above, but if you want to actually interact with a giant Travis Scott while he sings “Sicko Mode,” Epic Games is planning encore events throughout the weekend.
Powered by WPeMatico
Epic Games is finally settling its feud — kind of — with Google and putting Fortnite onto the Google Play Store, but the studio sounds pretty pissed about it.
When Fortnite launched on mobile in 2018, Epic Games very notably sidestepped the Google Play Store and pushed users to download the title directly from their website, an effort made to avoid the substantial revenue cuts that Google takes from in-app purchases of Play Store downloads. At the time, the move was understandable for Epic, which was sitting on the hottest free-to-play game of the year that was pulling in substantial revenues from in-app purchases.
After 18 months of harsh rhetoric regarding platform gatekeeping, Epic Games says that Fortnite is now available for download on the Google Play Store, though it will still be downloadable from fortnite.com moving forward.
“Google puts software downloadable outside of Google Play at a disadvantage, through technical and business measures such as scary, repetitive security pop-ups for downloaded and updated software, restrictive manufacturer and carrier agreements and dealings, Google public relations characterizing third party software sources as malware, and new efforts such as Google Play Protect to outright block software obtained outside the Google Play store,” an Epic Games spokesperson said in a statement. “Because of this, we’ve launched Fortnite for Android on the Google Play Store.”
Epic Games withholding Fortnite from the Play Store was a very clear threat to Google’s app profits, though Google argued that downloading Android software outside of the Play Store presented a clear security threat to users who could unknowingly download malware from less reputable sites.
Epic Games clearly isn’t happy with the roadblocks Google has put up to dissuade users from downloading software from the web as well as the blanket warnings Android delivers regardless of whether the publisher is considered a trusted one.
For now, it seems Google has maintained the upper hand, though Epic Games clearly isn’t satisfied with their dealings with Google.
“We hope that Google will revise its policies and business dealings in the near future, so that all developers are free to reach and engage in commerce with customers on Android and in the Play Store through open services, including payment services, that can compete on a level playing field,” Epic Game’s statement further read.
We’ve reached out to Google for comment.
Powered by WPeMatico
We’ve been diligently following the development of virtual worlds, also known as the “metaverse,” on TechCrunch.
Hanging out within the virtual worlds of games has become more popular in recent years with the growth of platforms like Roblox and open-world games like Fortnite, but it still isn’t a mainstream way to socialize outside of the young-adult demographic.
Three weeks ago, TechCrunch media columnist Eric Peckham published an in-depth report that positioned virtual worlds as the next era of social media. In an eight-part series, he looked at the history of virtual worlds and why games are already social networks, why social networks want more gaming, what the next few years looks like for the industry and why isn’t it mainstream already, how these virtual worlds will lead to healthier social relations, what the future of virtual economies will be and which companies are poised for success in this new market.
Given all that has changed in just the last three weeks — who would have thought that large swaths of the knowledge economy would suddenly find themselves entirely interacting virtually? — I wanted to get a sense of what the rising popularity of virtual worlds looks like in the midst of the outbreak of novel coronavirus. Eric and I had a call to discuss this and decided to share our conversation publicly.
Danny Crichton: So let’s talk about timing a bit. You wrote this eight-article series around virtual worlds and then all of a sudden post-publication there is this massive event — the novel coronavirus pandemic — causing a large portion of the human population to stay at home and interact only online. What’s happening now in the space?
Eric Peckham: I wrote my series on the multiverse because I was already seeing a surge of interest, both in terms of consumer demand for open-world MMO games and in terms of social media giants like Facebook and Snap trying to incorporate virtual worlds and social games into their platforms. Large companies are planning for virtual worlds in a way that is actionable and not just a futuristic vision. Over the last couple of years there has also been a lot of VC investment into a handful of startups focused on building next-generation virtual worlds for people to spend time in, virtual worlds with complex societies shaped by users’ contributions.
Talking to founders and investors in the gaming space, there has been a huge increase in usage over the last few weeks as more people hang out at home playing games, whether it’s on the adult side or the kid side.
Most of these next-generation virtual worlds are still in private beta but already popular platforms like Roblox, Minecraft, and Fortnite are getting substantially more use than normal. A large portion of people stuck at home are escaping via the virtual worlds of games.
You wrote this whole analysis before you knew the extent of the pandemic — how has the outlook changed for this industry?
This accelerates the timeline of virtual worlds being a mainstream place to hang out and socialize in daily life. I think people will be at home for multiple months, not just a couple of weeks, and it’s going to change people’s perspectives on socializing and working from home.
That’s a really powerful cultural shift. It’s getting more people beyond the core gaming community excited about spending time in virtual worlds and hanging out with their friends there.
We have seen this most heavily with the youngest generation of internet users. The majority of kids 9-12 years old are users of Minecraft and Roblox who hang out there with friends after school. We’ll see that expand to older demographics more quickly than it was going to before.
One of the complaints that I’ve seen on Twitter is that even though we have one of the largest global human lockdowns of all time, all the VR headsets are basically gone. Is VR a key component of virtual worlds?
Well, you don’t need VR headsets in order to spend meaningful time with others in a virtual space. Hundreds of millions of people already do it through their mobile phones and through PCs and consoles.
This is at the heart of the gaming industry: creating virtual worlds for people to spend time in, both pursuing the mission of whatever a game is designed for but also interacting with others. Among the most popular mobile and PC games last year were massively multiplayer online (MMO) games.
Talking about gaming, one facet of the story that I thought was particularly interesting was the fact that gaming was still not that high in terms of market penetration in the population.
More than two billion people play video games in the context of a year. There’s incredible market penetration in that sense. But, at least for the data I’ve seen for the U.S., the percent of the population who play games on a given day is still much lower than the percent of the population who use social media on a given day.
The more that games become virtual worlds for socializing and hanging out beyond just the mission of the gameplay, the more who will turn to virtual worlds as a social and entertainment outlet when they have five minutes free to do something on their phone. Social media fills these small moments in life. MMO games right now don’t because they are so oriented around the gameplay, which takes time and uninterrupted focus. Virtual worlds in the vein of those on Roblox where you just hang out and explore with friends compete for that time with Instagram more directly.
Theater chains like Regal and AMC announced this week that they are entirely shutting down to wait out the pandemic. Is that going to affect these virtual world companies?
I think they are separate parts of media. Cinema attendance has been declining quite substantially for years, and the way the industry has made up for that is trying to turn cinemas into these premium experiences and increasing ticket prices. Kids are just as likely, if not more likely, to play a game together on a Friday night as they are to go to the cinema. Cinemas are less culturally relevant to young people than they once were.
We’ve seen a massive experiment in work from home, which is a form of virtual world, or at least, a virtual workplace. When it comes to popularizing virtual worlds, is it going to come from the entertainment side or the more productivity-oriented platforms?
It will come from the entertainment side, and from younger people using it to socialize, in part because there’s less fear around cultural etiquette compared to people meeting in a business setting who are worried about a virtual world context not feeling as professional. Over time, as virtual worlds become pervasive in our social lives they will become more natural places to chat with people about business as well.
As more and more people are working online and interacting virtually, a big question is how you get beyond Zoom calls or the technology that’s currently in the market for virtual conferences to something that feels more like walking around and chatting with people in person. It’s tough to do without the ability to walk around a virtual space. You can’t have those unplanned small group or one-on-one interactions with people you don’t know if you’re just boxes within a Zoom call or some other broadcast. It will be interesting to see what develops around virtual business conferences that stems from virtual world technology. I’ve seen a few teams exploring this.
Last question here, but we are looking at a major recession in the economy, and so how does the landscape of people earning money from virtual worlds change with coronavirus?
The second-to-last article in my series is about the virtual economies around virtual worlds. Any virtual world inherently has commerce and people have already been making real-world money from games and from early virtual worlds like Second Life.
Both people staying home amid the coronavirus and the recession that we seem to be entering are pressures that will push more people to look online for ways to make money. That will only increase the activity of virtual economies around some of these worlds, whether those are formally built into the game or they’re happening in a gray or black market around the games (which is more common).
Thanks, Eric.
Powered by WPeMatico