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With sales momentum, Bookshop.org looks to future in its fight with Amazon

If Gutenberg were alive today, he’d be a very busy angel investor.

With book sales booming during the COVID-19 lockdowns last year, the humble written word has suddenly drawn the limelight from VCs and founders. We’ve seen a whole cavalcade of new products and fundings, including algorithmic recommendation engine BingeBooks, book club startups like Literati and the aptly named BookClub, as well as streaming service Litnerd. There have also been exits and potential exits for Glose, LitCharts and Epic.

But the one company that has captured the imagination of a lot of readers has been Bookshop.org, which has become the go-to platform for independent local bookstores to build an online storefront and compete with Amazon’s juggernaut. The company, which debuted just as the COVID-19 pandemic was spreading in January 2020, rapidly garnered headlines and profiles of its founder Andy Hunter, an industrious publisher with a deep love for the reading ecosystem.

After a year and a half, how is it all holding up? The good news for the company is that even as customers are returning to retail including bookstores, Bookshop hasn’t seen a downturn. Hunter said that August sales this year were 10% higher than July’s, and that the company is on track to do about as many sales in 2021 as in 2020. He contextualized those figures by pointing out that in May, bookstore sales increased 130% year over year. “That means our sales are additive,” he said.

Bookshop now hosts 1,100 stores on its platform, and it has more than 30,000 affiliates who curate book recommendations. Those lists have become central to Bookshop’s offering. “You get all these recommendation lists from not just bookstores, but also literary magazines, literary organizations, book lovers, and librarians,” Hunter said.

Bookshop, which is a public-benefit corporation, earns money as all ecommerce businesses do, by moving inventory. But what differentiates it is that it’s fairly liberal in paying money to affiliates and to bookstores who join its Platform Seller program. Affiliates are paid 10% for a sale, while bookstores themselves take 30% of the cover price of sales they generate through the platform. In addition, 10% of affiliate and direct sales on Bookshop are placed in a profit-sharing pool which is then shared with member bookstores. According to its website, Bookshop has disbursed $15.8 million to bookstores since launch.

The company has had a lot of developments in its first year and a half of business, but what happens next? For Hunter, the key is to build a product that continues to engage both customers and bookstores in as simple a manner as possible. “Keep the Occam’s razor,” he says of his product philosophy. For every feature, “it’s going to add to the experience and not confuse a customer.”

That’s easier said than done, of course. “For me, the challenge now is to create a platform that is extremely compelling to customers, that does everything that booksellers want us to do, and to create the best online book buying and book selling experience,” Hunter said. What that often means in practice is keeping the product feeling “human” (like shopping in a bookstore) while also helping booksellers maximize their advantages online.

Bookshop.org CEO and founder Andy Hunter. Image Credits: Idris Solomon.

For instance, Hunter said the company has been working hard with bookstores to optimize their recommendation lists for search engine discovery. SEO isn’t exactly a skill you learn in the traditional retail industry, but it’s crucial online to stay competitive. “We now have stores that rank number one in Google for book recommendations from their book lists,” he said. “Whereas two years ago, all those links would have been Amazon links.” He noted that the company is also layering in best practices around email marketing, customer communications, and optimizing conversion rates onto its platform.

Bookshop.org offers tens of thousands of lists, which provide a more “human” approach to finding books than algorithmic recommendations.

For customers, a huge emphasis for Bookshop going forward is eschewing the algorithmic recommendation model popular among top Silicon Valley companies in lieu of a far more human-curated experience. With tens of thousands of affiliates, “it does feel like a buzzing hive of … institutions and retailers who make up the diverse ecosystem around books,” Hunter said. “They all have their own personalities [and we want to] let those personalities show through.”

There’s a lot to do, but that doesn’t mean dark clouds aren’t menacing on the horizon.

Amazon, of course, is the biggest challenge for the company. Hunter noted that the company’s Kindle devices are extremely popular, and that gives the ecommerce giant an even stronger lock-in that it can’t attain with physical sales. “Because of DRM and publisher agreements, it’s really hard to sell an ebook and allow someone to read it on Kindle,” he said, likening the nexus to Microsoft bundling Internet Explorer on Windows. “There is going to have to be a court case.” It’s true that people love their Kindles, but even “if you love Amazon… then you have to acknowledge that it is not healthy.”

I asked about whether he was worried about the number of startups getting funded in the books space, and whether that funding could potentially crowd out Bookshop. “The book club startups — they are going to succeed by putting books — and conversations about books — in front of the largest audience,” Hunter believes. “So that is going to make everyone succeed.” He is concerned though with the focus on “disruption” and says that “I do hope they succeed in a way that partners with independent bookstores and members of the community that exist.”

Ultimately, Hunter’s strategic concern isn’t directed to competitors or even the question of whether the book is dead (it’s not), but a more specific challenge: that today’s publishing ecosystem ensures that only the top handful of books succeed. Often dubbed “the midlist

problem,” Hunter is worried about the increasingly blockbuster nature of books these days. “One book will suck up most of the oxygen and most of the conversation or the top 20 books [while] great innovative works from young authors or diverse voices don’t get the attention they deserve,” he said. Bookshop is hoping that human curation through its lists can help to sustain a more vibrant book ecosystem than recommendation algorithms, which constantly push readers to the biggest winners.

As Bookshop heads into its third year of operations, Hunter just wants to keep the focus on humans and bringing the rich experience of browsing in a store to the online world. Ultimately, it’s about intentionality. “I really want people to understand that we are creating the future we live in with all of these small decisions about where we shop and how we shop and we should remain very conscious about how we deliberate about those,” he said. “I want Bookshop to be fun to shop at and not just a place to do your civil duty.”

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Fortnite adds a new mode that’s basically Among Us

Fortnite now boasts its own version of one of the pandemic’s hottest games.

Fortnite-maker Epic just introduced into the game a new limited-time mode called Impostors; it follows the hit format that sent Among Us to Twitch’s front page — and Congress — during the pandemic’s earlier days.

Up to 10 people can play the new Impostors game mode simultaneously, divided into two competing factions: agents and… impostors. Eight agents work to complete tasks around the new map before the two impostors can sabotage their efforts by eliminating agents and undoing their work. And because it’s Fortnite, you can also teleport players randomly around the map and turn everyone into a banana.

The game takes place in a new interior map location that properly conjures the claustrophobic paranoia that makes the social deception-style game intense to play and fun to watch. During each round, the players come together to vote on who they think is secretly working against the agents, which generally leads to a lot of spicy conversation. Players can stick with a smaller group (by picking the private game mode) if they’d like to keep things intimate.

Happily, you can still try it out if you don’t have a group of friends to play with, though this kind of game works best with people you know. While public voice chat is off in the new mode, players in open matches can communicate through a quick chat box and the game’s emotes to vote on who they think has infiltrated the group.

It’s too early to say if Fortnite’s Among Us clone will take off in the same way as the game that inspired it, or how long it’ll stick around. But considering that Fortnite is still one of the most popular games in the world, a new hit whodunnit game mode that’s eminently streamable is just icing on the cake.

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Fortnite’s Ariana Grande concert offers a taste of music in the metaverse

Ariana Grande strutted and soared around a candy-colored series of Fortnite sets in Epic’s latest major in-game live music event. The multi-day “tour” offered gamers and Grande fans alike plenty to enjoy while showcasing Epic’s impressively smooth and visually inventive vision for live events that millions of people can enjoy simultaneously.

Fortnite players have known an Ariana Grande event was in the works for a while, and the concert followed previous in-game events featuring rapper Travis Scott and Marshmello. Scott’s in-game performance saw 12.3 million live viewers, a number that the Ariana Grande event is likely to top, given that it ran over multiple days.

Epic put up a video of the concert that’s well worth checking out, if only to marvel at the kind of stuff that’s possible in gaming worlds these days. Experiencing the event live in the game is obviously ideal, but the video captures the experience pretty well, minus the sense of presence from having an avatar zooming around the space with grande Grande.

This time around, the show featured a handful of mini-games that gave players more to do than just flying around while a gigantic virtual pop star does her thing. The sequence kicked off with players surfing a rainbow racetrack, hitting power ups in a cross between Mario Kart and Splatoon to “Come & Go” by Juice WRLD and Marshmello. The racetrack sequence was followed by bouncing players through a Dr. Seuss-style landscape with candy-pink trees and giant floating eyeballs before dropping them into a mini-game shooting down the game’s Storm King boss to Wolfmother’s “Victorious.”

Grande made her Fortnite debut a few songs in with the 2019 hit “7 Rings,” streaking across the sky and materializing on top of a planet suspended in a sea of stars. Later she soared through the clouds with angelic wings as players followed, suspended in rainbow bubbles. In the coolest portion, a skyscraper-high Grande ascended a series of Escher-esque staircases with a giant diamond mallet before slinging it to shatter the sky, shotput-style.

Fortnite’s latest event didn’t have any huge surprises, but that’s only because Epic sets the bar so high. Getting dressed up in your favorite skin to sail around a skyscraper-tall pop star along with millions of people around the world might not be everyone’s vision for the metaverse, but Fortnite’s wildly imaginative live events are a taste of the future that here’s right now.

 

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Fortnite-maker Epic completes $1B funding round

How much is Epic Games worth? Well, we’ve long ago surpassed the realm of dollar figures regular humans can contextualize. With its latest round, the gamer hit an equity valuation of $28.7 billion. Yes, “b” for “billion.” That’s a lot of micro-transactions.

Time to start talking metaverse!

Best known for the wildly successful battle royale title Fortnite, Epic just announced another $1 billion funding round, featuring a $200 million Sony Group Corporation investment. The rest of the list is, predictably, a long one, including [deep breath], Appaloosa, Baillie Gifford, Fidelity Management & Research Company LLC, GIC, T. Rowe Price Associates-managed accounts, Ontario Teachers’ Pension Plan Board, BlackRock managed accounts, Park West, KKR, AllianceBernstein, Altimeter, Franklin Templeton and Luxor Capital.

Epic vs. Apple

“We are grateful to our new and existing investors who support our vision for Epic and the Metaverse,” CEO and founder Tim Sweeney said in a statement tied to the news. “Their investment will help accelerate our work around building connected social experiences in Fortnite, Rocket League and Fall Guys, while empowering game developers and creators with Unreal Engine, Epic Online Services and the Epic Games Store.”

Sweeney has plenty of reason to be grateful, as the controlling shareholder.

It’s been a busy several months for the game maker. The company has been waging an on-going war with both Apple and Google over in-game payment revenues. A trial likely to feature some of the biggest names in tech is expected to kick off early next month.

Epic has also been using its already extremely deep coffers to purchase game developers and publishing studios, including its March acquisition of Fall Guys-maker Mediatonic. It’s clear the company is amassing a large portfolio of titles through acquisitions, a trend that is almost certain to continue with this latest massive round.

The funding also looks likely to strengthen the company’s ties to Sony, as well. Here’s Sony Group Corporation CEO Kenichiro Yoshida, also quoted in the press release:

Epic continues to deliver revolutionary experiences through their array of cutting edge technologies that support creators in gaming and across the digital entertainment industry. We are excited to strengthen our collaboration to bring new entertainment experiences to people around the world. I strongly believe that this aligns with our purpose to fill the world with emotion, through the power of creativity and technology.

Prior to this round, the company had raised $3.4 billion, including a a $1.78 billion round last August.

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Epic shows off Unreal’s nearly real ‘MetaHuman’ 3D character creator

One of the most difficult tasks in the increasingly high-fidelity world of gaming is making realistic-looking people — especially faces. Epic today showed off a new character creation tool in Unreal Engine that lets you make a near-infinite variety of near-photorealistic digital people with far less effort than it might have taken before.

MetaHuman Creator is an application for designing characters that lets people mix and match presets then dive into the tiniest details. It’s a cloud-hosted service, since the amount of computing power and storage needed to render these characters at this resolution and level of lighting and so on is more than most people will have on hand.

Anyone who’s used a high-quality character creator will recognize the pieces — a few dozen hairstyles, ear types, beards and lip shapes, which can be added, subtracted and adjusted like a digital Mr. Potato Head. Bet you didn’t see that reference coming!

Close-up of CG faces showing details of skin reflectivity and wrinkles.

Image Credits: Epic

The difference between MetaHuman and, say, a state of the art consumer-level creator like Cyberpunk 2077’s is fidelity and flexibility. As you can see in the videos, the quality of the hair, skin, eyes, teeth and so on is extremely high — the older fellow on the left has quite realistic wrinkles that shadow and deform properly when he moves his face, and the way the light interacts with the center lady’s light skin is very different from that of the dark-skinned man on the right.

The “center lady” also started as a middle-aged man and was sculpted piece by piece to her current look rather than just switching to a “feminine” preset, demonstrating that the faces don’t “break” if you manipulate them too much — a risk in other creators for sure. You can see the process in fast-forward in the video below:

Naturally it also integrates with the usual creator tools, allowing for animation by various means, fiddling with meshes and exporting for use in other tools.

This level of detail isn’t exactly unprecedented, but the amount of work that goes into rendering a main character good enough for extreme close-ups and microexpressions is huge. Epic’s approach is not just to increase the potential quality of the assets and lighting and so on but to make it easy and efficient to implement. If only AAA studios can muster the resources to make characters like this, it’s not healthy for gaming as a whole.

Epic was humble enough to give credit right off the bat to companies like 3Lateral and Cubic Motion, both specialists in the field it has acquired. The Unreal Engine is presented as a sort of monolithic advance in computer graphics and design, but really it’s a very cleverly assembled amalgamation of dozens of improvements and advances made by individual (now acquired) companies and divisions over the years — more like an operating system with a bunch of integrated applications at this point.

MetaHuman Creator isn’t quite ready for use by just anyone, but Epic is running an early-access program you can sign up for, and they’ve provided a pair of models for you to play with in your existing Unreal Engine environment in the meantime (check the “Learn” tab).

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Fortnite adds a $12 monthly subscription bundle

Fortnite’s free to play model has no doubt been a big driver in the battle royale title’s stratospheric success. Epic clearly hasn’t had much issue monetizing the game. While revenue slipped last year, it still managed to pull in a massive windfall of $1.8 billion (down from an even more staggering $2.4 billion).

The company has had no shortage of investments, though it could always use some extra cash for…reasons.

Today, the publisher announced a new model designed to deliver reoccurring payments, in addition to its standard micro transactions — offering up a discount on some of its virtual wares in the process.

The $11.99 monthly Fortnite Crew fee entitles players to a full season battle pass, 1,000 monthly bucks and a Crew Pack featuring an exclusive outfit bundle. The monthly fee adds up — as monthly fees do. It’s certainly significantly pricier than just going in for the standard battle pass, which runs a couple of bucks less and generally lasts a few months or so. Ditto for a 1,000 V-Bucks, which run around $8.

The plan will launch December 2, along Chapter 2, Season 5 of the game. The first pack includes a Galaxia outfit. It’s a space-themed suit that also includes a unicorn-head pickaxe. Content from popular properties like the Star Wars series “The Mandalorian” may also be on the horizon, as well. Certainly exclusive access to well-known IP would go a ways toward sweetening the appeal of yet another monthly subscription.

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Apple contends Epic’s ban was a ‘self-inflicted’ prelude to gaming the App Store

Apple has filed legal documents opposing Epic’s attempt to have itself reinstated in the iOS App Store, after having been kicked out last week for flouting its rules. Apple characterizes the entire thing as a “carefully orchestrated, multi-faceted campaign” aimed at circumventing — perhaps permanently — the 30% cut it demands for the privilege of doing business on iOS.

Epic last week slyly introduced a way to make in-app purchases in its popular game Fortnite without going through Apple. This is plainly against the rules, and Apple soon kicked the game, and the company’s other accounts, off the App Store. Obviously having anticipated this, Epic then published a parody of Apple’s famous 1984 ad, filed a lawsuit and began executing what Apple describes quite accurately as “a carefully orchestrated, multi-faceted campaign.”

In fact, as Apple notes in its challenge, Epic CEO Tim Sweeney emailed ahead of time to let Apple know what his company had planned. From Apple’s filing:

Around 2am on August 13, Mr. Sweeney of Epic wrote to Apple stating its intent to breach Epic’s agreements:
“Epic will no longer adhere to Apple’s payment processing restrictions.”

This was after months of attempts at negotiations in which, according to declarations from Apple’s Phil Schiller, Epic attempted to coax a “side letter” from Apple granting Epic special dispensation. This contradicts claims by Sweeney that Epic never asked for a special deal. From Schiller’s declaration:

Specifically, on June 30, 2020, Epic’s CEO Tim Sweeney wrote my colleagues and me an email asking for a “side letter” from Apple that would create a special deal for only Epic that would fundamentally change the way in which Epic offers apps on Apple’s iOS platform.

In this email, Mr. Sweeney expressly acknowledged that his proposed changes would be in direct breach of multiple terms of the agreements between Epic and Apple. Mr. Sweeney acknowledged that Epic could not implement its proposal unless the agreements between Epic and Apple were modified.

One prong of Epic’s assault was a request for courts to grant a “temporary restraining order,” or TRO, a legal procedure for use in emergencies where a party’s actions are unlawful, a suit to show their illegality is pending and likely to succeed, and those actions should be proactively reversed because they will cause “irreparable harm.”

If Epic’s request were to be successful, Apple would be forced to reinstate Fortnite and allow its in-game store to operate outside of the App Store’s rules. As you might imagine, this would be disastrous for Apple — not only would its rules have been deliberately ignored, but a court would have placed its imprimatur on the idea that those rules may even be illegal. So it is essential that Apple slap down this particular legal challenge quickly and comprehensively.

Apple’s filing challenges the TRO request on several grounds. First, it contends that there is no real “emergency” or “irreparable harm” because the entire situation was concocted and voluntarily initiated by Epic:

Having decided that it would rather enjoy the benefits of the App Store without paying for them, Epic has breached its contracts with Apple, using its own customers and Apple’s users as leverage.

But the “emergency” is entirely of Epic’s own making…it knew full well what would happen and, in so doing, has knowingly and purposefully created the harm to game players and developers it now asks the Court to step in and remedy.

Epic’s complaint that Apple banned its Unreal Engine accounts as well as Fortnite related ones, Apple notes, is not unusual, considering the accounts share tax IDs, emails and so on. It’s the same “user,” for their purposes. Apple also says it gave Epic ample warning and opportunity to correct its actions before a ban took place. (Apple, after all, makes a great deal of money from the app as well.)

Apple also questions the likelihood of Epic’s main lawsuit (independent of the TRO request) succeeding on its merits — namely that Apple is exercising monopoly power in its rent-collecting on the App Store:

[Epic’s] logic would make monopolies of Microsoft, Sony and Nintendo, just to name a few.

Epic’s antitrust theories, like its orchestrated campaign, are a transparent veneer for its effort to co-opt for itself the benefits of the App Store without paying or complying with important requirements that are critical to protect user safety, security,
and privacy.

Lastly Apple notes that there is no benefit to the public interest to providing the TRO — unlike if, for example, Apple’s actions had prevented emergency calls from working or the like, and there was a serious safety concern:

All of that alleged injury for which Epic improperly seeks emergency relief could disappear tomorrow if Epic cured its breach…All of this can happen without any intervention of the Court or expenditure of judicial resources. And Epic would be free to pursue its primary lawsuit.

Although Apple eschews speculating further in its filings, one source close to the matter suggested that it is of paramount importance to that company to avoid the possibility of Epic or anyone else establishing their own independent app stores on iOS. A legal precedent would go a long way toward clearing the way for such a thing, so this is potentially an existential threat for Apple’s long-toothed but extremely profitable business model.

The conflict with Epic is only the latest in a series going back years in which companies challenged Apple’s right to control and profit from what amounts to a totally separate marketplace.

Most recently Microsoft’s xCloud app was denied entry to the App Store because it amounted to a marketplace for games that Apple could not feasibly vet individually. Given this kind of functionality is very much the type of thing consumers want these days, the decision was not popular. Other developers, industries and platforms have challenged Apple on various fronts as well, to the point where the company has promised to create a formal process for challenging its rules.

But of course, even the rule-challenging process is bound by Apple’s rules.

You can read the full Apple filing below:

Epic v. Apple 4:20-cv-05640… by TechCrunch on Scribd

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Fortnite hosted a psychedelic Travis Scott concert and 12.3M people watched

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.

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Fortnite maker Epic acquires social video app Houseparty

What does a gaming company do after raising $1.25 billion? Acquisitions seem like a pretty good place to start. Epic Games — of Unreal Engine and the ridiculously successful Fortnite phenomenon — has just picked up Houseparty.

The social video app announced the news via blog post this morning. The deal seems like a natural fit for Epic. Social has been an integral piece of Fortnite’s success as a multiplayer battle royale title.

Founded in 2015, Houseparty is a social network that delivers video chat across a number of different platforms, including iOS, Android and macOS. Like Fortnite, the offering tends to skew younger. Specifically, the app caters toward teen users, providing a more private and safer space than other, broader platforms.

“Houseparty brings people together, creating positive social interactions in real time,” Epic CEO Tim Sweeney said in a post announcing the news. “By teaming up, we can build even more fun, shared experiences than what could be achieved alone.”

For Houseparty, the acquisition appears to mean the app will continue to operate relatively unchanged for the time being. In an FAQ, the company noted that the app is largely staying the same as of today. Things like friendships and streaks will remain untouched by the company, and Epic and Houseparty accounts will stay separate. How such integration looks going forward remains to be seen, of course.

“Joining Epic is a great step forward in achieving our mission of bringing empathy to online communication,” Houseparty co-founder and CEO Sima Sistani said of the news. “We have a common vision to make human interaction easier and more enjoyable, and always with respect for user privacy.”

With some massive investments on its side, it seems more acquisitions are likely in the cards for the gaming company. In January it purchased Serbia-based computer design startup 3Lateral.

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Fortnite Monopoly and Nerf Blasters are coming soon

You can’t really blame Epic for captilizing on Fortnite’s massive and largely unexpected success. And really, you’ve got to strike while the iron’s still hot on this one. The gaming company announced a partnership with toy giant Hasbro this week that while give the world a Fortnite-branded Monopoly game and Nerf Blasters.

Monopoly: Fortnite Edition launches October 1 — just in time to be a little too early for the holiday season. That one is arriving in both the U.S. and U.K. this fall, with more markets coming in 2019. It promises to “bring a a battle building twist to the iconic Fast Dealing Property Trading game,” because nothing says real estate mogul like a survival game.

The Nerf partnership is a bit more of a natural from a licensed content perspective. No specifics to speak of at the moment, but given that there are, you know, guns in Fornite, you can really just use your imagination. Hasbro says they’ll “emulate the amazing onscreen battles Fortnite is known for,” which could imply a laser tag element here.

Those are due out some time next year.

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