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What's up with Epic Games?

I posted about this in another thread, but Epic also bought exclusivity for games that were crowd-funded then had the option to have the game on Steam removed or you'd get the Steam key after the exclusivity period expired. This pissed off a lot of people.

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We live in the future!

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Taxis in my country would routinely ask for extra (usually 25-30% of the total fare) or have you pay them a fixed amount that's way higher than if only the meter was used (about 2-3x the normal fare) . There are also taxis that have meters that are way too fast. Uber was a godsend when it first came out here.

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I should figure out how myself

Ubisoft seems like one of the shittiest game companies. They were one of the earliest companies that implemented Always-on DRM, requiring an app to open chests, trying to put ads when you paused the game, refusing to put games on Steam because they want more money, sexual assault/harassment allegations etc.

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Steam keeps on winning

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I really don't understand this argument. Aren't you basically pointing out that Steam is better because they cater to a demographic that most companies won't consider because of the small market size?

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What's up with Epic Games?

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Yeah, this caused A LOT of controversy back then. As far as I know, Epic has stopped doing this and has pivoted a bit more into funding game development (i.e. Alan Wake 2.) That being said, that gave Epic a terrible reputation when they initially launched EGS.

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Steam keeps on winning

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Not the person you're replying to, but from what I've read before Valve is kind of notorious for this because they do encourage people to work on what they want. The problem with this is that it also means it's hard to get support for your project. For example, in order to get Half-Life: Alyx pushed out, they had to suspend that policy of working only on things that make them happy.

Here's a quote from the wiki article about HL: Alyx's development:

Valve abandoned episodic development and made several failed attempts to develop further Half-Life projects. Walker blamed the lack of progress on Valve's flat management structure, whereby employees decide what to work on themselves. He said the team eventually decided they would be happier if they worked together on a large project, even if it was not their preferred choice.

Here's some additional info on how they work from an interview:

Robin Walker: We started in February of 2016, I think, with a small team, and we brought out a small prototype. Then people started to play that, understood what we were trying to do afterward, and started joining up. We had 80 people on the team when we were about midway through. The exact size of the team I wouldn’t be able to tell you. The way things work at Valve, people organically join once they’ve finished up what they were doing before, and if what you’re doing makes sense to them. So it was always full steam ahead, I guess, but not in the sense that all 80 people were there from day one.

Jane Ng: I joined the project last year, I think. People just sort of see that “Hey, this project’s getting pretty cool,” and then they roll their desks over when they’re done with whatever they were doing.