Hiku said:
Yeah, I heard about that. From what I've been told, this model benefits the biggest publishers who tend to sell a lot, and not for the others, which is why Epic Game's low cut across the board is appealing. Not only that, but publishers also don't have to pay a license fee for using Unreal Engine 4 on Epic Game's store, so that results in an even better cut for UE4 games. |
A $60 game would only need to hit the goal of 166k sales (10 mil in overall monetization) in order to cut Valve's take down, and I believe it's a progressive system, which I believe the next marker would be achievable at only 250k sales (15 mil in overall monetization).
That's pretty small actually for AAA. Basically even flops could fit that sales mark. But yeah, for the smaller guys it sucks.