![]() And started working on the game after the audience’s demand as they saw the trailer. Resources reveal that the developers had nothing other than the game trailer at the time. The trailer of the game was presented along with some other popular games like Bioshock Infinite, The Last of Us, and Rainbox Six: Patriots (which was canceled, later on). They revealed the gameplay as exciting as possible. The company released it as a base-building game where players could gather resources, build forts, fight creatures, and so on. Think of it this way: there’s no better thumbing of the nose to an impressively loud opening salvo from new blood than getting bigger.Epic Games first revealed Fortnite back in 2011, at Video Games Awards. Season 9 is just around the corner and Epic is already teasing the return of a certain purple cube.Īmong crunch concerns and a shrewd business model for knocking Steam’s crown askew, Epic nevertheless has defined what it means to run a live service game. You can ask a van to reboot your fallen squadmate. Season 7’s Creative mode is a self-powering infinity engine. Fortnite’s content cycle is a continuous blitz of steady patch fixes, weekly and monthly events, new weapons, and game-changing items that revitalizes the hammered-in battle royale flow nearly every time you launch the game. ![]() So, what’s the secret? How has Epic kept its lightning-in-a-chug-jug from fizzling out? In a word: updates. Second, without knowing Epic’s specific criteria for distinguishing between active, inactive, and Steam-averse accounts-Epic’s source is an obliquely described “user survey,” and the launcher lacks accessible data à la Steam Charts-it's a starkly blunt reminder of how completely Epic runs the show.Īs the Epic store continues expanding, the total number of Epic launcher users is only going to get further from the potential Fortnite base as more games, free or not, are released on the platform. For one, the majority of factual numbers for the PC pertain to just accounts. That heftily suggests a possible active PC player base of at least a couple million, but trying to scrutinize cleaner figures only takes us deeper into the conjecture jungle. ![]() That’s more people than the population of Sweden. That’s also a month and some change out from the supposed 10.7 million-strong Marshmello live concert hosted within Fortnite in February. ![]() During a presentation at the Game Developer’s Conference in March, Epic divulged Fortnite had reached a peak player concurrency of 10.8 million, a whopping 218 percent increase in activity from the prior figure of 3.4 million reported last year. Still, it’s Epic itself that most recently hinted at some unbelievable growth. The short answer: a lotĮpic revealed Fortnite touts 250 million registered accounts across all platforms. A good starting point, then, is to focus on the Epic Launcher, the studio’s proprietary distribution service, a digital storefront generating as much controversy as revenue, and, crucially, the sole borders of Fortnite’s PC territory. Only Epic knows the actual player count, and it typically shares important milestones across all the platforms Fortnite exists on: consoles, mobile, and PC. As before when we last took Fortnite’s pulse, gleaning concrete counts requires some guesswork. ![]()
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