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<html><head><style>img {
border-radius: 8px;
}</style><link rel="stylesheet" href=table.css><link rel="stylesheet" href=para.css></head><title>EPIC GAMES STORE</title><body background=loginbg.jpg><h1 align=center><img src=epicgamesh.png height=200 width=200></h1><h1 align=center><u>USER INTERFACE</u></h1><p align=center><img src=epicgamesinterface.jpg height=400 width=800></p>
<p id=p1>The Epic Games Store is a digital video game storefront for Microsoft Windows and macOS, operated by Epic Games. It launched in December 2018 as both a website and a standalone launcher, of which the latter is required to download and play games. The storefront provides a basic catalog, friends list management, matchmaking, and other features. Epic Games has further plans to expand the feature set of the storefront but it does not plan to add as many features as other digital distribution platforms, such as discussion boards or user reviews, instead using existing social media platforms to support these.<br>
Epic entered the distribution market after the success of Fortnite, which Epic distributed by their own channels to users on Windows and macOS systems rather than other storefronts. Tim Sweeney, founder and CEO of Epic Games, had stated his opinion that the revenue cut of Steam, the dominant game storefront run by Valve, was too high at 30%, and suggested that they could run a store with as little as an 8% cut while remaining profitable. By launch, Epic Games had settled on a 12% revenue cut for titles published through the store, as well as dropping the licensing fees for games built on their Unreal Engine, normally 5% of the revenue.<br>
Epic Games enticed developers and publishers to the service by offering them time-exclusivity agreements to publish on the storefront, in exchange for assured minimum revenue, even if Epic made a loss on under-performing games. Epic also offered users one or two free games each week for the first two years of its operation to help draw users. While the storefront has been considered successful, criticism from users has been drawn to Epic Games and those developers and publishers opting for exclusivity deals, asserting that these are segmenting the market.<br><h1 align=center><u>HISTORY</u></h1><p id=p1>
Digital distribution of games for personal computers prior to the introduction of the Epic Games Store was through digital storefronts like Steam and GOG.com, with Steam being the dominant channel with an estimated 75% of all digital distribution in 2013.Valve, which operated Steam, took a 30% revenue cut of all games sold through their services, a figure matched by the other services like GOG.com, and console and mobile storefronts.In August 2017, Epic's Tim Sweeney suggested that 30% was no longer a reasonable cut, and that Valve could still profit if they cut their revenue share to 8%.<br>
In early December 2018, Epic Games announced that it would open a digital storefront to challenge Steam by using a 12% revenue split rather than Steam's 30%.Epic also said that it would not impose digital rights management (DRM) restrictions on games sold through its platform.The store opened days later, on December 6, 2018, as part of the Game Awards, with a handful of games and a short list of upcoming titles.The store was open for macOS and Windows platforms before expanding to Android and other platforms.Epic aims to release a storefront for Android devices, bypassing the Google Play Store, where it will similarly only take a 12% cut compared to Google's 30%. While Apple, Inc.'s monopoly on iOS currently makes it impossible for Epic to release an App Store there, analysts believe that if Google reacts to Epic's App Store by reducing their cut, Apple will be pressured to follow suit.Epic has tried to ask Google for an exemption to bypass Google's payment systems for in-app purchases for the Fortnite Battle Royale app, but Google has refused to allow this.<br>
Prior to the store's launch, its Director of Publishing Strategy, Sergey Galyonkin, had run Steam Spy, a website that collected Steam usage data from public profiles to create public sales statistics. He ran the site as a side-project, but used it to learn what developers would want from Epic's store, namely fewer social elements and less visual clutter.The store's contents were hand-curated until Epic opened the store to self-publishing, starting with a beta of these features in August 2021.Epic's staff will still need to approve games for the store, a process that "mostly focus[es] on the technical side of things and general quality", according to Tim Sweeney. Sweeney does not expect this vetting process to be as stringent as the approvals needed to publish games on home video game consoles, but will use human evaluation to filter out bloatware and asset flips, among other poor-quality titles.Epic does not plan to allow adults-only mature content on the store.<br>
In January 2019, Ubisoft announced its plans to distribute its games via the Epic Games Store, with its upcoming Tom Clancy's The Division 2 to be sold on the storefront (in addition to Ubisoft's own Uplay storefront) instead of Steam, making it the first major third-party publisher to utilize the Epic Games Store.Ubisoft said that selecting the Epic Games Store for future games was part of a larger business discussion related to Steam. Chris Early, Ubisoft's vice president for partnerships and revenue, described Steam as "unrealistic, the current business model that they have...It doesn't reflect where the world is today in terms of game Publisher Deep Silver followed suit later that month, announcing that Metro Exodus will be exclusive to Epic Games Store for one year, at a reduced US$50 (in North Americacompared to US$60 when it was offered on other storefronts has subsequently made partnerships with Private Division and Quantic Dream for publishing on the store.<br>
The storefront started offering non-game applications in December 2020 with the introduction of Spotify; Epic stated that it will not take a cut of any of Spotify's subscriptions for those using it via its storefront app.Other apps added included itch.io, iHeartRadio, Krita, and Brave.<br>
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