Siriane
Mature
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- Jan 2, 2018
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- Texas, USA
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- Siriane Dhyna Dreamrider
These excerpts below are from this article: How Fortnite conquered the world
Fortnite’s business model is quietly revolutionary. The studio makes money not from point-of-sale (it’s free to download) but from selling digital costumes, known as skins, to the players. Each day a new wardrobe is put up for sale on the game’s storefront, for a few pounds apiece. Players can dress their digital avatar as a ninja, a medieval knight, an Olympic skier, or a skeleton, to name but a few, and in this way stand out from the crowd. The men and women who design these costumes have become some of the most important members of Fortnite’s development team: it is through their fashion work that the game makes its money.
This art of virtual costuming is rapidly changing the medium’s business model. In 2015 the Los Angeles game developer Riot, one of the first companies to adopt the model, reputedly made almost $2bn from selling digital clothes for its game League of Legends. More developers are following suit as they seek to produce a game that becomes a “service” to which players return each day, rather than a one-time experience like a film or TV box set. By offering their game for free, studios hope to quickly build an online community, which is then monetised by digital fashion. Epic refused to comment on how many Fortnite outfits it has sold, stating only that as of February the game had “more than 45 million players”.
Clearly avatar customization options are a way to generate substantial revenue. As things sit in EU right now, doing so is not an easy task. The reports are clear, players are willing to open their wallets to customize avatars. As a result the materials and mechanism to do so in game should be more readily available and consistent. Not only would this likely increase revenue measurably, it sould also increase player retention.
Fortnite’s business model is quietly revolutionary. The studio makes money not from point-of-sale (it’s free to download) but from selling digital costumes, known as skins, to the players. Each day a new wardrobe is put up for sale on the game’s storefront, for a few pounds apiece. Players can dress their digital avatar as a ninja, a medieval knight, an Olympic skier, or a skeleton, to name but a few, and in this way stand out from the crowd. The men and women who design these costumes have become some of the most important members of Fortnite’s development team: it is through their fashion work that the game makes its money.
This art of virtual costuming is rapidly changing the medium’s business model. In 2015 the Los Angeles game developer Riot, one of the first companies to adopt the model, reputedly made almost $2bn from selling digital clothes for its game League of Legends. More developers are following suit as they seek to produce a game that becomes a “service” to which players return each day, rather than a one-time experience like a film or TV box set. By offering their game for free, studios hope to quickly build an online community, which is then monetised by digital fashion. Epic refused to comment on how many Fortnite outfits it has sold, stating only that as of February the game had “more than 45 million players”.
Clearly avatar customization options are a way to generate substantial revenue. As things sit in EU right now, doing so is not an easy task. The reports are clear, players are willing to open their wallets to customize avatars. As a result the materials and mechanism to do so in game should be more readily available and consistent. Not only would this likely increase revenue measurably, it sould also increase player retention.