Amount Kyle Giersdorf, 16, of Pottsgrove, Pennsylvania, won as the first Fortnite World Cup solo champion. The video game competition payout is more than Tiger Woods made for winning the 2019 Masters Tournament.
I had to watch the championships. My kids were watching on an off throughout the championship.
It’s not like Fortnite/Epic Games doesn’t have money to burn…
"Between its release in July 2017 and May 2018, Fortnite amassed an audience of 125 million players and netted $1.2 billion in revenue, reports research firm SuperData. When the Fortnite App launched to the iPhone on April 1, it reportedly made $2 million a day from players on Apple Inc.’s AAPL, +2.48% iOS. By the end of 2018, the game is expected to generate $2 billion in total, according to the Bloomberg Billionaires Index. Epic Games, which was reportedly valued at $15 billion in October, grossed a $3 billion profit in 2018, according to TechCrunch.
While other games have netted $1 billion in their first year after launch, Fortnite was the first to do it by releasing their game for free."
@Cerridwyn The interesting thing about Fortnite is that you can’t purchase anything to help you win. No health, power, weapons - nothing. Fortnite makes it’s money all on skins. Skins for people, weapons, etc - but no advantages for winning. A default skin player who has spent no money has the same chances of winning as someone who has spent hundreds. That default player has access to everything and everywhere a paid player has - except the skins. That’s just how much everyone wants the new characters or season battlepass from the game.
I remember when they were Epic MegaGames, peddling low-budget shareware titles like One Must Fall: 2097 and their Star Control II knock-off “Solar Winds,” and even ZZT.
@eonfifty I see what you pointed out there…
@eonfifty subtle, minimalist humor. Well done.
/giphy props
I had to watch the championships. My kids were watching on an off throughout the championship.
It’s not like Fortnite/Epic Games doesn’t have money to burn…
"Between its release in July 2017 and May 2018, Fortnite amassed an audience of 125 million players and netted $1.2 billion in revenue, reports research firm SuperData. When the Fortnite App launched to the iPhone on April 1, it reportedly made $2 million a day from players on Apple Inc.’s AAPL, +2.48% iOS. By the end of 2018, the game is expected to generate $2 billion in total, according to the Bloomberg Billionaires Index. Epic Games, which was reportedly valued at $15 billion in October, grossed a $3 billion profit in 2018, according to TechCrunch.
While other games have netted $1 billion in their first year after launch, Fortnite was the first to do it by releasing their game for free."
we call that f2p p2w
(for non gamers - free to play, pay to win)
@Cerridwyn Not a gamer much anymore but World of Tanks Blitz keeps squirreling a few dollars a month from me. I think its starting to add up…
@Cerridwyn The interesting thing about Fortnite is that you can’t purchase anything to help you win. No health, power, weapons - nothing. Fortnite makes it’s money all on skins. Skins for people, weapons, etc - but no advantages for winning. A default skin player who has spent no money has the same chances of winning as someone who has spent hundreds. That default player has access to everything and everywhere a paid player has - except the skins. That’s just how much everyone wants the new characters or season battlepass from the game.
This way to the Egress.
I remember when they were Epic MegaGames, peddling low-budget shareware titles like One Must Fall: 2097 and their Star Control II knock-off “Solar Winds,” and even ZZT.
What is this world coming to?! lol. And I had to learn the Orange Justice dance to appease my grandson!
Anyone for a game of pong?
@lseeber I used to be pretty good at breakout.
https://elgoog.im/breakout/