Epic Games banked a $3B profit in 2018
techcrunch.com
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It means they deserve better than all the garbage that's been pushed out over the last 5 years or so since Unity and Unreal became free, and Steam relaxed its submission standards. There's been a massive wave of terrible "games" that people are just forced to accept because they don't know any better.
I'm not hating on indie game devs in general, there are of course plenty of amazing ones. But the real problem is this trend of a small group of devs forming a "studio", coming up with really ambitious plans for a huge game after learning Unity for a month, and then releasing early access garbage like PUBG and abandoning it when they realize making a triple-A game takes years of effort by a vast team of expert professionals.
On the other hand, I see no problem with him trying to profit from it either.
Edit: I correct myself -- in Invisible Man, the phrase was "battle royal," not "battle royale." It's still clearly similar however.
(Tangentially, I'm still amazed at the variety of gameplay ideas people were testing in SCBW and W3's UMS maps).
also this concept was a minecraft mod called hunger games before that even
PUBG succeeded and vastly popularized the BR genre but it definitely didn't invent it
https://en.wikipedia.org/wiki/Battle_royale_game#Early_games...
While Battlegrounds was not the first battle royale game, its release to early access in March 2017 drew a great deal of attention, selling over twenty million units by the end of the year,[18][19] and is considered the defining game of the genre.That's what the grandparent was saying: Brandon Greene, the man mostly responsible for PUBG was also responsible for H1Z1 (SOE licensed the Battle Royale mode from him for H1Z1 and hired him as a consultant): https://www.pcgamer.com/battle-royale-modder-brendan-greene-...
Excuse me if I find that viewpoint to be very disrespectful to indie developers. I know there is a problem with "asset flippers", but you have to take the good with the bad. Open access is not a bad thing.
Indie devs are honest people just trying to express themselves. If anyone "deserves" anything, it's the indie dev to not be treated like shit by their customers. They don't make games with the intent of getting huge and annoying 1% of the self-identified "hardcore" gamers with their idiosyncrasies. They are just trying to do their best with the resources they have. Sometimes (rarely) they hit on a recipe that captures the zeitgeist and makes them grow way far out of control for what they are prepared for. That doesn't mean they deserve to be bitched at our told they are screwing their customers.
This lead to all 3 games being laggy, which is quite bad for a shooter. It also lead to the pace of development slowing down to a crawl after a few months, which I assume was due to their spaghetti code being hard to work with.
Epic at least has experience with game engines and development, and have managed to keep up the pace and performance.
See you on Vikendi. Bring your snow jacket.
Definitely not. Bugs are not a common occurrence currently, while they were present in every single gaming session I had, even for the last year.
Give it a try, the game is in a great state.
It's been a while since I tried it but I recall the mobile Fortnite having control options that let you turn off autofire. I'm also pretty sure that matchmaking between mobile and other platforms is opt-in [0]. You shouldn't be up against PC players when you're on your phone.
[0] https://www.polygon.com/2018/3/23/17146848/cross-platform-cr...
I'd genuinely love for a developer to step up and do a better milsim BR but so far PUBG is king in that niche.
PUBG doesn't have much special left, and its new peers haven't been very successful at unseating fortnite for popularity.
The building mechanic you dislike, seems to me to be a crucial ingredient that makes so many love it [0]. The continually evolving meta-game and diverse game modes also help elevate it above the chaff.
[0] At the time of writing, fornite has ~10x as many twitch viewers as pubg.
I beg to differ. It has a pretty arcadey gunplay (well... it's CoD). Nowhere near close to PUBG's ballistics. It's pretty much point and click. I can see the appeal, but it's not for me.
Calling it a milsim though...
> twitch has largely pivoted already..
At the time of writing PUBG has more viewers on Twitch.
> PUBG doesn't have much special left
Disagree. It's a niche, but one no game has been able to fill. Every single player I know that left for Blackout ended up coming back to PUBG. It's still its own kind of game.
> The building mechanic you dislike, seems to me to be a crucial ingredient that makes so many love it [0]. The continually evolving meta-game and diverse game modes also help elevate it above the chaff.
Mate, you don't have to defend Fortnite so vehemently. I know it's probably a great game, I just dislike it and no amount of talking will turn it into my type of game.
I hope Fortnite and PUBG will finally wake Apple up, I mean even Phill Schiller is playing Fortnite [1]. Gaming is driving the PC sales, Mac needs to take notes.
[1] https://twitter.com/pschiller/status/1077319181027004417
I've been a fan of the "battlegrounds" gameplay mode since I played on Arma 2 Battle Royale servers back in 2012. I'm really glad they became mainstream enough for me to start sucking at them.
They've been able to capture the realistic military style sim, but without the massive player overhead required to learn and be good at those games. The gun mechanics are some of, if not the best I've ever played.
Background: I had undergone a major cervical spine fusion surgery to avoid becoming quadriplegic[1] & have been forced to close my startup which I have been running for ~ 5 years. I have been facing anxiety & panic attacks ~ 3 months after surgery.
I had decided to try gaming to aid with the recovery from panic attacks & also to monitor the dexterity of my fingers. I looked for multiplayer TPS games with some realism & accurate weapon mechanics. Fortnite was too colourful & lacked realistic maps (IMO); so I chose PUBG.
Initial game sessions made my anxiety worse, especially when a sniper takes you out (or) the impending threat of it. After several sessions, I've learnt to be calm & have improved my tactics.
I can definitely say that playing PUBG has definitely helped me recover from my anxiety & panic attacks. Of-course, this might have been the case even if I had played other games including Fornite; but as I said PUBG served my needs.
[1]: https://abishekmuthian.com/i-was-told-i-would-become-quadrip...
So glad I found someone else who also got help from games for their anxiety and panic attacks. I've also undergone some crappy health-related stuff this year and the only thing which I believe pulled me out of it and fixed my crippling anxiety while I recovered was Just Cause 3. I think it was the wingsuit flying coupled with the open-world exploration. It was basically the only activity which could bring my heart rate down to the 60s (It's very counter-intuitive, even for me, how a fast-paced game managed to calm me down) . Not even reading had this effect on me. My friends don't play games and I'm not social at all (twitch, xbox, etc..) so I'm very glad I see someone else in a similar situation.
Sounds great, BTW there was a reddit AMA from a therapist who researches the intersection of video games & mental health[1] the comments section includes several people who share similar experience as us.
I'm planning to try out JC3 for it's interesting game mechanics as you pointed out. One thing I noticed after getting hooked to PUBG was, story based gaming doesn't interest me anymore; I used to be an avid gamer before my entrepreneurial commitments, I would definitely finish the games.
Not sure if it is 'endless' nature of PUBG or similar games, which doesn't give the content of having finished a game; makes one hooked to them. I had got NieR:Automata for it's philosophical adventure, but I didn't get back to it since I touched PUBG.
P.S I wish good health for you in the coming years.
[1]:https://www.reddit.com/r/IAmA/comments/9jona3/i_am_a_therapi...
Being calm, breathing, mindfulness helped me.
Fortnite was pretty much a failure when it first launched. Sure they copied PUBG's last-man-standing game mode, but what really made it take off was that you didn't have to pay for the game.
You could get it, play it, and then upgrade or not upgrade your character as you desired. This is what made it so wildly popular with its base audience of 7-15 year olds. They can't drive, they don't have money, they might have hyper controlling parents that won't let them go out and be proper kids, but if they have a desktop and a reliable internet connection, they can be a part of this game. That's a big selling point for kids. Not to mention if they watch Twitch/Youtube, it would appear to be a potential career path for them to sit on their ass consuming content in an interesting way as they see people like Ninja and Muselk getting rich.
As for Fortnite's financial success, again I think this comes down to them ripping off Valve - principally Team Fortress 2. When Valve made the game free to play in 2011, they added other monetization mechanisms like premium cosmetics and taunts. This is exactly how Fortnite has become so huge.
Instead of having major entrance barriers like having to own a console or forking over $60 - $100 for a game. You can get it for free and maybe pay a few bucks here or there when it suits you. And parents love it because it gives them a passive way to control their kids at little to no cost. (Unless their the absurd type of people who pay for Fortnite tutors)
Not that Gabe Newell or Valve need the money, but Epic has ripped off almost everything from other games for Fortnite. With their massive budget they're basically like Facebook in that they can steal any concept to be produced in house and fight legal battles as necessary. And I think their success compared to what they've ripped off is largely a matter of timing with the rise of services like Twitch, Youtube and Discord than anything specific to their IP.
I think another major contributor to Fortnite’s success is the scale of cross-platform play that we’ve rarely seen before. Chances are if you have a thing that can connect to the internet, that thing is capable of running Fortnite.
They’re like Facebook not just because they have the money to steal any concept and build it in house, but because in some ways they are a social network. It’s as much as a game as a platform to hang out with your friends and chill.
I also agree about the social network angle, the one area Epic has really shined is their season and special event model. While other games have special events and it's really nothing new, the consistency with which Epic produces them creates a constant buzz around the product. Like rugrat water-cooler talk. And some of their events only last a day or two, so if you take a week off for a vacation, you may miss some major thing that your friends may be talking about for who knows how long. Granted this might be intentional addiction fostering aimed at kids by Epic.
Unreal Engine works on linux, and Fortnite used to work through wine, but because of their anti-cheating system it's broken now, and their CEO doesnt seem to have any plans for the linux version, he has some weird stance [1] on that.
Such a bummer, I really wanted to play it.
[1] https://twitter.com/timsweeneyepic/status/964284402741149698
To begin with, comparing Fortnite to what Valve has been doing lately is a bit strange. Valve has recently focused less on being a developement company and more on their platform/marketplace (Steam) which is the primary driver of their success. Valve in the last few years has been for the most part fairly been irrelevant in the game development industry. A more apt comparison would be Epic and Bluehole (which both created the most popular Battle Royales).
You also state that that Fortnite was both a "failure when it first launched" and "what really made it take off was that you didn't have to pay for the game." Fortnite's Co-Op PvE ran an alpha back in 2014[0], and only entered Early Access in 2017[1] (which cost $40). By no metric was it a failure, and comparing the pre-free to play numbers to after it got popular (with a totally different gamemode) is unfair. Fortnite's free to play battle royale gamemode was not a failure and grew extremely quickly after it's release[2].
What made the game popular with its base audience (initially popular with adults and teenagers and only later being picked up by kids) was the fresh and unique take on a new genre (Battle Royale) that was extremely easy to pick up. It definitely wasn't that they could upgrade their character's cosmetics, a option available in basically every multiplayer. Fornite's financial success does come from selling cosmetics, but implying that cosmetics in video games was an idea developed by Valve is laughable. Sales of virtual goods in video games has a very long history[3].
Fortnite popularized (and capitalized on) a fresh genre, which combined with a low barrier to entry, revolutionized the gaming industry and generated immense wealth for Epic, which struck gold with the game. If it wasn't Fortnite, another well made Battle Royale could have easily overtaken the genre in a similar manner. Fortnite was simply in the right place, at the right time, with the right devs. And they've been rewarded handsomely for it.
[0] https://www.polygon.com/2014/12/1/7316937/fortnite-alpha-sig... [1] https://www.vg247.com/2017/07/21/fortnite-early-access-has-s... [2] https://www.epicgames.com/fortnite/en-US/news/postmortem-of-... [3] https://en.wikipedia.org/wiki/Virtual_goods#History
TF2 or PUBG could've done this but didn't, fortnite did, and nailed it, and now we all get to benefit.
I think the genius in PUBG can be found more in seeing the opportunity of creating a standalone realistic Battle Royale shooter at the right time.
Wow, you're bitter. Are you talking about Brendan Greene or Chang-han Kim? They wanted to get the game out quickly and with a low budget, and they achieved just that! It's strange to be dissing individual creators of a very successful product in comparison to a big company like Epic games.
I would love to have experienced that office environment over that year. I can only imagine that the pivot was a "well, we already have most of the game. What can do we do with it?" hail Mary as they considered what to do short of closure.
I may also be misremembering how dire their situation was. But I thought it was quite dire.
I loved ZZT back in the day.
Wow that's a name I haven't heard in ages. Jazz Jackrabbit 2 was one of my favourite games growing up.
I was programming before ZZT, but it definitely solidified some things in my head, despite its limitations.
This change will be applied retroactively to all past transactions [1]. My understanding is the split was previously 70/30 as common in other online stores—those should be some hefty payouts for some developers. In my opinion this is going above and beyond and would make me feel good about supporting Epic through purchase of cosmetics in Fortnite if I played the game, for example.
EDIT: I previously mistakenly referred to the UE Marketplace as store, which is now at best misleading since they did launch a proper game store last month. Thanks to jsnell for catching this.
[1] https://www.unrealengine.com/en-US/blog/epic-announces-unrea...
EDIT: From what I remember, the only games on the Epic launcher were Unreal Tournament, Paragon, Fortnite and Shadow Complex.
I see the source of your confusion though, since the article was never talking about the UE Marketplace.
Of course other marketplaces selling assets exist, but I am not aware that one has a dominant market position that Epic are trying hard to surpass. Please do let me know if that is, in fact, the case.
Or are you implying that better rates in the Marketplace will also make it more likely for developers to publish their games on the Epic Store (disregarding the better rates there)?
https://www.epicgames.com/store/
It's pretty empty now but I'll be shocked if it doesn't have thousands of games within the next 3 years.
It's still possible that they will exhaust a pool of good games and start listing random junk for $100 like Steam does, but that's not likely to happen that quickly.
Steam already tracks time played in the game, so it's not like they would have to add a bunch of mechanics to track extra stuff, and this would allow for some fairly good initial reviews to be seeded.
What I was, however, trying to figure out is how they think the rates of the marketplace will influence the traffic on the (mostly) separate store.
After all, Epic could have had 88/12 rates for the store, but kept their 70/30 split for their Marketplace.
Now if only they made the marketplace actually available to developers. There is literally no way for me to buy assets from my Linux workstation. They disabled the ability to buy from their webpage to push people through their launcher, but they refuse to release it on Linux for some reason. I guess they don't mind the missed sales? It's pretty much the reason why I ditched it for Unity.
There are a couple hacks out there to get your assets after you have bought them but you still have to buy them from the windows marketplace.
Furthermore I am not speaking of the recently launched game store, but the UE Marketplace that sells assets targeted at developers. As mentioned in a reply to a sibling of yours, I am not aware that Steam or other large game distribution platforms are competing in this market. Hence I am not sure why their rates are relevant here.
This approach leads me to assume that that either happens in co-operation with Apple, who are eating the extra cost for the special promotion, or the stores are paying out of their marketing budget for a loss leader.
I don't have any experience with the gift card markets in any other country, so things might just be different here. Either way this is all hypotheticals since I still can't find any good hard numbers.
EDIT: Of course you also need to take into account that not all sales in the stores are paid for though gift cards.
I got a new phone recently and had to re-download some apps; Imagine my shock when I opened Google Play and saw that it had become like Google search; crawling with ads for some of the worst, lowest-rung "apps", all of which appear to be some variant of Candy Crush and Clash of Clans. Who honestly wants to fork over 30% to Google for that?
I could find endless pages of apps that claimed to do this - but had 1-star ratings because they couldn't actually do the single thing they were supposed to do.
Ugh. I remain pretty convinced that there's an app like this out there, but discovering it is just plain impossible.
Seems like something one could crank out in a weekend. But I’m with you on discovery. Finding something that isn’t going to disappoint me gets harder with time.
I tried looking into making this myself, but it’s an insane rabbit’s hole of Cocoapod compilation problems and general yak shawing. A kingdom for a bash shell and a few good cli tools..
The workflow is a little counterintuitive but not hard. I created a video to illustrate. There are also quite a few settings I didn’t show, such as image quality, frame limit, blackout periods, etc.
Since it’s very late all you get is me pointing it around the entrance to my hotel room, but the images are captured by the configurable timer, not me directly.
https://share.icloud.com/photos/0hBeG0SI7u7iFu2NmOoM8Y6oQ#Ce...
I wouldn't mind seeing Tribes sledding in more stuff though.
To make up for it here's an article for those interested in implementing Tribes physics with skiing. It's not really just some notion of "friction = 0". https://floodyberry.wordpress.com/2008/02/20/tribes-1-physic...
Thats what gravitates people towards randomness in games, where skill is taken out of the equation. Then you don't have to practice or actually "be good", you could just get lucky, and thats enough for most people - they aren't looking for challenges in their games, just dopamine kicks, and we are wired enough to get similar effects to chance we get to perseverance and the former doesn't require the hard work.
Arena shooters are alive and thriving. Quake Champions Doom Edition[1] is a miracle mod that is incredible to see and play knowing its running on what started as the first breakout PC shooter of all time. But its not a commercial product. Its a fan game. But its just as good, or better, than what almost any big budget arena shooter could offer, because they are not about spectacle at all, they are about the tightness and responsiveness of the gameplay.
That's how many people feel about the abilities in QC, yet you linked a QC style mod. Are the abilities toned down in the mod compared to how they are in QC?
I don't think you understand how either type of games work. You really believe "dopamine kicks" play a bigger role in casual games than in hardcore ones?
More casual games lean on the fact that there are more aspects to derive fun and value from than just being "better" (being "good" is relative) or just overcoming challenge. Skill, practice and challenge all play a part even in casual games, they simply are not such overpowering factors compared to hardcore experiences.
Not even close to the extent you need to have it for a fast-paced AFPS. Watch some top-level quake gameplay and compare it to top-level Overwatch gameplay, it's night and day. Hell, some OW characters even aim for you or don't need to aim at all to be effective (Winston for example)
>but now there are a host of other mechanical, tactical and cooperative skills to master on top of that
Cooperation sure, OW does put more of an emphasis on teamwork. But as far as mechanical and tactical skill goes I don't see how you can make that argument unless you've never played an AFPS
But the scene isn't as big for those as it is for 1v1, because its already overwhelming trying to track two people operating at peak performance, let alone 8 or 12. Its a niche of a niche.
I like to compare arena shooters vs. Fortnite/Overwatch as chess vs. Settlers of Catan. Arena shooters were much more "open play" in the sense that there were few enough game mechanics that you could mostly guess your opponents' tactics and it often came down to execution and minute variations in the gameplay.
The newer shooters add many, many game mechanics that complicate and randomize the game. Overwatch's large stable of characters, for example. This creates a problem where part of your skill is reading matchups from an intractably large number of factors, then executing on it.
I don't consider either to be superior, but the games put emphasis on and reward different skills.
For newcomers this resulted in dying horrible most of the time, all the time.
Why do you think this?
https://www.digitaltrends.com/gaming/development-stopped-unr...
I mean Mac Gamers don't complain as much when they have higher market shares.
https://variety.com/2018/gaming/news/candy-crush-saga-1-bill...
As for runes, IIRC you couldn't buy them with the paid currency, Only with the currency earned from playing. It's a moot point since they merged runes and masteries anyways.
You don't have the same pool of characters as other players who've chosen to pay for their favorite champions and this is clearly a disadvantage.
This is different from games like, say, Overwatch, where the entire hero pool is available to everyone (different game, sure but the point stands).
See Jarwain's comment in a sister thread.
Riot is notorious for releasing new heroes that are behind a paywall and that are overpowered.
Firstly, stock weapons are typically the strongest among each class.
Secondly, you can get every item in the game without spending a dime via one of the following: 1) the drop system, 2) the crafting system, or 3) trading.
While this is partially true, there's also a large set of items that are straight upgrades especially in competitive. The Cruisader's Crossbow, Ubersaw, Escape Plan and Gunboats are just a few examples of completely superior weapons and while their usage in casual isn't as wide spread you'd be hard pressed to find to find a serious competitive match where these aren't all being preferred.
There are also an assortment of weapons that are banned by competitive leagues because they practically break 6v6 gameplay. A good example is the wrangler + Rescue Ranger combo. With a good engineer it makes it practically impossible to kill a sentry.
I still agree with you that this doesn't make TF2 PTW for the other reasons you've listed, but it's occasionally been a problem in competitive when players don't have the "required" unlocks or the item servers are down.
Overwatch also has zero pay-to-win mechanics.
What does this even mean? Net income? Top line gross profit (meaning minus COGS), which is normally like 80% GM for heavily software enabled businesses? Ugh, tech reporters.
* made up number
> What does this even mean? Net income?
Not sure what exactly it means, but it sounds like A LOT.The number of employees at Epic appears to be ~700. I do hope that the people who did the work are getting paid handsomely. They should be, right?
I had to read the article twice, because at first I was also confused as to whether they were referring to operating income or net income. Epic is a private company so they aren't making their income statements public.
I just wish they woulda stuck with his original "Epic MegaGames" name, much better to have a funny name than one that can be read as a bit too self-important.
They've built a money machine.
Back then (and it still probably is), FIFA Ultimate Team was all the rage.
What's FUT : a bunch of e-cards of players to get from packages you buy or you trade with players.
You can spend 20 bucks but you can also spend hundreds, if not thousands to get your collection.
I suppose Fortnite is a fad, so there is a pessimistic case to be made to cash in as much as possible.
Hence the large graveyard of publishers and developers who at one time made excellent, well-selling games. (E.g. Interplay Games)
Money comes cheaply at times of hits. Money comes much more expensively at times of misses. So it behooves Epic to build up a war chest if they can.
It piqued my interest in game programming once again.
At this stage Makes me wonder if Unreal Engine will ever get a major competitor for AAA games. Even Konami are ditching the Fox engine and moving to Unreal.
Almost single-handedly? This is a bizarre claim and it's like rewriting history.
Fortnite became a place for people to hang out: https://twitter.com/anoopr/status/1071921080485457920
My brother, a college football player, plays it. My sister, an Instagram addict and high schooler, plays it on her phone while shopping at, I dunno, Forever 21 I guess.
This is new, and worth paying attention to.
GTA V is the top grossing game of all time and sold 90 million copies on 3 platforms. Minecraft has sold 150 across way more platforms and has been around way longer.
This isn't about video games anymore, it's about tapping into something bigger. Even Minecraft couldn't crack into the market segments Fortnite has.
I see that minimaxir has been downvoted so it seems "mainstream" has different meanings.
I don't play video games and don't keep up with them. I've never heard of PUBG. But nevertheless, I did hear about Fortnite. Why? Because a business analyst on Youtube did a business case study[0] about Epic Games and the development history of Fortnite. That was unusual because he typically analyzes non-game companies[1] like Amazon, Uber, Stripe, GoPro, Theranos, etc.
My point is that there must have been a noticeable step change in popularity level between PUBG and Fortnite such that it entered his consciousness and justified a business case study from him -- which in turn entered my consciousness. If "mainstream" isn't the right word to use to describe Fortnite's greater reach to non-gamers, I don't know what a substitute word would be.
Also, I know what the "floss dance" is and that it's in Fortnite. If PUBG or other video games have named dances, I don't even know of their existence.
Now, I do agree with you, but more to do with your point about the flossy dance, since seeing stuff from games leak into real life consistently is pretty mainstream.
I think the key word in that quote is popularized — even if earlier games did it, these are the two to demonstrate widespread appeal.
Minecraft (hunger game mod) > DayZ/H1Z1 > PUBG > Fortnite
At each step, the genre grew by 1 or 2 orders or magnitude. So while Fortnite is by far the largest BR game now, if you look at the log-graph, they each had an almost equal impact on getting to where we are today and are an important part of the genre's history.
Edit: Oh I just looked it up. The mod was PUBG. I just realized it was the same guy who made it. It was released as a mod for Arma in 2015 by a player who went by the handle "PlayerUnknown". So I guess it was after the minecraft mod.
Minecraft had nothing to do with it. PU was inspired by the Battle Royale novel/movie and The Running Man. He forked the Day Z ARMA2 mod and made DayZ: Battle Royale, and that predates H1Z1 KotH by 3 years.
PUBG proved out the incredible appeal and potential of Battle Royale. Despite being a technical mess, it was a massive success and a game changer for the industry. It was the key catalyst and why Fortnite (and many others) added the mode.
This is not to take anything away from Fortnite though! They absolutely took it to the next level of awareness.
That's really downplaying the success of PUBG though. It was the #1 most watched game on Twitch before Fortnite overtook it. Sure, Fortnite is more popular now, but PUBG was literally the most popular game at the reveleant time.
Internet was hardly available in the year 2000. It takes a lot of bandwidth (and probably CPU too) to run a 100 players FPS. It wouldn't do well before broadband got ubiquitous, almost a decade later.
That doesn’t change the fact that BR predates the hunger games (though the author claims to not have heard about BR when she wrote the hunger games).
BR is supposedly about how the old of japan are metaphorically sacrificing the youth. The hunger games was (according to an interview) about reality tv meets the war in Iraq.
Doom clones? (first person shooters)
Warcraft clones? (real time strategy)
...
Staying on the gaming topic, you could say Call of Duty is a copy of Counter Strike? I'm not sure which came first but the idea still stands.
Arguably I feel like the idea is too simple to deserve any kind of protection. It would be like protecting "hide and seek" or "tag"
Honestly, possibly because of my Silicon Valley biases, I tend to think that the idea isn't sacred, it's that the execution on the idea is what turns a good idea into a successful one, and Epic executed way better despite PUBG's initial momentum. They threw it away with performance problems, bugs, cheaters, etc. and Fortnite capitalized.
1. You are still given a monopoly over selling your game, and someone else can't just make the same game using your assets, so at least you get to make money from your work via copyright.
2. It's a game, so I would argue that it's not worth as much to society to let you monopolize selling of a game mechanic as opposed to, say, a mechanical design. (I'm fully aware of patent controversies, but we're talking about games so I'm staying at broad strokes.)
3. I think there's an argument to be made that games are more like art than machines, and thus they count enough as speech that over-protecting IP rights in games would have a chilling effect.
Just some thoughts.
Nothing is completely novel, or original. Everything made today is built on our collective experience up to the moment we release it. Its why you can't patent a concept like "battle royale" or "arena shooter" or "survival game" the same way the first successful action movie couldn't patent action movies.
Trying to block or interfere with this, like IP laws tend to do these days, will cause stagnation and break the main reason why free market has proven to be the most people-serving economic system.
You can start a death match in Unreal Tournament 2004 and check some settings to make it a sort of battle royale.
Lan gameplay - nope
In a way counter strike is better