For Unreal, I think it fundamentally comes down to:
1. We want to be the biggest and best game engine out there
2. We want everyone to use our technology if at all possible
3. The vast majority of our money is going to come from the top 1% of the huge players in game dev (CD Projekt Red, The Coalition) and not from anyone else
4. The more people who use Unreal to make games, the more Unreal devs there are in the world, and the more Unreal devs there, the more likely those huge companies (or potentially blockbuster indies) are to choose Unreal for their projects because talent is readily available (see point #3)
Edit: Per their court case with Apple:
https://www.theverge.com/2021/5/3/22417447/fortnite-revenue-...
They made over $5bn in profit from 2018 to 2019 from Fortnite, and $5.1bn in revenue in 2020.
Creator payouts from building games and experiences within Fortnite builds loyalty and encourages further development from kids going, "Ooh, I have an idea for something."
It's incredible.
If your game doesn't earn a million dollars, it doesn't matter to Epic, because all those (many!) tiny games in total don't earn enough that even a much higher pricing would move the needle.
However, if the low-end pricing structure means that one more (or one less) blockbuster chooses this engine, that makes all the difference, because they are going to pay the full rate out of the billion dollars they earn.
https://www.cinemablend.com/games/2454545/the-insane-amount-...
https://www.theverge.com/2021/5/3/22417447/fortnite-revenue-...
With numbers like that, collecting a half-million dollars from even ten blockbuster games per year is probably not even worth the time and energy it would take; that would be 0.1% of their revenue, which, relatively speaking, is basically nothing. That whole business wouldn't even show up on the balance sheet.
I don't think that's in the right ballpark. PUBG has generated about $15 billion in revenue over 6 years or $125 million per year in revenue for Epic.
Jedi: Fallen Order sold 10 million copies at full price in its first four months, netting Epic ~$20 million.
Even an indie game like Stray netted Epic ~$2 million in one month of Steam sales.
https://vgsales.fandom.com/wiki/PUBG
https://en.wikipedia.org/wiki/Star_Wars_Jedi:_Fallen_Order#S...
https://www.gamesensor.info/news/stray
* assuming all these devs have the standard 5% deal and chopping 30% off for marketplace fees where only sales*price data was available
I can't imagine it being chump change.
Also I don’t think they have that many people working on the engine (they have less than half the employee count of Unity) and it’s probably subsidized by Fortnite revenue to some extent.
Tencent isn't just a mobile game company, they are basiaclly Chinese Microsoft for how many parts of the industry they are entwined in in their home country.
Also, they made their blood money on Asian markets not here.
>Also, they made their blood money on Asian markets not here.
sure, but Asia took a while to adapt to mobile as well. Tencent and Netease were still riding out the flash Web hype with stuff like MapleStory and Dungeon Fighter in the very early 2010's. Think it was also the tail end of MMOs too.
Unity was trying to squeeze water from a rock.