Fortnite’s dominance is ebbing

Wednesday, July 10th, 2019

The Wall Street Journal takes a look at the man behind Fortnite:

By age 30, Epic Games Inc. founder and CEO Tim Sweeney had a couple of successful videogames under his belt and was starting to make real money.

“I had a Ferrari and a Lamborghini in the parking lot of my apartment,” he recalled. “People who hadn’t met me thought I must be a drug dealer.”

Today, Mr. Sweeney, at 48, is worth more than $7 billion, according to Bloomberg’s Billionaires Index. Epic was last valued at $15 billion, counting Walt Disney Co. and China’s Tencent Holdings PLC among its investors. And “Fortnite,” its blockbuster game, has racked up 250 million players and $3.9 billion in estimated revenue.

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While the biggest U.S. videogame companies are clustered in Los Angeles, New York and the Bay Area, Epic is based in Cary, N.C., down the road from Raleigh. Mr. Sweeney said the location prevents Epic from being swayed by Silicon Valley groupthink.

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Epic tried something different. It made “Fortnite” free and put it on every major device people use to play games — consoles, computers, smartphones and tablets. It put its own spin on a trendy new genre called Battle Royale, where a large group of players fight until only one person or squad is left standing. It constantly tweaked the game’s virtual world to give players something new to discover. And it took the popular shooter format and made it less violent and more playful, with colorful characters who compete with dance moves as well as firearms.

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By erasing the barriers between players with different devices, Epic effectively turned “Fortnite” into a massive social network. Wearing headsets to talk to one another, groups of friends trade jokes and gossip while battling to survive.

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Mr. Sweeney founded Epic in 1991 from his parents’ basement, at age 20, funding it with $4,000 in personal savings. He later dropped out of the University of Maryland a few credits shy of a mechanical-engineering degree. “I went from mowing lawns to being CEO of Epic,” said Mr. Sweeney, who got his diploma in 2018.

In its early years, the company had some success with a handful of games, including “Unreal Tournament” and “Gears of War,” that followed more traditional shoot-’em-up formats.

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Today, “Fortnite’s” dominance is ebbing. Monthly revenue from sales of virtual perks such as costumes and dance moves for players’ avatars has fallen 56% since peaking at a record $372.2 million in December, according to Nielsen’s SuperData.

Comments

  1. HCM says:

    Tim Sweeney is a massive asshole.

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