WEBVTT - The Epic Story of Fortnite

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<v Speaker 1>Get in touch with technology with tech Stuff from how

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<v Speaker 1>stuff Works dot com. Hey there, and welcome to tech Stuff.

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<v Speaker 1>I'm your host, Jonathan Strickland. I'm an executive producer with

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<v Speaker 1>I Heart Radio and How Stuff Works and I love

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<v Speaker 1>all things tech. And you know what, many video games

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<v Speaker 1>never really rise to a level of notoriety that gets

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<v Speaker 1>them attention outside of gaming circles, you know, into the

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<v Speaker 1>main stream. But once in a while, a video game

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<v Speaker 1>does do that. It manages to burst free of its

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<v Speaker 1>confines and then next thing, you know, everyone knows about it,

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<v Speaker 1>or at least recognizes little elements that are common to

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<v Speaker 1>that video game. So games like Pac Man or Donkey Kong,

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<v Speaker 1>lots of people know about those. Well. Recently, the video

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<v Speaker 1>game Fortnite has managed to do this and burst out

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<v Speaker 1>of those small niche adiences of video gamers. Millions of

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<v Speaker 1>people play Fortnite. Millions of people will watch other people

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<v Speaker 1>play Fortnite, either in tournaments or in live stream sessions

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<v Speaker 1>that sort of thing. There are hundreds of videos of

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<v Speaker 1>people talking about the game or doing some of the

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<v Speaker 1>notable dances that are featured in the game. Epic Games,

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<v Speaker 1>which developed and published Fortnite, made three billion dollars in

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<v Speaker 1>revenue in eighteen, largely because of that game. There are

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<v Speaker 1>a lot of stories about Fortnite, some of which criticize

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<v Speaker 1>how the game seemingly lifts elements from other games and

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<v Speaker 1>pop culture memes without compensation or credit. But where did

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<v Speaker 1>this game come from and how did it become so

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<v Speaker 1>popular so quickly? Well, I'm going to do my best

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<v Speaker 1>not to turn this into an episode that's secretly about

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<v Speaker 1>Epic Games, the company that aches and publishes Fortnite, but

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<v Speaker 1>it would be a good idea to get a quick

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<v Speaker 1>rundown of that studio and what was going on when

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<v Speaker 1>the company first announced development on Fortnite. So here's the

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<v Speaker 1>super quick version of Epic games history. Maybe in the

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<v Speaker 1>future I'll do a full episode about Epic Games and

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<v Speaker 1>will really dive into the details. But back in a

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<v Speaker 1>college student named Tim Sweeney launched a computing consulting business

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<v Speaker 1>called Potomac Computer Systems. It became clear that the business

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<v Speaker 1>was going to require more work and time than Sweeney

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<v Speaker 1>could dedicate to it while also doing his college studies,

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<v Speaker 1>So around that same time he also got interested in

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<v Speaker 1>developing games, and he created a somewhat primitive computer game

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<v Speaker 1>called z z T. It was a simple top down

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<v Speaker 1>computer RPG style game with as key art, and he

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<v Speaker 1>released this game under that Potomac computer or system's company name.

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<v Speaker 1>But Sweeney also released some code that made it possible

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<v Speaker 1>for gamers to take this game and modify it themselves.

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<v Speaker 1>And word quickly spread throughout the old computer bulletin board

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<v Speaker 1>system communities, and the game was a modest hit. It

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<v Speaker 1>actually did fairly well. The success inspired Sweeney to pursue

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<v Speaker 1>game development on a larger scale within the shareware community.

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<v Speaker 1>Shareware is a method of distribution in which a developer

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<v Speaker 1>allows some portion of their work to be distributed freely

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<v Speaker 1>as much as people like. So you can make copies,

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<v Speaker 1>you can give them to your friends, and there's no penalty.

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<v Speaker 1>There's nothing wrong about that. Typically this software has some

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<v Speaker 1>sort of limit built into it, so, for example, a

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<v Speaker 1>shareware game might allow you to play the first level

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<v Speaker 1>of that game for free, but then to get beyond

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<v Speaker 1>this limitation, you would actually have to buy the full game. Well,

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<v Speaker 1>Sweeney set out to create his own shareware company. He

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<v Speaker 1>also decided they needed a better name, and so he

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<v Speaker 1>chose Epic Mega Games, and he later admitted that he

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<v Speaker 1>chose that name, in part because it made people think

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<v Speaker 1>his company was a lot larger than just a single

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<v Speaker 1>person working out of his parents house. Sweeney began to

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<v Speaker 1>form relationships and work with other developers as well, like

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<v Speaker 1>Cliff Blazinski sometimes known as Cliffy B. He was another

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<v Speaker 1>young video game enthusiast who was eager to get into

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<v Speaker 1>that industry. Um he was in high school when he

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<v Speaker 1>first started to right to Sweeney and work with him.

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<v Speaker 1>The company would release several games over the next couple

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<v Speaker 1>of years, including a video pinball game and a game

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<v Speaker 1>called jazz Jack Rabbit that ended up being very popular.

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<v Speaker 1>But things really picked up in Now This was Right

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<v Speaker 1>at the Dawn, a video game graphics cards, three D

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<v Speaker 1>game design, and first person shooters like Castle, Wolfin's Line

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<v Speaker 1>and Doom, both of which were from ID Software. Sweeney

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<v Speaker 1>and his team decided to develop their own game engine

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<v Speaker 1>and three D first person shooter, a game they called

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<v Speaker 1>it Unreal. It was an incredibly ambitious project, and they

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<v Speaker 1>released the game and the game engine in after several

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<v Speaker 1>years of development. The Unreal engine was an industry triumph,

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<v Speaker 1>easily matching up against the more seasoned id's Quake two

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<v Speaker 1>engine and the Unreal Engine would become one of the

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<v Speaker 1>standard game engines used throughout the industry. It's cemented Epic

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<v Speaker 1>Games as a quote unquote real video game company. Epic

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<v Speaker 1>would go on to release games like the Gears of

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<v Speaker 1>War franchise, which was incredibly successful and the company did

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<v Speaker 1>well in the two thousand's. Now this brings us up

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<v Speaker 1>rapidly as we skip over a lot of details to

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<v Speaker 1>two thousand eleven and the start of the story around

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<v Speaker 1>Fortnite itself. In two thousand eleven, Epic is wrapping up

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<v Speaker 1>on its own Epic trilogy, which has since grown beyond

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<v Speaker 1>three games, and the company was really celebrating they had

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<v Speaker 1>just finished Gears of War three. The first Gears of

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<v Speaker 1>War game was for the Xbox three sixty back in

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<v Speaker 1>two thousand six. Gears of War two followed in two

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<v Speaker 1>thousand eight, and Gears of War three finally came out

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<v Speaker 1>in two thousand eleven. The trilogy follows a human military

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<v Speaker 1>force fighting off an alien invasion and centers around a

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<v Speaker 1>protagonist named Marcus Phoenix, and Part three wrapped up Phoenix's storyline,

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<v Speaker 1>and so in order to create a sense of closure

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<v Speaker 1>and transition, the company held a game jam now, a

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<v Speaker 1>game jam is like a hackathon. Developers team up with

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<v Speaker 1>each other. Sometimes they work with people that they've never

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<v Speaker 1>worked with directly before. Sometimes they'll take on new roles

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<v Speaker 1>on the team that they normally wouldn't on a project,

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<v Speaker 1>So a programmer might become the art director for a

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<v Speaker 1>game jam. Their goal is just to create a fun

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<v Speaker 1>game within a certain amount of time, such as forty

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<v Speaker 1>eight or seventy two hours. They have to come up

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<v Speaker 1>with a concept developed the gameplay, the mechanics, the art,

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<v Speaker 1>the music, everything else, and then they show it off

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<v Speaker 1>to each other and it helps inspire creativity and outside

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<v Speaker 1>the box thinking and gives developers a chance to experiment.

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<v Speaker 1>Sometimes it can create the earliest version of a future game.

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<v Speaker 1>A short time after this game jam, some of the

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<v Speaker 1>Epic team began talking about a possible future game that

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<v Speaker 1>would become Fortnite. The Fortnite itself wasn't actually spawned directly

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<v Speaker 1>from the game jam. It wasn't one of the games

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<v Speaker 1>developed during that uh that that project, but the experience

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<v Speaker 1>of the game jam lad the team to talk about

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<v Speaker 1>possibilities now. The team imagined a game in which players

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<v Speaker 1>would control a human survivor of a zombie apocalypse, and

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<v Speaker 1>this would be a multiplayer game, so they could team

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<v Speaker 1>up with other players and increase their odds of survival.

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<v Speaker 1>They would traverse a world ruined by this apocalypse, and

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<v Speaker 1>they would other resources, scavenging and harvesting them from stuff

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<v Speaker 1>like trees or rocks or houses or whatever. Then they

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<v Speaker 1>could use that material to construct bases to protect themselves

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<v Speaker 1>from zombie hordes which would spawn at night. It was

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<v Speaker 1>sort of combining elements of several other games that already existed,

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<v Speaker 1>stuff like Minecraft and Left for Dead. Producers have also

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<v Speaker 1>cited the game Terraria as one of the big influences

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<v Speaker 1>in their early development. The goal was to create a

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<v Speaker 1>survival building game and marry it to a third person

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<v Speaker 1>or a first person shooter game, and make sure that

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<v Speaker 1>both of those elements were designed well and fun to play.

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<v Speaker 1>The view of the team was that most games, generally

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<v Speaker 1>in that space, we're good at one thing but not

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<v Speaker 1>the other thing. So building games were really good at building,

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<v Speaker 1>but weren't so great at combat. Combat games were great

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<v Speaker 1>at combat but not so good at building. They wanted

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<v Speaker 1>the best of both. Now, there's no definitive source that

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<v Speaker 1>I could find about when Fortnite became an ef shoal project,

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<v Speaker 1>but it sounds like there were serious discussions around this

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<v Speaker 1>idea starting sometime in August two eleven. Initially, the thought

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<v Speaker 1>was to create a game with a dark, gritty tone,

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<v Speaker 1>really you know, kind of of of foreboding art style,

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<v Speaker 1>But the team decided that they wanted something that would

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<v Speaker 1>come across more timeless, not to mention, a style that

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<v Speaker 1>wouldn't put as heavy a strain on computer processing power

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<v Speaker 1>or development time. If you make it more realistic, you've

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<v Speaker 1>got to figure all that stuff out, so they opted

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<v Speaker 1>for a brighter, more cartoonish approach. The name Fortnite came

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<v Speaker 1>out of an email thread where they were just debating

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<v Speaker 1>on what they should name this game. Since the goal

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<v Speaker 1>was to survive a zombie attack each night by building

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<v Speaker 1>a protective base. Someone suggested Fortnight as a possibility, and

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<v Speaker 1>it clicked, and they decided to announce the game just

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<v Speaker 1>a few months later after they had decided to actually

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<v Speaker 1>make it. This would be in December two thou eleven,

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<v Speaker 1>at the Video Game Awards show on on Spike TV.

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<v Speaker 1>Well at that point, the team had only been actively

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<v Speaker 1>working on the game development for three weeks. There was

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<v Speaker 1>no game yet. Cliff Blazynski, now the design director at Epic,

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<v Speaker 1>took the stage for the reveal. The announcement included a

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<v Speaker 1>video showing off the idea for this game, with characters

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<v Speaker 1>rushing into a town to scavenge, then heading back to

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<v Speaker 1>build a tower base just before a group of zombies

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<v Speaker 1>would attack. The whole thing was a cinematic It was

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<v Speaker 1>not gameplay. There was no game to show off at

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<v Speaker 1>that point. It was just the idea for a game.

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<v Speaker 1>A year later, Epic would be a very different company.

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<v Speaker 1>A three thirty million dollar investment would hand over a

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<v Speaker 1>significant but technically minority stake of ownership of the company

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<v Speaker 1>to a Chinese conglomerate. Game designer and self promoter. Cliff

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<v Speaker 1>Blazynski would leave the company, and the Fortnite game would

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<v Speaker 1>undergo some changes early in its development. I'll explain more

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<v Speaker 1>into the second, but first, let's take a quick break

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<v Speaker 1>to thank our sponsor. Okay, time for a quick check

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<v Speaker 1>in with Epic Games. Circa mid two thousand and twelve,

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<v Speaker 1>Fortnite was now well and truly in development, and the

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<v Speaker 1>company projected a release date sometime in two thousand thirteen.

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<v Speaker 1>The public knew about the game thanks to those two

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<v Speaker 1>thousand eleven Video Game Awards announcements, and Cliff Lazynski was frustrated.

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<v Speaker 1>He was finding it difficult to convince people that his

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<v Speaker 1>ideas for new games were viable. And then you have

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<v Speaker 1>a Chinese company called Tencent Holdings Limited make a huge

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<v Speaker 1>deal that Epic just couldn't refuse. Ten Cent, and a

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<v Speaker 1>press release on Epic Games as website was described as

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<v Speaker 1>quote a leading provider of Internet and mobile and telecom

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<v Speaker 1>munications value added services in China end quote. Today it's

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<v Speaker 1>the world's largest gaming company, as well as a contender

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<v Speaker 1>for one of the top social media companies in the world.

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<v Speaker 1>Since its founding in it has had a long history

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<v Speaker 1>of investing in other companies. It's much better known in

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<v Speaker 1>China that is in the United States. But trust me,

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<v Speaker 1>this company is a huge deal. It was during this

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<v Speaker 1>time that several important people left Epic Games, among them

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<v Speaker 1>producer Rod Ferguson. He left Epic to go work on

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<v Speaker 1>a game called BioShock Infinite with Irrational Games, and Cliff Blazynski,

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<v Speaker 1>who felt he had hit this creative roadblock at Epic

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<v Speaker 1>and he wanted to try his hand at creating his

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<v Speaker 1>own studio. That story is a pretty fascinating one in

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<v Speaker 1>its own right, and someday I'm going to have to

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<v Speaker 1>talk about his experiences and what happened, because it was

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<v Speaker 1>one of those tragic stories of failure in tech that

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<v Speaker 1>I think still sting a lot of people to this day. Anyway,

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<v Speaker 1>their departures gave the gaming community concern about the future

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<v Speaker 1>of Fortnite. Everyone identified these guys as being leaders. This

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<v Speaker 1>was in a time when some game developers were very

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<v Speaker 1>public figures like Cliffy B, and they were sometimes known

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<v Speaker 1>for living like rock stars. Cliffy B certainly embrace that

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<v Speaker 1>lifestyle and that portrayal, so a lot of people thought, well,

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<v Speaker 1>without them there, what's going to happen to this game?

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<v Speaker 1>Who is still at Epic Games that can help this

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<v Speaker 1>project stay on track? Now, I think this is one

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<v Speaker 1>of the big problems with the cult of personality mentality

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<v Speaker 1>in general, not just for video games but for everything,

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<v Speaker 1>because it tends to put all the focus on one

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<v Speaker 1>or two rock stars, and it ignores the hard work

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<v Speaker 1>and contributions of countless people who makes stuff possible. And

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<v Speaker 1>so typically this means we have a unrealistic view of

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<v Speaker 1>what's happening the people who are rock stars are in

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<v Speaker 1>fact remarkable. For the most part, they are talented people

0:14:14.160 --> 0:14:16.520
<v Speaker 1>who do a lot of work. But it still does

0:14:16.600 --> 0:14:19.360
<v Speaker 1>the rest of the team a disservice to assume that

0:14:19.560 --> 0:14:23.440
<v Speaker 1>if someone person leaves, the whole project's going to fall apart. Still,

0:14:24.280 --> 0:14:27.160
<v Speaker 1>the departures were definitely an issue that the game development

0:14:27.160 --> 0:14:31.640
<v Speaker 1>team had to take into account. Meanwhile, the three thirty

0:14:31.800 --> 0:14:36.440
<v Speaker 1>million dollars that ten Cent provided to Epic gave them

0:14:36.520 --> 0:14:39.120
<v Speaker 1>plenty of safety net for what the company planned to

0:14:39.160 --> 0:14:43.480
<v Speaker 1>do next. While still developing games, Epic prepared to make

0:14:43.560 --> 0:14:47.040
<v Speaker 1>a big shift in how it generated revenue. One of

0:14:47.040 --> 0:14:50.720
<v Speaker 1>the most lucrative assets the company had was its Unreal

0:14:50.880 --> 0:14:54.600
<v Speaker 1>Games Engine, which many other developers would rely upon when

0:14:54.640 --> 0:14:58.360
<v Speaker 1>they were building out their own games. Traditionally, a company

0:14:58.400 --> 0:15:01.320
<v Speaker 1>would have to pay a subscribe shin fee for the

0:15:01.440 --> 0:15:05.520
<v Speaker 1>use of the Unreal Engine. Epic released Unreal Engine four

0:15:05.800 --> 0:15:09.360
<v Speaker 1>in March two thousand fourteen, and a year later, Epic

0:15:09.440 --> 0:15:12.240
<v Speaker 1>made it free to download. The plan was to step

0:15:12.280 --> 0:15:15.360
<v Speaker 1>away from focusing only on triple A titles from big

0:15:15.360 --> 0:15:19.640
<v Speaker 1>publishers and to leverage the growing community of smaller developers.

0:15:20.080 --> 0:15:23.880
<v Speaker 1>The new revenue generating strategy was a royalties agreement, so

0:15:23.920 --> 0:15:27.840
<v Speaker 1>instead of a set monthly subscription fee, companies would pay

0:15:27.840 --> 0:15:32.000
<v Speaker 1>out five percent of royalties for any commercial application of

0:15:32.040 --> 0:15:35.440
<v Speaker 1>the Unreal game engine that earned more than three thousand

0:15:35.440 --> 0:15:38.960
<v Speaker 1>dollars per quarter. So if your project didn't earn at

0:15:39.040 --> 0:15:42.720
<v Speaker 1>least three thousand dollars per quarter, you weren't charging anything.

0:15:43.640 --> 0:15:45.720
<v Speaker 1>This was part of a major shift in the video

0:15:45.760 --> 0:15:50.120
<v Speaker 1>game industry as a whole. Back to Fortnite, it didn't

0:15:50.160 --> 0:15:53.880
<v Speaker 1>take long into the development process for the designers to

0:15:53.920 --> 0:15:56.480
<v Speaker 1>realize that they needed more elements to make the game

0:15:56.680 --> 0:15:59.880
<v Speaker 1>they wanted to create. Originally, they thought about making a

0:16:00.000 --> 0:16:03.880
<v Speaker 1>building game and releasing it super fast, But while testing

0:16:03.920 --> 0:16:06.160
<v Speaker 1>and building the game, they realized that they needed some

0:16:06.200 --> 0:16:09.440
<v Speaker 1>more components to make the game fun. To play an

0:16:09.440 --> 0:16:12.080
<v Speaker 1>important element in any video game, As it turns out,

0:16:12.560 --> 0:16:16.120
<v Speaker 1>some people tend to forget that. During the development process,

0:16:16.920 --> 0:16:19.680
<v Speaker 1>they decided they needed some stuff like progression, in which

0:16:19.720 --> 0:16:23.120
<v Speaker 1>players are rewarded for doing well in the game, maybe

0:16:23.240 --> 0:16:28.560
<v Speaker 1>a skill tree, or being able to improve items and equipment.

0:16:29.320 --> 0:16:31.960
<v Speaker 1>The game had a sort of RPG component to it,

0:16:32.040 --> 0:16:34.320
<v Speaker 1>and so the company began to seek out developers who

0:16:34.400 --> 0:16:37.359
<v Speaker 1>had worked in that space because they didn't have expertise

0:16:37.360 --> 0:16:40.600
<v Speaker 1>in RPGs and they wanted to find people who could

0:16:40.600 --> 0:16:44.280
<v Speaker 1>contribute to the game's development. With that in mind, and

0:16:44.320 --> 0:16:47.520
<v Speaker 1>the release of Unreal Engine four changed things for the

0:16:47.640 --> 0:16:51.280
<v Speaker 1>development team as well. Initially they had been using Unreal

0:16:51.320 --> 0:16:54.920
<v Speaker 1>Engine three. They chose to abandon that and go with

0:16:55.000 --> 0:16:57.760
<v Speaker 1>the latest version of the game engine, which meant some

0:16:57.840 --> 0:17:00.280
<v Speaker 1>of that early work needed to go as well. They

0:17:00.280 --> 0:17:03.000
<v Speaker 1>had borrowed a lot of assets from a lot of

0:17:03.040 --> 0:17:06.520
<v Speaker 1>their earlier games games like the Gears of War franchise,

0:17:06.680 --> 0:17:10.280
<v Speaker 1>while all of that needed to be tossed aside, they

0:17:10.320 --> 0:17:13.359
<v Speaker 1>had to redevelop things. All of this meant the game

0:17:13.400 --> 0:17:16.640
<v Speaker 1>was taking longer to finish than the team had initially planned.

0:17:17.240 --> 0:17:19.679
<v Speaker 1>One of the big game elements that emerged during this

0:17:19.760 --> 0:17:24.359
<v Speaker 1>turmoil was the actual building mechanic in the game. Initially,

0:17:24.680 --> 0:17:27.440
<v Speaker 1>the idea was that building structures in the game should

0:17:27.480 --> 0:17:31.840
<v Speaker 1>include some sort of mini game or extended activity, such

0:17:31.880 --> 0:17:34.919
<v Speaker 1>as maybe just standing in place and holding down a

0:17:34.920 --> 0:17:37.920
<v Speaker 1>button as the structure goes up. So imagine that you're

0:17:37.920 --> 0:17:41.400
<v Speaker 1>trying to build a wall, and you start, you pick

0:17:41.480 --> 0:17:45.200
<v Speaker 1>the wall from your list of options, and you see

0:17:45.200 --> 0:17:47.720
<v Speaker 1>an outline on your screen, you place the outline where

0:17:47.760 --> 0:17:49.679
<v Speaker 1>you want to go, and then you hold down a

0:17:49.680 --> 0:17:53.399
<v Speaker 1>button while this wall starts to assemble. The team figured

0:17:53.400 --> 0:17:57.080
<v Speaker 1>out this wasn't very much fun and it was antithetical

0:17:57.160 --> 0:17:59.199
<v Speaker 1>to the fast pace of a shooter. If you have

0:17:59.280 --> 0:18:02.960
<v Speaker 1>a fast action game, you can't have your back turned

0:18:03.040 --> 0:18:05.600
<v Speaker 1>to all the action and try to build a wall.

0:18:05.920 --> 0:18:08.639
<v Speaker 1>So the decision was made that game characters would have

0:18:08.680 --> 0:18:12.480
<v Speaker 1>schematics that would allow them to build certain structures, and

0:18:12.760 --> 0:18:14.879
<v Speaker 1>all they would have to do is select the appropriate

0:18:14.920 --> 0:18:18.719
<v Speaker 1>schematic and the location for the build, and then hit

0:18:18.760 --> 0:18:21.320
<v Speaker 1>a button and that was it. It would just build itself.

0:18:21.680 --> 0:18:25.320
<v Speaker 1>The game would construct the structure for you, assuming that

0:18:25.400 --> 0:18:28.199
<v Speaker 1>you had the raw materials necessary to build whatever it

0:18:28.280 --> 0:18:31.520
<v Speaker 1>was you wanted to build. You meanwhile, could run along

0:18:31.640 --> 0:18:35.040
<v Speaker 1>and you could build the next section, or shoot enemy

0:18:35.080 --> 0:18:38.280
<v Speaker 1>players or actually, at that time, it wasn't even enemy players.

0:18:38.280 --> 0:18:41.359
<v Speaker 1>It was uh enemy AI because it was a p

0:18:41.600 --> 0:18:45.800
<v Speaker 1>v or player versus environment game, so players could spend

0:18:46.200 --> 0:18:49.240
<v Speaker 1>less time building individual components like a section of a

0:18:49.280 --> 0:18:52.920
<v Speaker 1>floor or a wall, and they could build entire bases

0:18:53.119 --> 0:18:56.960
<v Speaker 1>very quickly, like within a minute or so. Those environments

0:18:56.960 --> 0:19:01.119
<v Speaker 1>were also destructible. The pre existing and vironments were destructible.

0:19:01.240 --> 0:19:05.280
<v Speaker 1>The stuff that players built were destructible, So anything that

0:19:05.560 --> 0:19:08.400
<v Speaker 1>you saw in the game, you could, in theory breakdown

0:19:08.640 --> 0:19:12.280
<v Speaker 1>or it could be destroyed by the enemy forces attacking you.

0:19:13.320 --> 0:19:16.680
<v Speaker 1>Players would harvest resources from structures, so you could run

0:19:16.760 --> 0:19:18.840
<v Speaker 1>up to a house and just start whacking at it

0:19:18.880 --> 0:19:21.879
<v Speaker 1>with like a pick axe and start taking materials. That way,

0:19:22.320 --> 0:19:24.960
<v Speaker 1>enemies can knock structures down, and that Bick needed a

0:19:24.960 --> 0:19:27.040
<v Speaker 1>lot of talent to work on the game to create

0:19:27.080 --> 0:19:31.240
<v Speaker 1>all the structures and elements in those destructible environments. So

0:19:31.560 --> 0:19:34.240
<v Speaker 1>if you thought, well, we're gonna have a house here,

0:19:34.760 --> 0:19:41.800
<v Speaker 1>what sort of stuff goes in the house? Bookshelves, couches, television's, radios, microwaves, refrigerators, stoves,

0:19:42.200 --> 0:19:44.280
<v Speaker 1>all these sort of things were assets that had to

0:19:44.280 --> 0:19:47.159
<v Speaker 1>be built in the game, so they started hiring people

0:19:47.280 --> 0:19:51.040
<v Speaker 1>to build those assets. As this was happening, the designers

0:19:51.080 --> 0:19:53.760
<v Speaker 1>began to shape the game to make it more cartoonish

0:19:54.040 --> 0:19:57.720
<v Speaker 1>and the Fortnite aesthetic began to emerge. Designers began to

0:19:57.760 --> 0:20:00.200
<v Speaker 1>create progression strategies for tools in the game game and

0:20:00.240 --> 0:20:03.960
<v Speaker 1>incorporated more science fiction elements into the design, and the

0:20:04.000 --> 0:20:07.760
<v Speaker 1>general philosophy was that no idea would be outright denied,

0:20:08.200 --> 0:20:11.520
<v Speaker 1>but the team would deliberate on which elements should receive

0:20:11.560 --> 0:20:15.000
<v Speaker 1>attention first, and the plan was to continue this process

0:20:15.080 --> 0:20:18.520
<v Speaker 1>once the game hit release, it would get updates for

0:20:18.640 --> 0:20:21.320
<v Speaker 1>as long as people were playing the game. The developers

0:20:21.359 --> 0:20:24.719
<v Speaker 1>would listen to the community of players, and the community

0:20:25.000 --> 0:20:28.720
<v Speaker 1>would tell the developers which elements they should focus on next,

0:20:29.440 --> 0:20:32.359
<v Speaker 1>and they would provide more content. That was the plan

0:20:32.960 --> 0:20:35.760
<v Speaker 1>well from the earlier stages of development. The plan was

0:20:35.800 --> 0:20:39.040
<v Speaker 1>to make the game an ongoing projects, so this was

0:20:39.080 --> 0:20:41.480
<v Speaker 1>not something new. This was something they had thought about

0:20:41.560 --> 0:20:44.520
<v Speaker 1>for a while. In fact, there were announcements that Cliffy

0:20:44.560 --> 0:20:47.120
<v Speaker 1>b had made before he left the company about how

0:20:47.240 --> 0:20:49.600
<v Speaker 1>the company was going to act as kind of like

0:20:49.680 --> 0:20:52.680
<v Speaker 1>a dungeon master or game master for role playing game.

0:20:53.119 --> 0:20:57.280
<v Speaker 1>They would create new scenarios, tools, monsters, challenges, that kind

0:20:57.280 --> 0:21:00.080
<v Speaker 1>of stuff for the community. All that was decided on

0:21:00.119 --> 0:21:02.600
<v Speaker 1>while the game was still being made. The Epic team

0:21:02.600 --> 0:21:06.320
<v Speaker 1>in North Carolina was in charge of the project, but

0:21:06.440 --> 0:21:10.119
<v Speaker 1>they also worked with satellite offices in Seattle and Poland

0:21:10.200 --> 0:21:12.879
<v Speaker 1>to bring it all together. I watched a great video

0:21:13.080 --> 0:21:16.359
<v Speaker 1>from Game Informer that published in April two thousand fourteen,

0:21:16.400 --> 0:21:19.119
<v Speaker 1>it's available on YouTube, so if you go and search

0:21:19.160 --> 0:21:22.040
<v Speaker 1>for Fortnite and Game Informer, you should be able to

0:21:22.119 --> 0:21:24.560
<v Speaker 1>pull that video up. And they mentioned that the game

0:21:24.560 --> 0:21:28.040
<v Speaker 1>development team around that time was around hundred ten people.

0:21:28.600 --> 0:21:32.719
<v Speaker 1>The video of gameplay in that interview literally polished. This

0:21:32.800 --> 0:21:36.439
<v Speaker 1>was two thousand fourteen. Interestingly, the game wouldn't actually launch

0:21:36.640 --> 0:21:40.800
<v Speaker 1>for three more years. Epic held a closed alpha test

0:21:40.840 --> 0:21:44.040
<v Speaker 1>of the game on December one, two thousand fourteen. Only

0:21:44.080 --> 0:21:47.160
<v Speaker 1>a few thousand people could participate, and it was meant

0:21:47.160 --> 0:21:50.040
<v Speaker 1>to give Epic feedback on how gamers played the game

0:21:50.520 --> 0:21:53.040
<v Speaker 1>that they had designed and what they might have to

0:21:53.280 --> 0:21:56.880
<v Speaker 1>fix or tweak based upon actual people playing the game.

0:21:57.359 --> 0:22:00.520
<v Speaker 1>A second closed alpha test followed in March two thousand fifteen,

0:22:01.040 --> 0:22:03.040
<v Speaker 1>and the plan then was to open up a beta

0:22:03.080 --> 0:22:05.199
<v Speaker 1>test in the fall, but instead Epic chose to go

0:22:05.280 --> 0:22:08.240
<v Speaker 1>with a closed beta, meaning it was invitation only. They

0:22:08.280 --> 0:22:12.840
<v Speaker 1>limited the participation to around fifty thousand players. It wasn't

0:22:12.960 --> 0:22:17.160
<v Speaker 1>until July two thousand seventeen that gamers at large finally

0:22:17.280 --> 0:22:20.800
<v Speaker 1>got their hands on Fortnite. Even then, the game was

0:22:20.840 --> 0:22:24.879
<v Speaker 1>released in early access, and it wasn't the version of

0:22:24.960 --> 0:22:28.960
<v Speaker 1>Fortnite that everyone tends to talk about today. I'll explain

0:22:28.960 --> 0:22:31.200
<v Speaker 1>more in just a moment, but first let's take another

0:22:31.280 --> 0:22:41.840
<v Speaker 1>quick break to thank our sponsor. So why did it

0:22:41.880 --> 0:22:45.439
<v Speaker 1>take so long for Fortnite to launch? If that documentary

0:22:45.480 --> 0:22:48.800
<v Speaker 1>back in two thousand fourteen showed gameplay that looks almost

0:22:48.800 --> 0:22:52.200
<v Speaker 1>identical to what the game is today, what was taking

0:22:52.240 --> 0:22:54.560
<v Speaker 1>so long? Well, part of it was that Epic was

0:22:54.600 --> 0:22:58.560
<v Speaker 1>developing the game as a service. The original plan was

0:22:58.600 --> 0:23:01.800
<v Speaker 1>to release Fortnite as a free to play game and

0:23:01.840 --> 0:23:04.959
<v Speaker 1>then include content that players could only access if they

0:23:05.000 --> 0:23:08.440
<v Speaker 1>paid for it, so you would have in game purchases.

0:23:08.800 --> 0:23:10.520
<v Speaker 1>You would be able to play the game for free,

0:23:10.800 --> 0:23:12.840
<v Speaker 1>but if you want some of the bells and whistles,

0:23:13.000 --> 0:23:15.000
<v Speaker 1>you would have to cough up dough in order to

0:23:15.040 --> 0:23:19.680
<v Speaker 1>get it. Also, Epic began work on another title around

0:23:19.720 --> 0:23:23.000
<v Speaker 1>that same time called Paragon, and the two games were

0:23:23.040 --> 0:23:27.199
<v Speaker 1>competing for in company talent and time and resources, so

0:23:27.280 --> 0:23:30.920
<v Speaker 1>when the game did release in early access, it required

0:23:30.960 --> 0:23:34.480
<v Speaker 1>would be gamers to pay for that privilege. By the way,

0:23:34.720 --> 0:23:38.240
<v Speaker 1>Paragon would end up being released first, and then Epic

0:23:38.240 --> 0:23:42.160
<v Speaker 1>would focus on Fortnite, and then eventually Epic would shut

0:23:42.200 --> 0:23:47.360
<v Speaker 1>down Paragon. It was a project that did not did

0:23:47.359 --> 0:23:49.840
<v Speaker 1>not meet the success that the company had hoped for,

0:23:50.560 --> 0:23:54.359
<v Speaker 1>so the early access version of Fortnite was called Save

0:23:54.480 --> 0:23:58.200
<v Speaker 1>the World. This was pretty much what the original concept

0:23:58.240 --> 0:24:02.240
<v Speaker 1>had been years earlier. Players would gather resources and use

0:24:02.320 --> 0:24:05.320
<v Speaker 1>those resources to build forts and then defend those forts

0:24:05.359 --> 0:24:09.200
<v Speaker 1>against zombies. The company said it intended to offer Save

0:24:09.240 --> 0:24:12.440
<v Speaker 1>the World up as a free to play game sometime

0:24:12.560 --> 0:24:16.600
<v Speaker 1>in two thousand eighteen. This was in two thousand seventeen.

0:24:17.000 --> 0:24:20.159
<v Speaker 1>Skip ahead now it's early two thousand nineteen as I

0:24:20.200 --> 0:24:23.520
<v Speaker 1>record this, and it still has not happened. The basic

0:24:23.680 --> 0:24:27.840
<v Speaker 1>version of Fortnite that player versus environment, Save the World

0:24:28.000 --> 0:24:33.200
<v Speaker 1>version is thirty nine dollars cents for the standard version.

0:24:33.240 --> 0:24:36.520
<v Speaker 1>The Deluxe edition, which contains more character models and weapons

0:24:36.520 --> 0:24:39.440
<v Speaker 1>plus some other stuff, is fifty nine dollars and ninety

0:24:39.480 --> 0:24:42.080
<v Speaker 1>nine cents. So one of the things Epic Games has

0:24:42.119 --> 0:24:44.439
<v Speaker 1>done has create a lot of different character models, a

0:24:44.440 --> 0:24:48.840
<v Speaker 1>lot of different weapons, a lot of different emotes. U uh,

0:24:48.920 --> 0:24:53.520
<v Speaker 1>these various elements that allow you to customize your character

0:24:53.680 --> 0:24:56.720
<v Speaker 1>to some extent, to a great extent, but it's almost

0:24:56.800 --> 0:24:59.520
<v Speaker 1>like baseball cards. You have to collect them in order

0:24:59.560 --> 0:25:02.320
<v Speaker 1>to be able to use them. But a different version

0:25:02.400 --> 0:25:06.720
<v Speaker 1>of Fortnite did launch as free to play, and it's

0:25:06.920 --> 0:25:09.640
<v Speaker 1>this version that really captured the attention of a lot

0:25:09.680 --> 0:25:14.639
<v Speaker 1>of gamers. This is the famous Battle Royal mode, which

0:25:14.720 --> 0:25:18.480
<v Speaker 1>Epic released in September two thousand seventeen, just a few

0:25:18.560 --> 0:25:23.000
<v Speaker 1>months after Save the World entered early access. Now, if

0:25:23.000 --> 0:25:27.000
<v Speaker 1>you're not familiar with Battle Royal or Battle Royal, if

0:25:27.000 --> 0:25:31.960
<v Speaker 1>you prefer style games, i'll summarize. The name comes from

0:25:32.000 --> 0:25:35.760
<v Speaker 1>a Japanese film called Battle Royal, in which a class

0:25:35.840 --> 0:25:39.239
<v Speaker 1>of students is transported to an island and then they

0:25:39.240 --> 0:25:42.920
<v Speaker 1>are forced to fight to a last man standing competition.

0:25:43.480 --> 0:25:47.160
<v Speaker 1>The administrator for the competition designates certain areas on that

0:25:47.240 --> 0:25:50.959
<v Speaker 1>island as being safe zones save zones, just meaning that

0:25:51.000 --> 0:25:54.760
<v Speaker 1>you wouldn't automatically be killed if you were there, and

0:25:54.840 --> 0:25:58.640
<v Speaker 1>other areas on the island go to becoming off limits,

0:25:58.880 --> 0:26:01.720
<v Speaker 1>and if you are there when it goes off limits,

0:26:02.080 --> 0:26:05.080
<v Speaker 1>they're automatically killed off. Now, if this sounds a lot

0:26:05.200 --> 0:26:09.320
<v Speaker 1>like another story called Hunger Games, well it's no big

0:26:09.359 --> 0:26:12.600
<v Speaker 1>surprise Hunger Games that that those books came out after

0:26:12.640 --> 0:26:15.440
<v Speaker 1>Battle Royal had had come out, and they both cover

0:26:15.600 --> 0:26:22.240
<v Speaker 1>very similar territory. One Brendan Green, a video game player

0:26:22.320 --> 0:26:26.840
<v Speaker 1>and mod maker who uses the handle player Unknown, oversaw

0:26:26.960 --> 0:26:31.280
<v Speaker 1>a new game called Player Unknowns Battlegrounds, sometimes known as

0:26:31.320 --> 0:26:34.320
<v Speaker 1>pub G. This game was based off of some mods

0:26:34.359 --> 0:26:38.439
<v Speaker 1>that Green had created for other games, and these mods

0:26:38.520 --> 0:26:42.359
<v Speaker 1>all made a battle Royal started game mode for for

0:26:42.400 --> 0:26:46.520
<v Speaker 1>these various games it created it, the games didn't natively

0:26:46.600 --> 0:26:50.600
<v Speaker 1>support it, so Brendan Green built mods that allowed it

0:26:50.640 --> 0:26:54.160
<v Speaker 1>to happen. And typically the way it works is that

0:26:54.200 --> 0:26:57.080
<v Speaker 1>you have a map, and you have group of players

0:26:57.480 --> 0:27:00.760
<v Speaker 1>who are all competing against each other. I they're solo

0:27:01.000 --> 0:27:04.399
<v Speaker 1>or in teams, and they're all in different parts of

0:27:04.400 --> 0:27:07.399
<v Speaker 1>the map, and a section of that map, typically designated

0:27:07.400 --> 0:27:10.879
<v Speaker 1>by a circle, is the safe zone. Being outside the

0:27:10.920 --> 0:27:14.080
<v Speaker 1>safe zone means you start taking damage a certain amount

0:27:14.080 --> 0:27:17.840
<v Speaker 1>of damage per unit of time, and the goal is

0:27:17.880 --> 0:27:19.720
<v Speaker 1>to be the last player alive at the end of

0:27:19.760 --> 0:27:25.240
<v Speaker 1>the match. The game became enormously popular very quickly, despite

0:27:25.600 --> 0:27:29.680
<v Speaker 1>the performance issues and bugs. People famously talked about how

0:27:30.080 --> 0:27:35.440
<v Speaker 1>they would have the most incredible beast of a video

0:27:35.480 --> 0:27:39.120
<v Speaker 1>game rig and still struggled to run pub G at

0:27:39.240 --> 0:27:43.560
<v Speaker 1>at its highest settings. Now Epic must have been paying

0:27:43.640 --> 0:27:47.760
<v Speaker 1>really close attention to how popular pub G was becoming

0:27:47.920 --> 0:27:49.800
<v Speaker 1>because this was right around the same time that they

0:27:49.800 --> 0:27:54.520
<v Speaker 1>were releasing the Save the World version of Fortnite, and

0:27:54.600 --> 0:27:57.879
<v Speaker 1>so they launched their own Battle Royal mode in September

0:27:57.880 --> 0:28:02.760
<v Speaker 1>two seventeen, and it closely resembled pub G's approach. It's

0:28:02.800 --> 0:28:05.320
<v Speaker 1>incredibly similar. In fact, it was similar enough that it

0:28:05.359 --> 0:28:09.159
<v Speaker 1>prompted Cheong Han Kim, who was a games developer and

0:28:09.200 --> 0:28:12.359
<v Speaker 1>a businessman who had become the CEO of the pub

0:28:12.400 --> 0:28:17.160
<v Speaker 1>G corporation, to criticize Epic Games and to threaten legal action,

0:28:17.600 --> 0:28:21.280
<v Speaker 1>and in January two eighteen, pub G filed a lawsuit

0:28:21.320 --> 0:28:25.200
<v Speaker 1>against Epic Games and then dropped it six months later,

0:28:25.640 --> 0:28:29.920
<v Speaker 1>and they didn't really comment on why they dropped the case. Now.

0:28:29.960 --> 0:28:32.800
<v Speaker 1>One reason Kim might have been worried about Fortnite is

0:28:32.840 --> 0:28:35.960
<v Speaker 1>that pub G relies upon the Unreal Engine for its

0:28:36.000 --> 0:28:39.440
<v Speaker 1>games engine, so pub G developers sometimes have to work

0:28:39.440 --> 0:28:42.880
<v Speaker 1>with Epic support to implement new features for the pub

0:28:42.920 --> 0:28:46.360
<v Speaker 1>G game. So the worry was that Epic might find

0:28:46.440 --> 0:28:50.320
<v Speaker 1>out about pub G's plans for upcoming features, and then

0:28:50.320 --> 0:28:54.640
<v Speaker 1>Epic could rush to implement similar features into Fortnite and

0:28:54.680 --> 0:28:58.800
<v Speaker 1>released them before pub G could do it. Undercutting the competition.

0:28:59.800 --> 0:29:02.880
<v Speaker 1>It didn't take very long for Fortnite to catch up

0:29:02.960 --> 0:29:06.560
<v Speaker 1>to pub G and then to pass it in popularity.

0:29:06.840 --> 0:29:08.680
<v Speaker 1>The fact that it was a free to play game

0:29:08.840 --> 0:29:11.840
<v Speaker 1>gave it a big boost. Because pub G is not

0:29:12.000 --> 0:29:14.360
<v Speaker 1>free to play. If you want to play pub G,

0:29:14.520 --> 0:29:16.600
<v Speaker 1>you have to go and purchase the game, just like

0:29:16.640 --> 0:29:18.800
<v Speaker 1>you would for a normal video game or any other

0:29:19.200 --> 0:29:22.960
<v Speaker 1>most other video games. Fortnite, however, is different. You can

0:29:23.040 --> 0:29:27.400
<v Speaker 1>download the Fortnite Battle Royal game for free and start

0:29:27.440 --> 0:29:32.280
<v Speaker 1>playing right away, but if you want certain in game items,

0:29:32.760 --> 0:29:37.000
<v Speaker 1>certain weapons, skins, characters, emotes, if you want to get

0:29:37.040 --> 0:29:40.160
<v Speaker 1>a very specific dance, then you have to pay extra.

0:29:40.280 --> 0:29:43.000
<v Speaker 1>You have to do that those in game purchases, and

0:29:43.120 --> 0:29:46.600
<v Speaker 1>lots of people were doing that. Not only that, but

0:29:46.800 --> 0:29:49.920
<v Speaker 1>Fortnite became one of the most popular games to watch

0:29:50.120 --> 0:29:54.920
<v Speaker 1>someone else play, primarily through these streaming service Twitch players

0:29:54.920 --> 0:29:58.840
<v Speaker 1>with handles like Tofu t f U E and Ninja

0:29:59.200 --> 0:30:02.280
<v Speaker 1>rack up mill millions of viewer hours on the streaming

0:30:02.320 --> 0:30:06.640
<v Speaker 1>service as they play games, and that elevated Fortnite's profile further.

0:30:07.040 --> 0:30:10.120
<v Speaker 1>It also helped that Epic would open up Fortnite so

0:30:10.160 --> 0:30:12.960
<v Speaker 1>that would play on other platforms Originally it was to

0:30:13.040 --> 0:30:16.200
<v Speaker 1>be PC only, but then it went Mac and PC

0:30:17.000 --> 0:30:20.840
<v Speaker 1>and now it's also available for consoles and mobile devices.

0:30:21.280 --> 0:30:24.280
<v Speaker 1>And to be clear, pub G didn't invent Battle Royal.

0:30:24.760 --> 0:30:28.400
<v Speaker 1>I don't want to make the claim that pub G

0:30:28.680 --> 0:30:33.479
<v Speaker 1>created this game mode and Fortnite stole it, and the

0:30:33.520 --> 0:30:36.360
<v Speaker 1>Battle Royal version and pub G and the Battle Royal

0:30:36.440 --> 0:30:41.040
<v Speaker 1>version in Fortnite don't exactly play the same way, not

0:30:41.040 --> 0:30:45.120
<v Speaker 1>not entirely. Fortnite is cartoonish, the physics are not nearly

0:30:45.240 --> 0:30:50.000
<v Speaker 1>as realistic. It's a faster paced gameplay, this little swimmier

0:30:50.440 --> 0:30:54.200
<v Speaker 1>than pub G is. And the fact that you can

0:30:54.280 --> 0:30:58.080
<v Speaker 1>build stuff in Fortnite, you can construct barriers and ramps,

0:30:58.160 --> 0:31:01.560
<v Speaker 1>and you can get over mountains this way. You can't

0:31:01.560 --> 0:31:04.040
<v Speaker 1>do that in pub G. It creates a totally different

0:31:04.360 --> 0:31:08.240
<v Speaker 1>gameplay experience than you would find in pub G or

0:31:08.280 --> 0:31:11.760
<v Speaker 1>other Battle Royal games. So there are elements to Fortnite

0:31:11.880 --> 0:31:14.800
<v Speaker 1>that really said it of heart. So lots of other

0:31:14.840 --> 0:31:18.040
<v Speaker 1>games have also got similar Battle Royal modes, including the

0:31:18.080 --> 0:31:21.080
<v Speaker 1>most recent Call of duty game Black Ops four with Blackout.

0:31:21.680 --> 0:31:25.400
<v Speaker 1>So I don't want to suggest that you know pub

0:31:25.440 --> 0:31:29.440
<v Speaker 1>G has a an exclusive right to the Battle Royal

0:31:29.480 --> 0:31:33.600
<v Speaker 1>game Mode, but that people were criticizing Epic Games, saying,

0:31:34.280 --> 0:31:36.800
<v Speaker 1>it looks to me like the game that you had

0:31:36.840 --> 0:31:39.520
<v Speaker 1>promised for years and years and years wasn't doing as

0:31:39.560 --> 0:31:42.040
<v Speaker 1>well as you wanted, so then you copied a game

0:31:42.080 --> 0:31:44.520
<v Speaker 1>that was doing really well, and that's how you were

0:31:44.560 --> 0:31:47.680
<v Speaker 1>able to turn it into a success. Whether that's true

0:31:47.800 --> 0:31:51.000
<v Speaker 1>or not, you do have to admit that Fortnite is

0:31:51.040 --> 0:31:56.760
<v Speaker 1>an enormous success. Also, the lawsuit between pub G and

0:31:56.840 --> 0:32:00.280
<v Speaker 1>Epic Games, that's not the only legal headache that Epic

0:32:00.320 --> 0:32:03.480
<v Speaker 1>has had to endure thanks to this runaway success of Fortnite.

0:32:03.920 --> 0:32:05.959
<v Speaker 1>One of those things that you can purchase in the

0:32:06.000 --> 0:32:09.600
<v Speaker 1>game would be an emote or an action that you

0:32:09.680 --> 0:32:13.480
<v Speaker 1>can choose your character to make based upon a keystroke.

0:32:14.280 --> 0:32:17.880
<v Speaker 1>So you might have emotes that are like a particular pose.

0:32:18.560 --> 0:32:21.480
<v Speaker 1>But in Fortnite, the emotes that are really famous are

0:32:21.560 --> 0:32:26.680
<v Speaker 1>the various dances. Epic has created animations of numerous dances,

0:32:26.720 --> 0:32:30.560
<v Speaker 1>some of which were already famous memes, and therein lies

0:32:30.600 --> 0:32:34.240
<v Speaker 1>the problem, well, one of the problems. The other problem

0:32:34.320 --> 0:32:37.200
<v Speaker 1>is that there's some really litigious folks out there who

0:32:37.240 --> 0:32:40.840
<v Speaker 1>are hoping for a meal ticket, I think, but there's

0:32:40.840 --> 0:32:43.480
<v Speaker 1>fault on all sides, I would argue. So one of

0:32:43.480 --> 0:32:46.120
<v Speaker 1>the dances you can purchase, at least at one time,

0:32:46.320 --> 0:32:49.640
<v Speaker 1>was called Fresh, which was a nod to the source

0:32:49.880 --> 0:32:52.960
<v Speaker 1>of this dance, the television show Fresh Prince of bel Air.

0:32:53.400 --> 0:32:56.840
<v Speaker 1>In that show, Alfonso Ribero, who played the character at Carlton,

0:32:57.000 --> 0:33:00.960
<v Speaker 1>did an iconic dance to Tom Jones's song It's not Unusual.

0:33:01.920 --> 0:33:05.760
<v Speaker 1>Fortnite didn't lift the song, but it did lift the dance,

0:33:06.120 --> 0:33:09.600
<v Speaker 1>and Alfonso has filed a lawsuit against the company, claiming

0:33:09.600 --> 0:33:13.400
<v Speaker 1>they're capitalizing on his celebrity and didn't give him any

0:33:13.440 --> 0:33:18.160
<v Speaker 1>credit or compensation. Actor Donald Fazan pointed to another instance

0:33:18.240 --> 0:33:21.120
<v Speaker 1>in which Epic Games had included animation that copied a

0:33:21.280 --> 0:33:25.880
<v Speaker 1>dance he did in the television series Scrubs Terrence to Millie.

0:33:25.920 --> 0:33:28.840
<v Speaker 1>Ferguson filed a lawsuit against Epic Games for using his

0:33:29.000 --> 0:33:33.040
<v Speaker 1>Millie Rock dance. Anita Red, acting on behalf of Russell

0:33:33.360 --> 0:33:37.000
<v Speaker 1>Backpack Kid Horning, filed a lawsuit because of the game

0:33:37.120 --> 0:33:41.760
<v Speaker 1>using the floss dancing move, which Horning had made famous.

0:33:41.800 --> 0:33:44.680
<v Speaker 1>In an airing of Saturday Night Live, Katy Perry was

0:33:44.960 --> 0:33:48.280
<v Speaker 1>playing a song and she threw a whole lot of

0:33:48.320 --> 0:33:51.880
<v Speaker 1>focus towards Horning, who then did the Flaws dance. It

0:33:52.000 --> 0:33:55.120
<v Speaker 1>went totally viral and became a huge meme of itself.

0:33:56.040 --> 0:33:59.200
<v Speaker 1>But here's the thing, he didn't invent that dance. You

0:33:59.240 --> 0:34:01.160
<v Speaker 1>can just do a quick search on YouTube and you

0:34:01.160 --> 0:34:04.920
<v Speaker 1>will find there are lots of videos that well pre

0:34:05.080 --> 0:34:08.200
<v Speaker 1>date that Saturday Night Live performance, one going all the

0:34:08.239 --> 0:34:12.040
<v Speaker 1>way back to two thousand ten of people doing that dance.

0:34:12.320 --> 0:34:16.000
<v Speaker 1>So my guess is that particular lawsuit won't go very

0:34:16.000 --> 0:34:19.799
<v Speaker 1>far ultimately once they're able to show that this kid

0:34:19.840 --> 0:34:23.480
<v Speaker 1>didn't create that dance, and that while that that particular

0:34:23.520 --> 0:34:27.680
<v Speaker 1>Saturday Night Live episode might have elevated everyone's awareness of

0:34:27.880 --> 0:34:32.920
<v Speaker 1>the philosophy, it's not like that kid has any claim

0:34:33.000 --> 0:34:36.600
<v Speaker 1>to ownership of the dance. The cases, however, bring up

0:34:36.600 --> 0:34:41.040
<v Speaker 1>a question can a dance be copyrighted? Can you copyright

0:34:41.440 --> 0:34:45.440
<v Speaker 1>dance moves? As of the recording of this podcast, that

0:34:45.520 --> 0:34:48.560
<v Speaker 1>remains a pretty unanswered question. And also there are a

0:34:48.680 --> 0:34:51.960
<v Speaker 1>lot of people point out that there's a long history

0:34:52.000 --> 0:34:56.880
<v Speaker 1>of of various artists doing dances and making them famous

0:34:56.920 --> 0:35:01.680
<v Speaker 1>and and profiting from them without having a actually invented them.

0:35:01.800 --> 0:35:07.640
<v Speaker 1>Beyonce has lifted lots of dances from from films. Michael

0:35:07.719 --> 0:35:11.000
<v Speaker 1>Jackson did not invent the moonwalk, but he sure did

0:35:11.160 --> 0:35:14.680
<v Speaker 1>make it famous, So I'm not sure that this particular

0:35:14.760 --> 0:35:17.799
<v Speaker 1>argument will go much further. However, it has led to

0:35:17.880 --> 0:35:22.720
<v Speaker 1>a lot of people criticizing Epic Games in Fortnite for

0:35:23.080 --> 0:35:28.720
<v Speaker 1>taking content or taking performances and not crediting the people

0:35:28.760 --> 0:35:34.000
<v Speaker 1>who originally made those performances famous. So let's sum up Fortnite.

0:35:34.320 --> 0:35:37.800
<v Speaker 1>It's a video game that was conceived in and shown

0:35:37.800 --> 0:35:41.840
<v Speaker 1>off way too early. Epic Games has admitted they talked

0:35:41.840 --> 0:35:45.880
<v Speaker 1>about this game far too early in the in the process,

0:35:46.480 --> 0:35:48.920
<v Speaker 1>it didn't go into a closed alpha until two thousand

0:35:48.920 --> 0:35:53.440
<v Speaker 1>and fourteen, transition to a closed beta in and stayed

0:35:53.480 --> 0:35:56.600
<v Speaker 1>that way until going into early access as a player

0:35:56.719 --> 0:36:01.280
<v Speaker 1>versus environment survival game in they you'd have to actually purchase.

0:36:01.880 --> 0:36:04.120
<v Speaker 1>Later that year, a new variant that was free to

0:36:04.200 --> 0:36:08.080
<v Speaker 1>play and one that closely resembled another game came out,

0:36:08.200 --> 0:36:12.160
<v Speaker 1>propelled the entire title into the spotlight, and now it

0:36:12.480 --> 0:36:17.240
<v Speaker 1>is a true phenomenon. The Fortnite Tracker network currently tracks

0:36:17.239 --> 0:36:20.360
<v Speaker 1>more than fifty seven million, five hundred thousand players of

0:36:20.440 --> 0:36:24.480
<v Speaker 1>the game. Some estimates for the total number of players

0:36:24.680 --> 0:36:29.040
<v Speaker 1>across all platforms runs as high as eighty million. Now,

0:36:29.040 --> 0:36:33.359
<v Speaker 1>Epic uses its own game launcher on the PC rather

0:36:33.400 --> 0:36:37.320
<v Speaker 1>than going through valves Steam Service, which does allow for tracking.

0:36:37.880 --> 0:36:40.960
<v Speaker 1>That means Epic doesn't have to share revenue with Valve

0:36:41.120 --> 0:36:44.280
<v Speaker 1>because they're not selling their game or using valves Steam

0:36:44.320 --> 0:36:47.680
<v Speaker 1>Service for that purpose. And the popularity of Fortnite has

0:36:47.719 --> 0:36:51.360
<v Speaker 1>allowed Epic to launch its own video game store to

0:36:51.600 --> 0:36:55.120
<v Speaker 1>rival Steam, and Epic is offering up incentives like a

0:36:55.160 --> 0:36:59.280
<v Speaker 1>lower revenue cut than what Valve demands for featuring games

0:36:59.280 --> 0:37:02.840
<v Speaker 1>in its store, and it's also offering up other incentives,

0:37:02.880 --> 0:37:06.800
<v Speaker 1>so if a developer uses epics Unreal Engine, they get

0:37:06.880 --> 0:37:11.879
<v Speaker 1>more bonuses for listing their game in Epics game Store. Now,

0:37:11.920 --> 0:37:15.280
<v Speaker 1>some gamers might complain that Fortnite isn't a quote unquote

0:37:15.400 --> 0:37:19.040
<v Speaker 1>serious game, or maybe that it lifts too many features

0:37:19.040 --> 0:37:23.040
<v Speaker 1>from other sources without credit, or that they aren't playing

0:37:23.160 --> 0:37:26.680
<v Speaker 1>in Steam, and because Steam is the established video game

0:37:26.760 --> 0:37:29.759
<v Speaker 1>store that irritates people personally. I think that competition is

0:37:29.760 --> 0:37:32.880
<v Speaker 1>always a good thing, but there's no denying that the

0:37:32.920 --> 0:37:37.040
<v Speaker 1>game has become an enormously powerful force in pop culture

0:37:37.080 --> 0:37:41.320
<v Speaker 1>in general and gaming in particular. As the company's name attests,

0:37:41.920 --> 0:37:46.200
<v Speaker 1>it is truly Epic. At some point in twenty nineteen,

0:37:46.280 --> 0:37:48.800
<v Speaker 1>the save the World mode is supposed to go into

0:37:48.840 --> 0:37:51.879
<v Speaker 1>free to play mode. At that point, Epic will rely

0:37:52.320 --> 0:37:55.920
<v Speaker 1>entirely on in game purchases to generate revenue from Fortnite,

0:37:56.320 --> 0:37:59.239
<v Speaker 1>But the game has already paid off in large amounts,

0:37:59.320 --> 0:38:02.360
<v Speaker 1>and if Epic Game Store is successful, it will likely

0:38:02.360 --> 0:38:05.000
<v Speaker 1>go down as one of the biggest wins in video

0:38:05.080 --> 0:38:10.080
<v Speaker 1>game history. That's something worth dancing about. Well. That wraps

0:38:10.160 --> 0:38:14.319
<v Speaker 1>up this look at Epic Games is Fortnite and the

0:38:14.320 --> 0:38:18.400
<v Speaker 1>phenomenon it has created. If you guys are Fortnite players,

0:38:18.480 --> 0:38:21.759
<v Speaker 1>or you have any specific thoughts on the subject, or

0:38:21.800 --> 0:38:23.960
<v Speaker 1>maybe you have a suggestion for a future episode of

0:38:24.000 --> 0:38:26.239
<v Speaker 1>tech Stuff, get in touch with me. Send me an

0:38:26.280 --> 0:38:30.960
<v Speaker 1>email the addresses tech Stuff at how stuff works dot com,

0:38:31.080 --> 0:38:33.960
<v Speaker 1>or go to tech Stuff podcast dot com. You can

0:38:33.960 --> 0:38:36.520
<v Speaker 1>find the archive of our older shows there and other

0:38:36.560 --> 0:38:38.360
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0:38:38.600 --> 0:38:41.239
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0:38:41.280 --> 0:38:44.320
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0:38:44.520 --> 0:38:46.480
<v Speaker 1>Every purchase you make goes to help the show, and

0:38:46.520 --> 0:38:49.600
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0:38:50.520 --> 0:38:58.640
<v Speaker 1>really soon for more on this and thousands of other topics,

0:38:58.680 --> 0:39:04.560
<v Speaker 1>because it how stuff works at home, wh