Hỗ trợ trực tuyến


   Mr Nhu

  (02273) 811.616 


- Cam kết xe xuất bến đúng lịch trình, đúng giờ, đúng tuyến, đúng giá vé niêm yết.

- Cam kết giữ ghế (giường nằm) cho khách hàng đặt trước không phân biệt (trừ người già, trẻ em, và phụ nữ mang thai)

- Chuyển phát nhanh hàng hóa an toàn, chất lượng, uy tín

- Tư vấn miễn phí cho khách hàng về các Tiêu chuẩn, các cung đường, chất lượng phục vụ

Quảng cáo

Why Fortnite Won’t Die

Why Fortnite Won’t Die

Fortnite’s Meteoric Rise
Back in 2011 at the Spike Video Game Awards was the first time anyone ever heard in regards to the development of Fortnite. While Fortnite offered two totally different modes, "Save the World" and "Battle Royale", the free-to-play Battle Royale is what has made it one of the vital popular games in the world. Formally released on September 27, 2017, Fornite took the gaming world by storm and now has almost 80M (as of Sept, 2018) month-to-month active players and 250M registered users. With the rise of any dominant game, the gaming neighborhood is repeatedly looking out for the subsequent game that will be the "Fornite Killer".
In this piece, I’ll break down why this hasn’t happened but and why I imagine it isn’t going to happen anytime soon. Also, why games don’t need to be a "Fortnite Killer" to be successful.

250M Registered Users
When Fortnite was released (Sept, 2017), the biggest competitor was PlayersUnknown’s Battlegrounds (PUBG), developed by Bluehole (a South Korean studio). By December 2017, Fortnite had 30M month-to-month active players vs PUBG’s 30M. On January seventeenth, Epic said another 15 million people had picked up the game, bringing the total player base to 45M. Fortnite then hit 125M players in June 2018 after which broke 200M by November 2018. As we speak, Fortnite has over 250M players as of March, 2019.

The rise of Free-to-Play:
Free-to-play (FTP) games have develop into much more well-liked, especially given the success of Fortnite, which is free to download after which you can purchase in-game items by way of microtransactions. Fortnite has advanced this business mannequin for game creators across PC/Console/Mobile by creating an in-game economic system that users saw worth in. In addition they were able to monetize without making a Pay-To-Win (efficiency advantages) dynamic and keeping all microtransactions centered round beauty items.

As shown within the chart below, many titles have made significant profits via a "pay-to-win" model whereas Fortnite made $318.3M in one month purely by means of cosmetic items. One profit that Fortnite has over First-Person-Shooter (FPS) games is that Fortnite is a third-particular person shooter that makes cosmetics more valuable to the consumer (because you'll be able to see the gadgets on your character at all times).

What makes Fortnite special?
1. Bi-weekly patches/updates
Fortnite schedules updates to the game on a bi-weekly foundation (If a fix is critical they will additionally push out a "hotfix"). This allows them to respond rapidly to the group’s requests, bugs in the game, game dynamic adjustments, gamin and far more. In the past, if a game had a problem then the gamer would doubtless abandon the game, knowing that an update wasn’t technically possible.
With the rise of internet gaming & connectivity, games like Fornite can launch a patch/update regularly so as to maintain the gamer’s experience as optimum as possible. In return, Fortnite has chosen to monetize by way of microtransactions vs an upfront download cost (PUBG is $30 is play and they even have microtransactions).

2. Occasions and New Seasons
Epic Games (who own Fortnite) makes positive to maintain Fortnite fresh via occasions and new seasons. In case you’re not acquainted, a "season" is a 12-week time frame the place players can compete and various enhancements center around this launch calendar. While events are typically in-game occasions that occur every once in a while, the seasons not only have begun to have themes but in addition some have had particulars within the map slowly change throughout the season — this amounts to "FOMO" (Concern of Lacking Out) because not enjoying for a couple of days, or per week, may imply lacking out on the in-game event.