Let’s chat about the Fortnite Ecosystem | Live with ImmatureGamer | 3/10

First, I want to say I acknowledge that everyone has a different perspective and, thus, different needs. Epic is in an impossible position trying to balance fairness, sustainability, and engagement across a wildly diverse creator ecosystem. UEFN includes legacy Fortnite creators, indie developers, studios, brands, and influencers, all with different needs and expectations. The challenge has always been making sure the system remains fair.

Epic has worked hard to create an ecosystem where everyone, regardless of resources, has a shot. But fairness is an incredibly difficult thing to maintain, and in trying to make it work, good creators have been forced to sacrifice too much while bad actors have flourished with little intervention. Instead of limiting growth due to fear of exploitation, we need to create a system that rewards real innovation while taking stronger action against those who exploit it.

I appreciate you all taking the time to address some community questions, here are 4 questions I have:

1. The Transparency & Fairness Reality Check

Epic has worked hard to create a ‘fair’ system where every creator has an opportunity, but fairness often results in rewarding mass engagement farms over real innovation. Experienced developers with years of investment in UEFN are treated the same as new creators, forcing us to ‘shoot in the dark’ with every update.

Why does Epic believe fairness is achievable when no successful industry operates this way? And if fairness is the priority, how does Epic plan to ensure that long-term, high-quality developers aren’t buried under engagement-driven content?

2. The “New & Updated” Algorithm Black Box

UEFN developers spend real time and resources updating and improving games, but we have no clear understanding of what qualifies for ‘New and Updated’ or any row or how Discovery actually registers updates.

How can Epic expect creators to invest in their games when there is no transparency on whether that investment will lead to any visibility? Are there plans to provide developers with concrete guidelines on what qualifies an update for renewed Discovery exposure?

3. The Monetization Sustainability Question

Engagement based payouts favor infinite loop content over high-effort, curated experiences. Right now, UEFN has no sustainable monetization beyond playtime, while Epic’s own games (Battle Royale) benefit from prime visability, quests, skins, item shop promotions, and built-in retention mechanics.

Does Epic acknowledge that engagement payoutalone is not a viable long-term model for serious studios and developers? And if so, are there plans to introduce additional monetization pathways such as creator cosmetics, premium maps, or revenue-sharing beyond engagement time?

4. The “Bad Actors vs. Good Creators” Problem

Every system will have bad actors, and exploiters will always find ways to game Discovery. But right now, Epic’s fear of exploiters is restricting the good creators far more than it is stopping the bad ones.

How does Epic justify limiting transparency, marketing, and monetization for all developers when bad actors continue to exploit the system anyway? Is there a plan to shift the focus toward rewarding high-quality, high-investment content rather than just preventing potential abuse?

Thank you for your time and for any responses!
MackJack

8 Likes

What happened to trending in discover? Not a single island has been featured in trending in discover since the recent disovery changes. It seems that these changes have made it far more difficult for new islands to succeed!

1 Like

Will Epic be taking further steps to protect our custom assets hosted on its servers? Right now bad actors are able to steal assets and pry into otherwise private asset data via certain softwares, and since we have no control over our .pak files and encryption methods, it’s out of our hands to prevent assets from showing up in other people’s maps illegally. It’s causing a lot of unnecessary anxiety and frustration among creators seeing their hard work exploited like this.

2 Likes

I would like to know if there will be greater incentives for single-player and cooperative games on the platform. In my company, we create many linear, one-time-play experiences, which may make them less attractive within the current ecosystem, as there are no dedicated tabs or sections for this type of game. Are there any plans to increase visibility for these categories, allowing solo experiences to gain more exposure alongside traditional multiplayer modes?

Hello Epic

[Requete ]
Do you think Epic Games could implement an automatic revenue-sharing system for collaborative projects?

This system would allow each member of a team associated with a map to receive fair compensation or a predefined percentage, without direct involvement from the team leader, under specific conditions.

For example:

  • If the team leader decides to remove a member who has already received a share of the revenue generated by the map, this removal would only take effect starting from the month following the last payment.
  • If a team member’s Epic account gets banned, their percentage share would automatically be redistributed among the remaining collaborators.

Such an initiative could not only reduce the risks of deception and fraud but also encourage collaboration and knowledge sharing among creators. This would promote teamwork, which is essential, given how complex and time-consuming it often is to develop a game alone.

Best regards.
KokoSweet

How do you choose what’s going to EPIC PICKS, is it a real person or algorithm?

1 Like

Suggetion: Back in the resistance season, AI guards can be seen driving the tanks and they open fire if they spot a player, And maybe even the AI can drive any vehicles as well, is it possible to add this feature in Creative and UEFN?

With the announcement of Battle Royale season being created in UEFN starting this year, how do you plan on improving the tools available in UEFN to support large scale Battle Royale seasons such as lootpools, battle bus, and even just the support for larger scale lobbies? And will these features be available to the public when they start to be used for Epic’s season creation?