As I said above, Epic does not and has not ever given input on pricing.
With regards to the five items per pack rule, we’re always open to feedback on that. In the case of characters, we’re revisiting the requirement because characters are extremely labor-intensive and it doesn’t make a lot of sense to require five of them. In some cases we’ve made exceptions for when a single asset perfectly fulfills a vertical need, such as a weapon with first person arm animations, a scope, audio, bullets, etc.
As we’ve been getting more submissions and setting clearer standards of what constitutes “enough value,” we’re starting to move a bit more toward a rough equivalent instead of a specific number. For example, in that weapon example above, that really isn’t five unique assets, but it represents a big chunk of time savings for whoever purchases it. The overall definition is still fuzzy, but we’re working on it. One of the main things we’re trying to prevent is having a store full of 175,000 individual textures, or doorknobs, or rocks.
Also, we totally know what padding something out looks like, and we don’t play that game.
The way I read it originally was more like creating a cheap knockoff to cash in on someone else’s concept and work, but OP clarified away from that in subsequent posts. Part of the reason I interpreted that is that we reject a lot of content that’s literally a carbon copy of someone else’s work, or unmodified results of tutorials. We have ways of being able to tell. It happens a lot more often than you’d think.
I completely agree. I wouldn’t turn away content that’s similar if there’s a public interest and need for it. Like I said above, more often than not, we toss out ideas of cool ways to build on it and differentiate from what may be similar to help people do better. When content creators are willing to take suggestions and input from us, we do everything we can to make it easier for them to get on the Marketplace and to put a spotlight on their content and why it’s cool.
It all boils down to us wanting people to do the coolest things possible, helping how we can, and showing people what’s cool. And knockoff\counterfeit stuff is not in the cool spectrum. OP clarified that isn’t what he was suggesting, however.
I like this discussion!
See, that’s one of the things that’s really interesting to me about the way people price things. My entire career before coming to Epic was commissioning art content from artists and studios around the world, so I know how much these things cost and how long they take to do. I’ll see something like a vehicle pack for $100 and think “I’ve paid $15k for exactly that kind of thing before. Wow.” The economics are totally different, and it’s interesting seeing how the community is adapting and responding to it.
Can you email with more information on that, please? We take that sort of thing very seriously and I’d like to know more.