The Effect of Fortnite on the Gaming Industry

Positive or negative evolution?

Lewis Pearce
6 min readFeb 25, 2024
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Whilst I personally do not enjoy the battle royale genre, I see the appeal of a game like Fortnite, as at the time of it coming out it was a wholly unique, free-to-play experience. When it was released back in 2017, what was a first game for Epic Games became an instant hit, in some ways revolutionising the gaming landscape and putting other, more established developers into panic stations. It not only made major publishers sweat, but it also “inspired” them into introducing similar mechanics. In this article, I will examine the things which Fortnite either developed or built upon, and how that (in my opinion) positively or negatively affected the rest of the video gaming world.

The In-Game Store

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As Fortnite took the rather wise decision to be a free-to-play game, Epic Games needed a way to make the game profitable. In a stroke of genius, they included an in-game store, which allowed players to buy skins or cosmetic items with real world money, with the skins being fully visible due to the game being in 3rd person. It may not have been mandatory to spend real world money, but as the game grew more popular back in 2017 and 2018, the game probably made more money off vanity items than they would have done had the game been at a price to players.

Many companies, including EA, were in the midst of the “lootbox scandal” at this time, where progression in game was tied to spending actual pounds. A game which was anticipated heavily, Star Wars Battlefront 2, was maligned at launch due to this predatory action, and it became clear that micro-transactions needed to be kept separate from gameplay mechanics, and simply be a way for a player to stand out. Fortnite’s technique meant these companies could still make money, without it being criticised for being greedy. It also benefitted all gamers, as it meant we could enjoy games without having to fork out in order to reach a next level.

Battle Royale

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One of the most truly important decisions Epic Games made was the development of the Battle Royale mode. Following the success of Player Unknown’s Battlegrounds, and other game like H1Z1’s popularity in the community, Fortnite brought about their own battle royale game mode — and this is what brought the game to the mainstream. Taking from the Japanese book and movie series, Battle Royale was similar to the Hunger Games films in the Western World — players finding supplies in an ever shrinking circle of combat, and trying to be the last person standing. Fortnite was the first game to truly popularise the game-mode, and set the rules of what was required to make this mode work.

This was a major culture shock for all AAA studios. Soon, every single shooter was including a battle royale mode as standard, or developing their own games based solely on the concept. The most blatant example would be the development of Call of Duty’s Blackout mode, released one year following the explosion of players on Fortnite. Seeing Fortnite as a genuine competitior for the FPS genre, Call of Duty integrated their first version of the mode in 2018’s Black Ops 4, and later built this properly into the finalised Warzone mode, which has been a feature ever since. As stated previously, I am not a lover of battle royale games, as I am not the most skilled player, but it offers something different for those who do.

Seasons

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They may have existed prior to Fortnite’s popularity, but the concept of seasons in an online multiplayer game was pushed further by the free-to-play game. This is the idea that new bundles, new modes and even a new map is introduced every 2–3 months, to keep the game fresh. This is an interesting idea, as it means the game is constantly updating, whilst also introducing new mechanics which may or may not become regular features — it tests what works and what doesn’t.

Whilst it probably applies to Call of Duty the most, as the fear of being overtaken by Fortnite has led them to steal major parts from the game, my personal experience is with the Fifa/EAFC games. Ultimate Team, Pro Clubs and other online modes now employ this innovative system, where progress is refreshed every couple of months. However, it is clear that Fortnite were the pioners and continue to do it in the best possible way.

Crossover Media

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Other than evidencing the demand for the Battle Royale as a new mode, I think Fortnite’s biggest legacy is the cross-promotional work they do. It is crazy that I remember when John Wick was put into the game, and now it feels like most traditional pop culture figures have made it into the game, for any generation. Again, they can probably afford this with how much money they make, but it truly feels like even when the game lost popularity a few years ago, new skins were getting added weekly and these were household names people are fully aware of. Even the Fortnite Concerts, from major artists like Travis Scott and the Weeknd, felt so unique and something we had never saw before.

Ever since Fortnite began to make deals with large media companies for their properties, Call of Duty has not been dipping their toe, but their whole foot into the idea. Terminator, Die Hard & The Boys are just some of the major IP they have acquired. Some, like me, feel that it takes away from the idea that this is a game about war and is being treated a little too unserious for the subject matter, but that is neither here nor there.

Indie games challenging the industry stalwarts

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Finally, the gaming community is now more open to try indie games, especially those which are cheap or free. With game prices now on the rise, some reaching £70 for a base game, more consumers are willing to try something inexpensive and maybe a little rough around the edges to avoid paying exuberant prices for cookie-cutter experiences. I’d say the first one to challenge the big 3 (Fifa, Call of Duty and GTA) that comes to mind was Minecraft, and then Fortnite has since picked up the mantle. This has helped to put indie games into a better light for future, less established publishers.

Since Fortnite became such a huge name in gaming, we have seen the rise and fall of many major indie games, such as Fall Guys, Among Us, Phasmophobia and Lethal Company. Now, the big craze is Helldivers 2, and nobody is really talking about the regular major names, with EAFC 24 and Modern Warfare 3 being uninnovative and lacklustre, as they have been for years. This can only help gamers, as it forces these studios to look to adapt their games to deal with this new market.

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Lewis Pearce

25. First Class Law (LLB) Degree Graduate based in North-West England. Writing on a mixture of topics, including music, film and football. Challenge, don't hate