Fortnite was pretty much a failure when it first launched. Sure they copied PUBG's last-man-standing game mode, but what really made it take off was that you didn't have to pay for the game.
You could get it, play it, and then upgrade or not upgrade your character as you desired. This is what made it so wildly popular with its base audience of 7-15 year olds. They can't drive, they don't have money, they might have hyper controlling parents that won't let them go out and be proper kids, but if they have a desktop and a reliable internet connection, they can be a part of this game. That's a big selling point for kids. Not to mention if they watch Twitch/Youtube, it would appear to be a potential career path for them to sit on their ass consuming content in an interesting way as they see people like Ninja and Muselk getting rich.
As for Fortnite's financial success, again I think this comes down to them ripping off Valve - principally Team Fortress 2. When Valve made the game free to play in 2011, they added other monetization mechanisms like premium cosmetics and taunts. This is exactly how Fortnite has become so huge.
Instead of having major entrance barriers like having to own a console or forking over $60 - $100 for a game. You can get it for free and maybe pay a few bucks here or there when it suits you. And parents love it because it gives them a passive way to control their kids at little to no cost. (Unless their the absurd type of people who pay for Fortnite tutors)
Not that Gabe Newell or Valve need the money, but Epic has ripped off almost everything from other games for Fortnite. With their massive budget they're basically like Facebook in that they can steal any concept to be produced in house and fight legal battles as necessary. And I think their success compared to what they've ripped off is largely a matter of timing with the rise of services like Twitch, Youtube and Discord than anything specific to their IP.
TF2 or PUBG could've done this but didn't, fortnite did, and nailed it, and now we all get to benefit.
I think another major contributor to Fortnite’s success is the scale of cross-platform play that we’ve rarely seen before. Chances are if you have a thing that can connect to the internet, that thing is capable of running Fortnite.
They’re like Facebook not just because they have the money to steal any concept and build it in house, but because in some ways they are a social network. It’s as much as a game as a platform to hang out with your friends and chill.
Unreal Engine works on linux, and Fortnite used to work through wine, but because of their anti-cheating system it's broken now, and their CEO doesnt seem to have any plans for the linux version, he has some weird stance [1] on that.
Such a bummer, I really wanted to play it.
[1] https://twitter.com/timsweeneyepic/status/964284402741149698
This is not about "weird people with quirky ideas". This is about people who use speech to abuse, cause harm, intimidate, harass, or inspire others to commit such abuses. This cannot be tolerated in a society that wants the right to "Life, liberty, and the pursuit of happiness."
One can always find a non-abusive way to present an idea. But when they cross the line into a form of abuse or violence, they should be stopped.
I want to live in a world where anyone is free to say any stupid idea they want, and anyone else is free to correct them or ignore them or do whatever they like.
Actual harm/abuse/harassment should be illegal of course, like the kind where a person is physically doing stuff to another person against their will.
But if blocking a person on twitter is all it takes to avoid "harassment", maybe that's the best way to deal with that.
disclaimer: I am not Peter Thiel
Maybe it's immortality for all of us, ability for a dying person to hop into a young, healthy, good looking clone body.
I'm really interested in this because I have someone who keeps telling me this isn't possible. Do you have a source by any chance?
Back in the early 2000's online games were played by a faction of the population that plays them now. They were fringe, and having "online friends" was consitered to be weird and strange by most (I heard this plenty as my 2 closest friends I only met in person for the first time at my wedding in 2014! After having known them for almost 10 years at the point, and I heard plenty from even family about how it was "a bit weird").
That feeling has changed over the last few years, and now "online friends" are just friends, and the games themselves are actually almost the secondary reason many people play them. The primary being to hang out with their friends online.