Friday, December 28, 2018 [Tweets] [Favorites]

Fortnite Was 2018’s Most Important Social Network

Bijan Stephen (via Hacker News):

It’s easy to forget that Fortnite — a cultural phenomenon that now has over 200 million registered players — began as a failure. It was conceived as a player vs. environment game that Epic Games founder Tim Sweeney described as a cross between Minecraft and Left 4 Dead in 2015, before co-opting the last-man-standing mechanics of PlayerUnknown’s Battlegrounds and becoming the biggest game on the planet.

[…]

The game’s real achievement is subtler, though. Epic Games managed to produce a hit, sure, but the genius of it is how it’s rewritten the idea of what hanging out online can be. Fortnite is a game, but it’s also a global living room for millions of people, and a kind of codex for where culture has gone this year — it’s a cultural omnibus that’s absorbed everything from Blocboy JB’s shoot dance to John Wick. It got Ted Danson to learn how to floss. This thing is here to stay, as a new kind of social network.

Richard Leadbetter (via John Gruber):

The truth is that aside from minor modifications to unlock the frame-rate and add the option to the game’s menu system, no substantial code revamp was required at all. Fortnite on the latest iPhones runs at 60 frames per second simply by virtue of the new Apple A12 Bionic silicon - or rather its increased power and crucially, its superior thermal performance.

Update (2019-01-01): Owen Williams:

Fortnite is different, because it’s not even about the game at all: it’s a place we’re all going together.

Not only is Fortnite the new hangout spot, replacing the mall, Starbucks or just loitering in the city, it’s become the coveted ‘third place’ for millions of people around the world.

Comments

Stay up-to-date by subscribing to the Comments RSS Feed for this post.

Leave a Comment