After the announcement of its decision to stop the development of Paragon, Epic Games assured fans that Fortnite will not meet the same fate and that it will continue supporting it. Not only that, but it appears that the end of Paragon’s development will also allow the team to bring even more content to it.
As Epic Games stated:
“You may have read of our recent decision to stop development on Paragon. We want to assure you this is not the case for the Fortnite Save the World campaign. Rather, this decision allows us to build more features and bring you more content at a faster pace.”
Our guess is that Epic Games ended the development of Paragon on purpose, and in order to focus entirely on Fortnite. After all, Fortnite’s Battle Royale mode has attracted a lot of players on all platforms. This is a mere assumption but everything points towards this.
A year ago, Epic Games stated that Paragon was growing and that it was attracting more and more players. However, and after the big success of Fortnite: Battle Royale, it became apparent that more players are now interested in a battle royale game than a MOBA. After all, there aren’t currently a lot of battle royale games and it makes perfect sense for Epic to focus on Fortnite in order to establish a huge audience.

John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities. Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved – and still does – the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the “The Evolution of PC graphics cards.”
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It’s their only means of actual income, so ofc they aren’t going to drop it like a rock. Copying a popular concept and abandoning your own ideas is the way to go for publishers these days. Screw creativity and trying to stand out on unique concepts.
Only? UE4 licensing is a great source of income.
Unique concepts were great in the past when there wasn’t 100 games released every day. 90 of them are crap, true, but still the audience is being shattered.
No sh*t, lmao. It’s their biggest cash cow.
It’s their only means of actual income, so ofc they aren’t going to drop it like a rock. Copying a popular concept and abandoning your own ideas is the way to go for publishers these days. Screw creativity and trying to stand out on unique concepts.
Only? UE4 licensing is a great source of income.
It’s their only means of actual income, so ofc they aren’t going to drop it like a rock. Copying a popular concept and abandoning your own ideas is the way to go for publishers these days. Screw creativity and trying to stand out on unique concepts.
BIGGEST SURPRISE OF MY LIFE!
They’ve lost all my respect for burying Unreal Tournament. It could be great again. Keep milking that generic, playable internet meme of a game. Fortnite will die out fast and all the kids will stop playing it. Instead they could rebuild and strengthen their core community by investing in Unreal Tournament and profit from it for way longer.
The problem is UT was done to death as well and there is no place for arena shooters at the moment. Everyone is playing survival games. They see the numbers, they make the informed decision. Simple as that.
There’s no money to be made from UT, except a few hat sales. It was supposed to be a free to play AFPS that somehow makes money from its community via cosmetic items and maybe vague ideas of modding monetization (user creates cosmetic item, gets a piece of the sales of that item). Basically, UT was their test bed for UE4 optimization and some monetization ideas. But it never gained the kind of traction they probably hoped it would. It was supposed to be heavily community-created and that approach did not work out. It resulted in a few placeholder maps with no textures and the weapons are partly or mostly community created. But in the end even that avenue only ended up turning into hiring applications: A few modders got hired as Epic staff, all the content in the game ultimately is put there by Epic, not by the community. So yeah, it was a funky experiment in many ways and Epic internally probably look at it as a lesson learned. I don’t they’ll ever bother to “finish” it.
Bringing AFPS back would require a new design that’s free of any “legacy” complications like silly air control and dodging mechanics that take weeks if not months to learn for new players. Quake’s strafejumping and UT’s awkward dodge mechanic make these games completely foreign to new players. You go in and feel like everyone else has to be cheating to move that fast. There’s too much emphasis on memorized and drilled mechanics. For the record, I feel the same way about CounterStrike’s accuracy system, it’s just that CS naturally has more mainstream appeal than “unrealistic” games and that CSGO has matchmaking.
Any way, back to my point: I believe AFPS have a bright future but Quake and UT (and all their clones!) do not.
Quake and UT can’t deviate from their formulas. They wouldn’t be Quake and UT if they didn’t control awkwardly, leading to their unique brand of movement flow. People who play those games want that feeling. I know because I’m one of them. I wouldn’t play a Quake without strafejumping. But I would play a new AFPS without strafejumping/dodging. A game that leaves behind all unneeded complications of established AFPS gameplay and only retains the very core: Fast movement, weapon and item pickups, vertical map design optimized for elegant navigation and to create advantageous and disadvantageous positions, all of the things that are generally true about AFPS as a genre with none of the baggage that each specific title has amassed over the years. The old brands simply can’t deliver this so a new brand has to be created for the genre to become relevant again.