Fortnite: Fans disappointed as event reaches capacity
Players in a virtual queue to attend a long-awaited live Fortnite event were disappointed as servers reached capacity one minute after fans asked to participate.
There were around 12 million players in the game and another 8.4 million watched via Twitch or YouTube.
The event marked the end of season 2 and the start of season 3 for the Battle Royale game.
Big events like this will likely become the norm, one expert thinks.
Fortnite is one of the most popular online multiplayer games in the world, with 350 million players registered according to the developer Epic Games.
The event – dubbed The Device – started with the players gathered around the Agency, a central building on the island where the game is set. The players were transported to an office never seen before and the event ended with the island surrounded by water walls.
Season 3, which has been delayed, is scheduled for June 17.
The long-awaited Doomsday event had come with a warning from Epic that servers could quickly reach capacity and, when they did, recommended players to watch the event via Twitch or YouTube.
The company later tweeted, “We were overwhelmed by the response to The Device. 12 million players in the game limited participation for stability, while 8.4 million more watched live on Twitch and YouTube. As we push the edge of what live events can be, we are improving systems so that many of you can experience them in the game.
Interactive social platform
Blocks around the world have seen more people flocking to games and Fortnite witnessed a wave of virtual encounters during the pandemic as it set out to become a destination rather than just a game.
Nearly 28 million watched rapper Travis Scott’s virtual Fortnite concert, and aired a trailer for a forthcoming film, Tenet in May. Another live concert saw Dillon Francis, Steve Aoki and deadmau5.
Game expert Ampers Analysis game expert Piers Harding-Rolls told the BBC that these events would become “more numerous as Epic tests ways to expand the game into an interactive social platform for content or artists residing at the outside the game. “
Not all fans will want the gaming experience, but for those who do, he thinks “it is not realistic for Epic to rely on many new servers to cope with a spike in demand.”
Epic Games, which also owns the famous Houseparty chat app, now has a valuation of around $ 17 billion (£ 13.4 billion), according to Bloomberg.