The Fallout of Fortnite’s Removal from App Stores

Published 1 month, 1 week ago by

When Fortnite was removed in Apple's App Store and Google Play in 2020, the rumblings were felt well beyond the United States. Across the European Union, where mobile gaming is now part of the digital culture, millions of players suddenly found themselves disconnected from one of the globe's most valuable games.

The main issue of Epic Games with the developers' stores was that the recently launched in-game payment system enabled them to bypass a 30% cut that both Google and Apple should have perceived. Fortnite was quickly removed from both platforms, and players in the EU began to seek alternative ways to play the game on their mobile devices.

The event brought into question fundamental ideas about ownership and access in the European gaming market. What level of control should two companies wield over the digital experiences of hundreds of millions of users? What alternative options could arise in a market that values openness and innovation, as well as consumer rights?


The Rise of Cloud and Alternative Distribution Platforms

Europe adapted in an inventive way. When Fortnite vanished from official sites, cloud gaming services popped up, such as GeForce Now, Boosteroid, and Shadow. These services enabled players to stream the entire desktop version of the game directly onto a smartphone or laptop, all independent of the App Store or Google Play.

The cloud gaming model is an excellent fit for Europe’s digital infrastructure. European countries have great broadband coverage and consumer demand for flexible technology. This means players from Spain to Germany have immersed themselves in all-access services that offer them console-quality gaming on any device. 

Concurrently, Epic Games expanded the Epic Games Store ecosystem, incorporating it further into the PC and Android user experience leveraging direct downloads and other marketplaces, such as Samsung's Galaxy Store. The European audience, who is notorious for its adaptability, established a testbed for new business models. 

Independent app stores, such as Aptoide, based in Portugal, found a higher profile as a decentralized consumer choice that fit well with the EU's ideas of competition.


The Regulatory Shift: Europe’s Push for Digital Freedom

The timing was perhaps one of the most important factors with regard to Fortnite's ban. It occurred at the time when the EU was ramping up scrutiny of Big Tech and its dominance of the digital ecosystem, and the introduction of the Digital Markets Act (DMA) in 2024 acts as a pivot point.

The DMA now mandates that "gatekeeper" companies, such as Google's and Apple's platforms, allow third-party app stores and alternative payment systems. As a result, enrichers of experiences, such as Epic, can now sell games directly to users again, without the burdensome policies that those set by app stores created. For gamers, it provides access to a more diverse and competitive marketplace.


Europe’s Expanding Mobile Gaming Landscape

Mobile games in the EU are a success. From the UK and Germany to France, Italy, and Poland, the continent's gaming population has surpassed 200 million active players. The majority do so on mobile devices and is now the fastest growing gaming segment. Titles like Clash Royale, Genshin Impact, and PUBG Mobile are leading the heights of the charts, but the absence of Fortnite has created opportunities for other platforms to take its place.

Interestingly, the disruption also inspired users to explore related entertainment spaces. Similar to gamers who gravitated to indie titles and social apps, other users found enjoyment in games that were adjacent to gaming, such as free slots to play for fun . These online casino titles grew in attention because they serve as casual, interactive distractions for social engagement and some light competition, but without concern for financial commitment. In many respects, these online casinos represent the same shift toward affordable, on-demand entertainment for which cloud gaming is a potential embodiment.


From Crisis to Innovation: A New Era of Digital Gaming

Although disruptive, the Fortnite ban ultimately led to a beneficial shift throughout Europe. It made developers and regulators reassess the structure of digital marketplaces. Epic fought its battles in court, but the effects of those battles altered an entire space.

The EU's definitive regulatory reaction is a position of leadership on the world stage when it comes to a fair and open digital marketplace. It asserts open access and competition so that no one company can control mobile gaming terms. For users, it means more choices, better prices, and easier access to the games they interact with regularly.

What once appeared as a corporate standoff is now considered the start of a more democratic digital future. Players in the EU have returned to playing Fortnite—either through the cloud, third-party stores, or direct downloads—in an ecosystem that grants them the most freedom they have ever had.

 

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