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“We were there in the 80s for the crash, and this is definitely crashier.” John and Brenda Romero reflect on the industry crisis

“We were there in the 80s for the crash, and this is definitely crashier.” John and Brenda Romero reflect on the industry crisis

News Room News Room 27 March 2026
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Online Tech Guru > Gaming > It turns out Fortnite isn’t the forever game after all | Opinion
Gaming

It turns out Fortnite isn’t the forever game after all | Opinion

News Room
Last updated: 27 March 2026 17:43
By News Room 12 Min Read
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It turns out Fortnite isn’t the forever game after all | Opinion
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After several years in which almost weekly reports of drastic, sweeping layoffs at one company or another have become the depressing norm, we’re all fairly accustomed to the pattern in the response. There’s a measure of shock – not surprise any more, but still somehow shock because, really, this company, at this moment? – along with a deep well of sympathy for those affected, which we all have to balance against the scramble to understand exactly which parts of the business have been hit and what it might signal for the future.

That’s the pattern that has played out in the wake of Epic Games’ major layoffs this week – with perhaps a bigger dose of shock than usual, given how dominant both Epic’s Unreal Engine and its flagship game, Fortnite, have been in their respective sectors. It’s still unclear exactly which parts of the company are affected. Around 20% of staff is a big number by any standard, but we know little beyond the headline number.

In particular, we don’t yet have a clear sense of how much of the pain has fallen on Fortnite itself (though we know at least some of the layoffs have come from that side of the business), how much on the Epic Games Store, or how much on the company’s more experimental bets.

What does seem clear is the underlying driver. After years of dominance, Fortnite’s revenues are declining, and it seems that the decline may not be gentle. There have been hints at a decline for some time, but 2025 seems to have been an especially rough year, with Newzoo estimating that player hours dropped almost 30% from 2024.

The situation for the game, which once appeared to be completely gravity-defying, has seemingly become heavy enough that Epic feels compelled to act to ensure that it remains commercially viable. It recently hiked the price of the in-game currency, V-Bucks, and has now aggressively slashed costs with major layoffs.

Any round of layoffs is painful, but such massive cuts resulting from a downturn in Fortnite’s business raises a larger question. What does the games industry look like after a decade of chasing Fortnite, if Fortnite itself is no longer a model to emulate?

The impact of Fortnite’s success on the industry as a whole in the past decade cannot be overstated. It’s not the only successful live service game, but make no mistake, it is the live service game. Its success birthed countless cartoon dollar signs in the eyes of countless industry executives. It was the justification for endless pitch decks, greenlights, cancellations, and strategic pivots across the industry; hundreds of millions of dollars spent on trying to snatch away even the smallest slice of its pie.


Fortnite
Fortnite recently returned to Google Play after Epic’s lengthy court battle with Google. | Image credit: Epic Games

Even as other companies reached out to try to touch the hem of its cloak, Fortnite itself seemed to be pursuing bigger and bigger dreams. It offered a tantalising vision of a “forever game,” a single platform that could dominate players’ attention indefinitely, monetise continuously, and serve as a kind of cultural hub as much as a piece of entertainment software.

Even as Meta repeatedly fumbled the ball in its own metaverse ambitions, it felt for a while like Epic had actually built what they dreamed of. Meta’s attempt to conjure a virtual world out of corporate willpower and marketing spend was always more reach than grasp. Fortnite, by contrast, had immense scale and actual cultural relevance. For years, it was the social centre of gravity for a whole generation of players.

The vision of this being a permanent, all-encompassing digital world, however, was always a somewhat strange one, out of touch with the reality of what Fortnite is – a really fun, accessible Battle Royale game that bottled lightning and became part of the cultural zeitgeist for the best part of a decade.

That’s not nothing – for a start, it’s many, many billions of dollars of revenue – but with hindsight, some of the moments when Fortnite seemed at the absolute peak of its cultural powers start to look more like a cash-rich company trying to sustain momentum rather than an organic rise to global prominence.

Epic threw everything at Fortnite to keep it culturally central. The company booked out billboards in Times Square. It staged enormous in-game events for top-selling music stars. It positioned Fortnite not just as a game, but as a place – a hangout, a shared experience, a crucial venue for artists and brands to connect with fans; a new space where global cultural moments were happening.


Lego Fortnite key art
In 2022, Epic announced Fornite would be collaborating with Lego. | Image credit: Lego/Epic Games

For a while, it even worked, but spectacle doesn’t guarantee permanence. You can prop something up with marketing, collaborations, and capital-C Content for a long time, but you can’t freeze culture in place. Fortnite’s original audience grew up. They carried memories of things like the Travis Scott concert with them, but they didn’t necessarily carry their Fortnite accounts.

What’s now becoming clear is that Fortnite wasn’t able to extend its appeal to the younger players coming up behind them. To many of them, Fortnite already feels like an old man’s game – in much the same way that my generation of superannuated millennials sounded positively antiquated when we talked about Halo deathmatch games to Fortnite’s earliest fans.

“If even Fortnite wasn’t truly forever, what has the rest of the industry been chasing for the past decade?”

And you know what? That’s fine. The layoffs at Epic are awful for those affected, as all layoffs are; but if Fortnite isn’t the forever game, if we’re not all going to be logging in to a Battle Royale title to watch concerts for the rest of time, that’s totally fine. Fortnite’s decline only feels like a failure if you believed that it wasn’t an inevitability – but games age, their players age, and audiences move on.

It’s no surprise that executives loved the idea of a forever game (even if they were hopping mad that it wasn’t their forever game). That concept promises a world where risk is minimised, where success is a matter of maintaining relationships with brands and celebrities rather than nurturing new creative voices. It’s a vision of games as an endlessly extendable service, rather than the messy, hit-driven creative industry that we actually have. It’s no coincidence that many of the same people are equally enamoured with AI: it proffers the false hope of generating infinite “experiences” without having to rely on unpredictable artists and designers.

But if even Fortnite wasn’t truly forever, what has the rest of the industry been chasing for the past decade?

The pursuit of that dream has warped decision-making across games. Enormous sums of money, time, and creative energy have been poured into projects whose primary sin, in the end, was simply not being the next Fortnite. Games that might once have been given months or even years to find an audience are now cancelled in a matter of days when early metrics fail to justify their existence. The bar isn’t “successful enough,” or even “making a profit,” when what you’re actually dreaming of is market dominance.


Epic recently announced a hike in the price of Fortnite’s V-Bucks. | Image credit: Epic Games

The acknowledgement that Fortnite is on its downslope – though make no mistake, it’s still a huge game that makes a ton of money, and I’d be surprised if it doesn’t last in some form for another decade or more – is a potential inflection point. The terror that Fortnite might be the final game, the one that would absorb all interest in gaming into itself, leaving nothing but scraps for everyone else, has evaporated. The market has demonstrated, once again, that no single game gets to own players forever.

If you’re in an optimistic mood, you might hope that this realisation would prompt a broader rethink. If the forever game is a mirage, perhaps the industry can relearn how to build a portfolio of hits rather than chasing a single, all-consuming platform. Perhaps there’s room again for games that grow slowly, that serve specific audiences, that succeed on their own terms rather than against an impossible benchmark.

“Cultural dominance is fleeting – and it usually isn’t really dominance at all”

If your mood is less rosy – I leave it to the reader’s intuition to guess where mine lies – you might fear instead that the lesson drawn will be the wrong one. For some, Fortnite’s decline won’t mean abandoning the dream, but simply transferring it. Roblox, with its enormous audience and significant share of PC playtime, already looms as the next candidate for “this time it really is forever.” Different audience; same fantasy.

Even if the obsession migrates rather than disappears, Fortnite’s story should still serve as a cautionary tale. Cultural dominance is fleeting – and it usually isn’t really dominance at all, especially in a world of such fragmented and broad-based culture. Scale buys time, not immortality, and no amount of celebrity collaborations, brand relationship management, or live-service design can elevate a game outside and above culture itself or make it immune to the fickle tides of audience tastes.

Fortnite was never the forever game, because there cannot be a forever game, no matter how good it would look on a balance sheet. It is our culture’s greatest feature, not a flaw to be fixed, that innovation and creativity don’t have an end state.

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