THISxPixelatedx said:No
However...
I think we hire too many people. It seems we are substituting talent with numbers, and that's an endless money drain. When games like 'Dust: An Elysian Tail' can take ONE person to make, we have to start asking ourselves hard questions, like "Why do many games that look only half as good and play only half as good (as Dust) require small armies!?" Again, I believe we are substituting talent for numbers.
I don't believe half the people working in the game industry today should be. Yes, they have degrees for what they do, but what they basically have is a piece of paper that says they can make polygon pillars and guns, so they get hired to do just that. That isn't talent, it's just rudimentary knowledge to make a process happen. Of course if you get enough of those people together you can get a pretty game, a hollow game with no soul in it's aesthetics, but a pretty game. Hiring an army of those people is going to break you financially. What you should do is find a few people who "paint their own realities". Make water into wine, give the sky amazing and obscure colors; yet still make it look practical in the world. Then give them ample time to freely do what it is they do best. It will take longer, but in the end it will cost less and look nicer.
This is true, but I also think it must be said that a lot of the publishers and investors are so out of touch with the consumer base that they frivolously spend money on things that are simply not necessary.deadish said:The market is self-correcting.
That's it really. If there are people being paid too much, it's only a matter of time before it gets reduced or they really are worth that much. Corporations don't pay more than they have to, that's for sure.
Yeah of course not, I was just pointing out that he is being ridiculous to expect people to take less pay just because he thinks it's a "fun" job.Vegosiux said:Hey hey, from one extreme to the other there. Income level isn't a binary thing that you switch between "more money than five generations could feasibly spent" and "has to beg for food". At least not yet. And I think those folks are paid so much mainly because people are stupid and don't think there's a problem with it *snicker*MammothBlade said:Why do footballers and film stars earn millions? Surely it's just fun, they should work purely out of the goodness of their heart on an average wage!
They shouldn't hope for any luxuries as a reward for the income they generate. Generally, they should just work for far less than the market value of the games they produce. And never mind the investors, they just donated all that money and expect no profits in return. Even if they did make a profit, they'd give it all to charity, so games developers aren't losing out either way.
This guy is a fucking tool.
I do agree that this guy is a massive tool, though. A tool so massive that I'd only use it if I deliberately wanted to do an incredibly ham-fisted job.
Exactly this. Also, according to the game dev salary chart that gets reported every year, I'm making less as a 3d artist at my job than the average QA tester, and that's not even getting into the whole "female vs male salaries" thing. Even if those self-reported stats were fairly accurate, I would fully expect the huge cost of living difference in California to mess with those numbers to the point where it makes me in Texas look like a homeless scrub.ThriKreen said:Only a few, and like 100% of the game devs I know.Thoughtful_Salt said:Needless to say, he has ruffled a few feathers.
Suffice to say, like 3 people referenced in the industry with sports cars (the guy surmised to be at Riot, John Carmack and CliffyB) compared to the other 99.99% of the industry isn't the norm. The average salary he references also is based on submissions, is the data itself can't be used as a reference point since it differs based on the cost of living of various places. Obviously San Francisco has a much higher cost of living compared to say, Austin, but a large majority of game studios are in California...so...
And of course, he claims the high salaries are pushed onto the consumers via various costs, nevermind all those things are optional. I think someone worked out that since prices haven't changed much for the past 20 years or so, if you adjusted game prices for inflation they should actually be in the $130 range or something?
Of course, it doesn't factor in that even in our off hours, we're still doing stuff to improve our skills, reading papers on new technology, taking classes, or just practicing at home. We're on the clock all the time.
Or playing other games for research.![]()
Um no offense but that study is complete BS. Here's why nobody says they buy something because of ads even if they do, because nobody likes to admit that ads work on them but companies wouldn't spend billions on them if it didn't work. Second most people don't even realize ads work on them, it's a subconscious thing that breeds familiarity with a product which makes the consumer more likely to buy it just because they keep seeing it rather then having an objective comparison. So in any survey people are of course going to answer most often that word of mouth or demos sell them on games over ads.SeventhSigil said:Read an article a little while ago, written in '09, about a study that determined what the most effective form of advertising likely was.
http://kotaku.com/5428141/word-of-mouth-sells-the-most-video-games
Well, it's shareholder money they are pissing away and therefore their head that's on the line.ron1n said:This is true, but I also think it must be said that a lot of the publishers and investors are so out of touch with the consumer base that they frivolously spend money on things that are simply not necessary.deadish said:The market is self-correcting.
That's it really. If there are people being paid too much, it's only a matter of time before it gets reduced or they really are worth that much. Corporations don't pay more than they have to, that's for sure.
Multiplayer would be a perfect example. They still haven't figured out that every single game doesn't needs a multiplayer mode. In fact, they often detract from the core experience.
The amount of money they piss away on development costs creating MP for something like say Tomb Raider is just stupid.
I'm not saying ads don't work in a majority of the market, but you have to consider that it's slightly different in terms of certain games than it is in, say, a Nissan van. You're not going to find people camping on sites to find out the latest news on the newest van in production, won't find people who both own vans talking excitedly about the newest iteration's advances in tire pressure, and word of mouth isn't really going to spread, because I doubt I would ever hear 'Hey, hey, hey! Didja hear?! NISSAN'S MAKING A NEW VAN!" Advertising for toys, perfume, brands of food, restaurants, etc, etc, ETC, is more than acceptable because active public interest is generally low. When was the last time you saw an entire discussion forum devoted to brands of Yogurt, at least one not owned by whatever company makes it? Even in the case of mediums where there is stronger personal interest, such as movies or music, there isn't that same attachment because the first viewing of a film can last a couple of hours, the first listen to a song a couple of minutes, but the Bioshock Infinite Campaign can last five or six hours, longer if you're on 1999 difficulty on second playthough, MUCH longer if you're achievement or trophy hunting. That greater investment of time can lead to a greater attachment, and heightened interest in actively seeking out new experiences, as opposed to waiting for someone else to talk about them.doomed89 said:Um no offense but that study is complete BS. Here's why nobody says they buy something because of ads even if they do, because nobody likes to admit that ads work on them but companies wouldn't spend billions on them if it didn't work. Second most people don't even realize ads work on them, it's a subconscious thing that breeds familiarity with a product which makes the consumer more likely to buy it just because they keep seeing it rather then having an objective comparison. So in any survey people are of course going to answer most often that word of mouth or demos sell them on games over ads.SeventhSigil said:Read an article a little while ago, written in '09, about a study that determined what the most effective form of advertising likely was.
http://kotaku.com/5428141/word-of-mouth-sells-the-most-video-games