The Problem...Is That Developers Make Too Much?

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Thoughtful_Salt

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A recent article on the Examiner.com asks a simple question. Is the gaming industry broken because it pays its talent too much? The writer, Alexander Hinkley, goes on to list a veritable boogeyman?s roll call of issues facing gamers today, including micro transactions, on disc dlc, online passes and the publishers fight against used games. He advocates that developer?s salaries get cut in half to reduce the cost of making AAA games and hopefully get rid of those bugbears. Needless to say, he has ruffled a few feathers.


While the budgets of many AAA games do reach in to the hundreds of millions ( Tomb Raider?s budget alone ballooned to over 300 million dollars. ) the vast majority of those costs are funneled into marketing. The cost of development itself has remained relatively stable over the past decade, and Alexander?s article seems like a misguided attempt to shift the blame towards the people who actually make the experiences we know and love. Has he even heard of indie games?

Scroll down to the comments section of the article to see a smorgasbord of backlash against Hinkley. But the article still makes for an interesting, if a little condescending, read.

EDIT: The comments section on that article seems to have been removed entirely. YOU ARE NOT ALLOWED TO DISCUSS THIS!!!!!

Source: http://www.examiner.com/article/the-problem-with-the-gaming-industry-is-that-developers-make-too-much?fb_comment_id=fbc_678249835525211_9537241_679996265350568#f28a9aab9c9267
 

Mister Six

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Sounds like another journalist with their head up their ass. I mean hell, it seems like every other week there's a story about how some developer or another can't make pay or that they're working 90 hour weeks for 40 hour pay just to get the game out at the deadline the publisher is setting.
 

BrotherRool

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I know we like to point fingers at the marketing bogeyman, but marketers do the statistics. People don't invest in advertising blind and they've got a lot of data showing the returns you get off X investment.

There is an arms race to marketing, in that if everyone wants it it drives the prices up to compete effectively before you need to drown out your competition so that they buy your game. But it's almost guaranteed that if they hadn't invested that money into Tomb Raider the sales would have been absolutely slashed. Marketing is hugely important, remember this is the public who didn't realise that Modern Warfare 2 was a sequel to Modern Warfare 1 during the period when IW had tried to do away with the CoD suffix.


As to costs. Developers are well paid, the average salary always beat the national average and games are typically made in rich countries and very rich areas of those rich countries (I think this is probably one of the big advantages to the eastern European dev scene, a more niche game can still break even with the rates of exchange and stuff). But then development is highly skilled technical work that would naturally demand higher wages.

And the OP has a good point individual wages seem fairly stable, the average seems to have risen from $65-70 000 ish to $80 000 over the last decade which doesn't seem particularly huge. If there's no big increase then it can't really be put down to overpaying

Thoughtful_Salt said:
The cost of development itself has remained relatively stable over the past decade
I take it you mean the average wage instead of the cost of development itself right? Because development costs have grown significantly with each console generation. What 40 men could push out as an AAA title a decade ago takes 100+ people now)

EDIT
Mister Six said:
Sounds like another journalist with their head up their ass. I mean hell, it seems like every other week there's a story about how some developer or another can't make pay or that their working 90 hour weeks for 40 hour pay just to get the game out at the deadline the publisher is setting.
Indie devs aside, game developers aren't paid poorly at all. Apart from the QA department, even the entry level wage is £18,000 - £25,000 which is only just below the national average salary for anyone in the UK. At the senior level they make £35,000 - £70,000+ which is much more than many people can ever expect to pull in in a year in their entire career. It's a skilled job and it's paid accordingly.
 

MammothBlade

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Oct 12, 2011
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Oh no games developers are getting too prosperous, let's cut their salaries so we can make even bigger profits and keep them dependent! Yeah, I bet certain greedy executives would love to take his advice whilst doubling their pay in the process.

Why are developers making so much money? Their job isn't life threatening like a police officer's is and it's not important to the future of the nation like a teacher's job is. It might be tedious or even grueling at times and require long hours and lots of commitment, but working in the video game industry is generally fun. People should be working in the gaming industry because they want to create awesome games. Not because they want to become rich. When did the gaming industry become so corporate?
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.
 

doomed89

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MammothBlade said:
Oh no games developers are getting too prosperous, let's cut their salaries so we can make even bigger profits and keep them dependent! Yeah, I bet certain greedy executives would love to take his advice whilst doubling their pay in the process.

Why are developers making so much money? Their job isn't life threatening like a police officer's is and it's not important to the future of the nation like a teacher's job is. It might be tedious or even grueling at times and require long hours and lots of commitment, but working in the video game industry is generally fun. People should be working in the gaming industry because they want to create awesome games. Not because they want to become rich. When did the gaming industry become so corporate?
Why do footballers and film stars earn millions? Surely it's just fun, they should work purely out of the goodness of their heart!
Devs don't even make that much... seriously this person has no idea what they are talking about. And for the record sports players and film stars probably shouldn't earn millions. They provide a solid level of entertainment sure but there's no reason for them to be making the amount they do. Even really good but less popular actors made far less then film stars, and there's nothing like that in gaming, publishers take most of the profits from any game and pretty much everything the developers earn they more then deserve.
 

MammothBlade

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doomed89 said:
MammothBlade said:
Oh no games developers are getting too prosperous, let's cut their salaries so we can make even bigger profits and keep them dependent! Yeah, I bet certain greedy executives would love to take his advice whilst doubling their pay in the process.

Why are developers making so much money? Their job isn't life threatening like a police officer's is and it's not important to the future of the nation like a teacher's job is. It might be tedious or even grueling at times and require long hours and lots of commitment, but working in the video game industry is generally fun. People should be working in the gaming industry because they want to create awesome games. Not because they want to become rich. When did the gaming industry become so corporate?
Why do footballers and film stars earn millions? Surely it's just fun, they should work purely out of the goodness of their heart!
Devs don't even make that much... seriously this person has no idea what they are talking about. And for the record sports players and film stars probably shouldn't earn millions. They provide a solid level of entertainment sure but there's no reason for them to be making the amount they do. Even really good but less popular actors made far less then film stars, and there's nothing like that in gaming, publishers take most of the profits from any game and pretty much everything the developers earn they more then deserve.
Perhaps they shouldn't, perhaps they should, but either way this guy should be talking about multi-millionaire celebrities and executives before he even thinks of criticising developers.
 

lacktheknack

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Jan 19, 2009
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With that crunch time? No way in hell.

Why don't you take a pair of pruning shears to the marketing instead, or invest in optimization?
 

FalloutJack

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I use to work there. They're crap. It's not a reliable source to look into, just sensationalist buzz.
 

SeventhSigil

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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
 

FieryTrainwreck

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The anecdote to lead off the article reminds me of Tom Emmer, a recent failed GOP gubernatorial candidate from Minnesota. He was advocating for sub-minimum wages for tipped employees because one restaurant owner claimed that three of his servers were taking home 100k a year.

Meanwhile, the mean wage for full-time servers in the state of Minnesota adds up to less than 20k a year.

Generally speaking, when you hold up the exception as the rule, from the fucking jump, your article is probably a total waste of time.

I think the problem with AAA game development is the swing-for-the-fences mentality combined with too-low game prices. Way too many publishers are pushing devs to deliver the next COD, but there's only ever one such franchise in gaming. Until COD recedes, there's no point trying to push for that level of penetration/success. You're just going to flush your marketing dollars down the toilet because you can't compete with the current biggest bear.

As regards game prices, I think a AAA game should be priced higher than a more modest offering - but that cost differential should result in tangible, worthwhile value. If it costs $5 more for voice acting, maybe the game shouldn't be voice acted. If it costs $5 more for a sweeping 1000 piece orchestral soundtrack, maybe whip out the casio. They've gotta start shaving costs somewhere, but I don't think the people putting the actual goddamn game together should be the first target.
 

Eclectic Dreck

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I don't think you can say that an industry that pays well under the average for any particular skill set is overpaying the talent. Just because a handful of superstars collection big paychecks doesn't mean the average developer in the trenches is getting anything significantly above a living wage.
 

faefrost

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Individual Developers certainly don't make too much. The problem is that studios throw too many developers at a project in order to get a marginally faster release schedule. Thereby increasing the cost of the game without any real return or benefit (or often to the detriment of the game from rushed development). It's not that they pay developers too much. It's that they spend too much on developers. They pay 300 developers to make a game that should only need 50. It's a poor use of funds that only bloats the costs to no benefit. All parties involved would be better off with 6 50 man teams making 6 different games. Even if they are on a slightly slower schedule.
 

ThriKreen

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Thoughtful_Salt said:
Needless to say, he has ruffled a few feathers.
Only a few, and like 100% of the game devs I know.

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. ;)
 

Eudaimon

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http://www.alexsdbzrpg.com/

If this is the best he can do, he has no right to talk about quality in games.
 

Esotera

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The main problem with software projects (at least from my experience) is that the higher-ups change the requirements at a very late stage in the project, resulting in a whole load of extra work for the developers & testers. Good developers are worth their weight in gold & are very hard to come by, but that's not going to reduce the cost of a project if some moron is micromanaging it constantly.
 

Vegosiux

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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.
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*

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.
 

MeChaNiZ3D

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I'm sorry, did someone sneak into that article when the author wasn't looking and replace all the "publisher"s with "developer"?

As far as I know, pretty much all the monetisation and marketing and game substance problems are because of publishers sticking their statistics where they don't belong, failing to understand the market, getting greedy, and spending too much on the wrong things. Although developers probably aren't all visionaries who would make wonderful new experiences every time if it weren't for interference, I do think most of them know their audience better than their publisher does.
 

Smooth Operator

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Well it's this general lack of information that can make such nonsense ring true, it wasn't until recently that some studios disclosed the actual budgets for development were 50% or less of what publishers displayed publicly, biggest piece of the pie is actually garbled up by marketing and accountants who contribute nothing to the game, also CEOs who pocket several millions on their own.

It's about time someone breaks down the actual product cost and all the useless overhead.
 

xPixelatedx

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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.
 

Mangod

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Oh, dear Lord... I'll hold my opinion of this man private (some things should not be shared in ANY company), and simply add his name to the list of people who's opinions can be safly written off as worth less than the time it took to write them out.