Gamdevs should get roylties based off contribution like a number so small for indie games its meaningless unless it does well, but for bringingg us longlasting moneymaking games like gta they should be making way more
the problem is that companies will find a way to screw devs with that too. Imagine figuring out a solution to track every single bit of contribution to keep royalties as low as possible based on STATS BYATCH. it will literally turn into “your grass texture will bring you 0.00000000000000000000000001 cent off each sale” kind of fuck around.
Absolutely; but you just know that Publishers will just push to outsource development to 3rd party “contractors” so that they won’t be eligible, or some other such bullshit.
I mean they can do that and quality assurance will struggle even more, making indie games look even better in comparison. Let publishers keep shooting themselves in the foot in their endless greed. It will only speed up the destructive cycle.
Uhh, going to need to see some evidence of that. Literally never heard of non indie devs getting royalties or continued payments based off the success of the game.
Actually I’ll correct myself, rockstar is the only company I’ve heard of that does big internal payouts post launch. Most of Rockstars game launches have resulted in new houses for some of their teams.
Unfortunately for larger games individual devs don’t have that much control nor can have a mensurable impact. For example, I wrote a few lines of code for a large game, those lines will be executed every single time the game runs, but if they weren’t there no user would notice. I was told to write those lines, and it’s not something I personally wanted to add to the game, there was an issue, I was sent to fix it, I did. This is true for the vast majority of the game code, most devs are pointed to issues to fix or features to implement, they have some wiggle room in the how to do stuff, but the what to do has been approved by the boss of the manager of your manager’s manager, and unless there’s a good reason it won’t change.
Think about it this way, have you ever watched the credits from a AAA game? The vast majority (as in there are likely only a couple of persons who didn’t) of the people in that list contributed something to the game, either directly or indirectly, it’s hard to measure how much each contributed, a small but critical fix might be more important than a large but unused feature, how do you measure between the two?. Not to mention past employees who did stuff for a previous game that got re-used.
Don’t get me wrong, it’s a nice idea, one that I would personally benefit from, but I think it’s just not feasible for large games. In short it’s impossible to be fair doing that, and people would get hurt because John from accounting got the same share that he did. And if you do it in any other way that’s not everyone gets the same share, you’re essentially playing favorites with the people whose job is to do the stuff you’ve ranked higher, even though the other person’s job is just as important.
Gamdevs should get roylties based off contribution like a number so small for indie games its meaningless unless it does well, but for bringingg us longlasting moneymaking games like gta they should be making way more
the problem is that companies will find a way to screw devs with that too. Imagine figuring out a solution to track every single bit of contribution to keep royalties as low as possible based on STATS BYATCH. it will literally turn into “your grass texture will bring you 0.00000000000000000000000001 cent off each sale” kind of fuck around.
Absolutely; but you just know that Publishers will just push to outsource development to 3rd party “contractors” so that they won’t be eligible, or some other such bullshit.
I mean they can do that and quality assurance will struggle even more, making indie games look even better in comparison. Let publishers keep shooting themselves in the foot in their endless greed. It will only speed up the destructive cycle.
That is already very very common
Uhh, going to need to see some evidence of that. Literally never heard of non indie devs getting royalties or continued payments based off the success of the game.
Actually I’ll correct myself, rockstar is the only company I’ve heard of that does big internal payouts post launch. Most of Rockstars game launches have resulted in new houses for some of their teams.
Got any other examples to share?
The person you were replying to was saying it’s already common to contract out devs, not that it’s common to pay royalties.
Unfortunately for larger games individual devs don’t have that much control nor can have a mensurable impact. For example, I wrote a few lines of code for a large game, those lines will be executed every single time the game runs, but if they weren’t there no user would notice. I was told to write those lines, and it’s not something I personally wanted to add to the game, there was an issue, I was sent to fix it, I did. This is true for the vast majority of the game code, most devs are pointed to issues to fix or features to implement, they have some wiggle room in the how to do stuff, but the what to do has been approved by the boss of the manager of your manager’s manager, and unless there’s a good reason it won’t change.
Think about it this way, have you ever watched the credits from a AAA game? The vast majority (as in there are likely only a couple of persons who didn’t) of the people in that list contributed something to the game, either directly or indirectly, it’s hard to measure how much each contributed, a small but critical fix might be more important than a large but unused feature, how do you measure between the two?. Not to mention past employees who did stuff for a previous game that got re-used.
Don’t get me wrong, it’s a nice idea, one that I would personally benefit from, but I think it’s just not feasible for large games. In short it’s impossible to be fair doing that, and people would get hurt because John from accounting got the same share that he did. And if you do it in any other way that’s not everyone gets the same share, you’re essentially playing favorites with the people whose job is to do the stuff you’ve ranked higher, even though the other person’s job is just as important.
exactly - it is borderline impossible to manage on large scale projects with any semblance of coherence.
But then how will they be able to afford the cut for Voice Actors!