Mick P. said:
amaranth_dru said:
Mick P. said:
You can make any game with 100k or less. Much much less. If people want more game start a fundraising drive after its finished to upgrade the game cosmetically.
By Kickstarter rules don't these companies forfeit all of their funds if they don't deliver something? I mean you better have a Plan B.
Really? so the dev team salary is cut to mere pennies then? what about office space rental, or electricity? How about Q/A teams?
I don't think you understand what it takes to just run a business, let alone a development team.
This type of ignorance is why there are so many reactionary gamers out there. People who
think that development is easy and cheap, but fail to realize
things cost money. People who work need a salary, the lights need to stay on for things to get done, development teams need testers to find bugs while the programmers continue to write the game code, voice acting (if applicable) needs to pay its voice actors...
In short, shit adds up.
100k is enough for a 10k salary for 10 developers. If you are begging for money you should be lean and mean or have a budget one. What happens if you you raise millions of dollars but can't finish what you promised, so all of the money is taken away, and you are now millions of dollars in debt? It's either bankruptcy court, or you finish what you started on a budget of 0.
For big budget things, they should have the product already ready. And just ask to raise funds to make it a little better before the initial release. I'm not saying big budget people shouldn't raise funds on services like Kickstarter, but they shouldn't set the stakes so high if they do.
PS: It's wrong to ask Kickstarter backers to pay for studios. You can work out of a house that someone owns. Or pay for your own studio from another revenue stream. Or make due without. The irony is
things don't cost money. It's the digital age.
10K a year at full time (not even including crunch time): $10K / 50 weeks (assuming two weeks unpaid vacation to let the money go farther) = $200 a week / 40 hours a week = $5 an hour.
Now, let's look at other.
After carving out the expenses needed for a hell-hole office ($2000 monthly), utilities ($500 a month) and marketing ($0, because this is getting stupid), and assuming the workers are bringing all the tools they need which happen to be magical and need no maintenance or upgrades: $100K - 12 * $2500 = $100K - $30K = $70K. Now, divide that through the ten devs again, and we're down to $7K a year, so... 7K / 50 weeks /40 hours a week = $3.50 an hour.
This assumes you can fart the game out in a year with ten devs not working any overtime with the game actually being good enough to sell with no marketing.
Hey guys! I think we found Gina Rhinehart!