Of course, you can't forget about needing to pay for buildings, electricity, taxes, medical coverage for each employee, etc. All of that(especially when you have multiple studios) chews up a sizable chunk of each year's budget as well, which is where the "they're likely underpaying employees" is coming from.CrystalShadow said:Are you sure about that? I don't mean cost, I mean people.Zontar said:The problem with that line of reasoning is that the company has hired more people then it needs to use a 5 or 6 year development cycle for a similarly sized game. The game is already one of the most expensive ever made, and unless they're massively underpaying their staff they've already burned through almost all the case they had on salaries alone. At this point the game ever seeing the light of day and the company surviving the next few years is itself an open question, to say nothing of the fact that the game delivering on what it has promised is unrealistic.CrystalShadow said:Keeping in mind for the claimed scope of this game (or pair of games, considering Squadron 42 is technically an independent game), 3 years isn't enough time to finish a game.
This is MMO and open world game territory. - Closest analogy would be GTA 5 in terms of scale and cost. That took 5 years, I believe. Or perhaps 6...
http://www.gamechup.com/gta-5-dev-team-size-more-than-1000-manpower-dependent-on-game-detail/
GTA 5 - 1000 people is what they say they needed to make that.
CiG has about 350 employees at the moment? If anything they seem a little understaffed for the scope of their project.
But let's see if we can work out the cost factor. (just very roughly, to get a sense of things. This is far from accurate), let's say 6 years of development, with their funding being at about 100 million, they'd need to keep to about 16 million a year...
Leaving aside other expenses, they have enough to pay about $47,000 a year to 350 staff for 6 years...
If you look into typical industry pay, some people are paid much less, the highest end staff something like twice that...
It's not really that unreasonable honestly...
Not sure what it is you think game developers get paid. The pay for game developers in general has for ages hovered in the region of 70% of the industry norm for that field.
Those numbers seem plausible to me, in terms of what the pay rates would likely average out to.
Even if your lead programmer is being paid $80,000 - that could be balanced out by paying a junior artist something like $20,000
Or whatever.
Anyway, I'm not sure your claims about development team sizes or expenses really add up. Depending on what they spent, they may not have enough for 6 years, but they certainly shouldn't be in major financial trouble already, unless they have had some seriously extreme financial mismanagement...
No idea if they're in actually in financial trouble or not, but off-the-cuff budget estimations don't paint the brightest of pictures, which is why so many people seem to be concerned.