Therumancer said:
... and you just invalidated the entire body of what you had to say.
Why? I just explained that most of those reports show a very particular side of specific companies, and is not a reflection of actually working in the industy, which also varies profoundly from company to company (Experience which I actually HAVE). This seems to be your only experiential observation of the "reality" inside game dev companies, which you are using as a gauge to understand other information, and it's not accurate, so I dont understand how that invalidates anything. Just so you know, in general, Dev studios don't usually show anything through the heavy production timeline.
Therumancer said:
I recommend you actually READ what I have to say instead of shooting off at some bit that bothers you. The bit about the studios and how they show themselves was only one side bit among numerous other sources. As I pointed out in my "wall of text" there have been a lot of magazines and websites that have covered what's going on inside the gaming industry over the years, not to mention reports on the earnings of people in the industry doing various jobs, and of course numerous articles over the years about conditions working in game development.
See, you might have had a valid point if there weren't supporting reasons other than those video walkthroughs, going from the level of pay, to various complaint by anonymous "wives" about their husbands actually being made to "crunch" and do real work like you know... anyone else in a real job. All of this contributes to the big picture of what's going on.
It might not be a flattering picture, and not what a lot of gamers, or people in the industry want to believe is going on, but well... there it is. I write numerous huge posts for a reason, I usually wind up saying the same thing a few differant ways, but in doing so I also tend to include a lot of supporting information.
Also keep the insults, trolling, and tone under control if you want any kind of attention or response from me.
First off, there was no trolling, insult or tone. I just informed you that your perceptions were biased and inaccurate. I've worked directly in the development industry for 4 years now, and in adjacent fields for over 6, and I can tell you that a lot of the "facts" you are dishing out are completely wrong, and actually misunderstand the production pipeline. Posting them as truths does not help to validate your whole idea. And I don't see any supporting information other than passing references to very particular industry comments without any direct quote.
I do agree with your observations about "Corporate Mentality", and the expectations of profit.
That is a fairly straight forward assertion. But then you say that the cost of game development is largely Human resources, which in fact is only a fraction of the budget a publisher sets aside for the complete production of a game. I wonder if you know how big are the marketing and PR budgets in a AAA game, because you seem to completely forget the few dozen million dollars that go into that. Also considering that there are thousands of further technical expenses outside direct "office supplies", which are unique to mediums such as Videogames and Movies.
This is why normally the ones that drive Ferraris are only the directors, and not regular developers. As I said, a staff coder makes more money working developing banking software than games. Artists are often only hired for a specific period that requires their particular expertise, and only lead artists manage to earn a stable and ongoing good salary.
Frankly it is superbly arrogant of you to just say that you wouldnt hire 90% of the people if it was with your money (as if you know how hard they work), because knowing a lot of people that work in the industry, I can tell you with complete honesty that if you are in, you are probably a really hard working specialist. There is too much competition for one to just procrastinate and wait for the next paycheck.
Also, you fail to notice my other observations (which actually include numbers) that shift the problem you present more towards publishers and their expectations than developers and the production/payment rate. A problem that you do brush over but end up ignoring.
But hey, denounce the truths away, doesn't seem you caused any effect. Dont let actual experience slow you.