I have 32 employees making an average of about 54k a year + benefits.
For last fiscal year which ended Nov 30 2017: My sales were 4.2 million and my gross profit from that was 1.34 million. Come the end of March we'll see what my accountant has whittled that down to, but on average my net profit = about 15% of my sales.
Every item I sell requires raw material and requires labor and very expensive machinery for fabrication.
I'd imagine that 4.2 million in yearly revenue is a pittance for an MMO.
Precisely the kind of comparable information that I would find useful here. Maybe overhead for each employee is higher for game devs, but materials and manufacturing are most certainly lower.
This idea that you need to be challenging MOBAs and Destiny to be considered a success as an MMORPG is just out of touch with reality.
Yeah it is, I missed that. Also, @laserit , I believe, is in Canada, where those socialist bastards get free healthcare!!! So the benefits part would most certainly be more costly in the US. To what degree? I don't know. I know that for me, for my family, it would cost me $300 per month for vision, prescriptions and dental, and I'm also one socialist bastards too. Then it's mostly software licensing, which varies, but it's universally expensive, lol.
The cost of an employee can be 1.25+ x what you are paying him/her. So if you are paying an employee 100k you are actually paying ~125k+
The industry that I'm most familiar with, the health care industry in BC, Canada, has total compensation of roughly 1.37. But that's a highly unionized sector with well above average benefits.
1.25 is probably a fairly accurate average.
"Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”
― Umberto Eco
“Microtransactions? In a single player role-playing game? Are you nuts?” ― CD PROJEKT RED
I have 32 employees making an average of about 54k a year + benefits.
For last fiscal year which ended Nov 30 2017: My sales were 4.2 million and my gross profit from that was 1.34 million. Come the end of March we'll see what my accountant has whittled that down to, but on average my net profit = about 15% of my sales.
Every item I sell requires raw material and requires labor and very expensive machinery for fabrication.
I'd imagine that 4.2 million in yearly revenue is a pittance for an MMO.
Precisely the kind of comparable information that I would find useful here. Maybe overhead for each employee is higher for game devs, but materials and manufacturing are most certainly lower.
This idea that you need to be challenging MOBAs and Destiny to be considered a success as an MMORPG is just out of touch with reality.
Yeah it is, I missed that. Also, @laserit , I believe, is in Canada, where those socialist bastards get free healthcare!!! So the benefits part would most certainly be more costly in the US. To what degree? I don't know. I know that for me, for my family, it would cost me $300 per month for vision, prescriptions and dental, and I'm also one socialist bastards too. Then it's mostly software licensing, which varies, but it's universally expensive, lol.
The cost of an employee can be 1.25+ x what you are paying him/her. So if you are paying an employee 100k you are actually paying ~125k+
The industry that I'm most familiar with, the health care industry in BC, Canada, has total compensation of roughly 1.37. But that's a highly unionized sector with well above average benefits.
1.25 is probably a fairly accurate average.
To throw another wrench: health insurance costs aren't calculated by salary. My office provides multiple options, all of which shift costs between employer, employee, and insurance carrier. So we're already accepting a substantial margin of error by tying total additional costs to salary figures.
Things like 401k are also done on a matching basis, meaning there's no constant for that kind of benefit, either.
I have 32 employees making an average of about 54k a year + benefits.
For last fiscal year which ended Nov 30 2017: My sales were 4.2 million and my gross profit from that was 1.34 million. Come the end of March we'll see what my accountant has whittled that down to, but on average my net profit = about 15% of my sales.
Every item I sell requires raw material and requires labor and very expensive machinery for fabrication.
I'd imagine that 4.2 million in yearly revenue is a pittance for an MMO.
Precisely the kind of comparable information that I would find useful here. Maybe overhead for each employee is higher for game devs, but materials and manufacturing are most certainly lower.
This idea that you need to be challenging MOBAs and Destiny to be considered a success as an MMORPG is just out of touch with reality.
Yeah it is, I missed that. Also, @laserit , I believe, is in Canada, where those socialist bastards get free healthcare!!! So the benefits part would most certainly be more costly in the US. To what degree? I don't know. I know that for me, for my family, it would cost me $300 per month for vision, prescriptions and dental, and I'm also one socialist bastards too. Then it's mostly software licensing, which varies, but it's universally expensive, lol.
The cost of an employee can be 1.25+ x what you are paying him/her. So if you are paying an employee 100k you are actually paying ~125k+
The industry that I'm most familiar with, the health care industry in BC, Canada, has total compensation of roughly 1.37. But that's a highly unionized sector with well above average benefits.
1.25 is probably a fairly accurate average.
To throw another wrench: health insurance costs aren't calculated by salary. My office provides multiple options, all of which shift costs between employer, employee, and insurance carrier. So we're already accepting a substantial margin of error by tying total additional costs to salary figures.
Things like 401k are also done on a matching basis, meaning there's no constant for that kind of benefit, either.
My figures are the industry average of roughly 100,000 employees. Each individual employee might have self only, couple or family insurance rates for medical, extended health dental, etc. and cost more or less for life insurance depending on age, sex and annual salary insured. 1.37 was the working average we used regardless though.
"Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”
― Umberto Eco
“Microtransactions? In a single player role-playing game? Are you nuts?” ― CD PROJEKT RED
I have 32 employees making an average of about 54k a year + benefits.
For last fiscal year which ended Nov 30 2017: My sales were 4.2 million and my gross profit from that was 1.34 million. Come the end of March we'll see what my accountant has whittled that down to, but on average my net profit = about 15% of my sales.
Every item I sell requires raw material and requires labor and very expensive machinery for fabrication.
I'd imagine that 4.2 million in yearly revenue is a pittance for an MMO.
Precisely the kind of comparable information that I would find useful here. Maybe overhead for each employee is higher for game devs, but materials and manufacturing are most certainly lower.
This idea that you need to be challenging MOBAs and Destiny to be considered a success as an MMORPG is just out of touch with reality.
Yeah it is, I missed that. Also, @laserit , I believe, is in Canada, where those socialist bastards get free healthcare!!! So the benefits part would most certainly be more costly in the US. To what degree? I don't know. I know that for me, for my family, it would cost me $300 per month for vision, prescriptions and dental, and I'm also one socialist bastards too. Then it's mostly software licensing, which varies, but it's universally expensive, lol.
The cost of an employee can be 1.25+ x what you are paying him/her. So if you are paying an employee 100k you are actually paying ~125k+
The industry that I'm most familiar with, the health care industry in BC, Canada, has total compensation of roughly 1.37. But that's a highly unionized sector with well above average benefits.
1.25 is probably a fairly accurate average.
To throw another wrench: health insurance costs aren't calculated by salary. My office provides multiple options, all of which shift costs between employer, employee, and insurance carrier. So we're already accepting a substantial margin of error by tying total additional costs to salary figures.
Things like 401k are also done on a matching basis, meaning there's no constant for that kind of benefit, either.
My figures are the industry average of roughly 100,000 employees. Each individual employee might have self only, couple or family insurance rates for medical, extended health dental, etc. and cost more or less for life insurance depending on age, sex and annual salary insured. 1.37 was the working average we used regardless though.
Sorry, didn't mean to imply we can't use averages, just reiterating that these are averages with margins of error that would exist even if every company offered the same level of benefits and salary to all employees in the industry.
I have 32 employees making an average of about 54k a year + benefits.
For last fiscal year which ended Nov 30 2017: My sales were 4.2 million and my gross profit from that was 1.34 million. Come the end of March we'll see what my accountant has whittled that down to, but on average my net profit = about 15% of my sales.
Every item I sell requires raw material and requires labor and very expensive machinery for fabrication.
I'd imagine that 4.2 million in yearly revenue is a pittance for an MMO.
Precisely the kind of comparable information that I would find useful here. Maybe overhead for each employee is higher for game devs, but materials and manufacturing are most certainly lower.
This idea that you need to be challenging MOBAs and Destiny to be considered a success as an MMORPG is just out of touch with reality.
Yeah it is, I missed that. Also, @laserit , I believe, is in Canada, where those socialist bastards get free healthcare!!! So the benefits part would most certainly be more costly in the US. To what degree? I don't know. I know that for me, for my family, it would cost me $300 per month for vision, prescriptions and dental, and I'm also one socialist bastards too. Then it's mostly software licensing, which varies, but it's universally expensive, lol.
The cost of an employee can be 1.25+ x what you are paying him/her. So if you are paying an employee 100k you are actually paying ~125k+
The industry that I'm most familiar with, the health care industry in BC, Canada, has total compensation of roughly 1.37. But that's a highly unionized sector with well above average benefits.
1.25 is probably a fairly accurate average.
Is that benefits only? Or is that fully burdened? Like equipment, software licenses, rental space, etc? Also, if it's Canada, I'm assuming that it's cheaper? So maybe 1.37 for the US might be an accurate average?
I have 32 employees making an average of about 54k a year + benefits.
For last fiscal year which ended Nov 30 2017: My sales were 4.2 million and my gross profit from that was 1.34 million. Come the end of March we'll see what my accountant has whittled that down to, but on average my net profit = about 15% of my sales.
Every item I sell requires raw material and requires labor and very expensive machinery for fabrication.
I'd imagine that 4.2 million in yearly revenue is a pittance for an MMO.
Precisely the kind of comparable information that I would find useful here. Maybe overhead for each employee is higher for game devs, but materials and manufacturing are most certainly lower.
This idea that you need to be challenging MOBAs and Destiny to be considered a success as an MMORPG is just out of touch with reality.
Yeah it is, I missed that. Also, @laserit , I believe, is in Canada, where those socialist bastards get free healthcare!!! So the benefits part would most certainly be more costly in the US. To what degree? I don't know. I know that for me, for my family, it would cost me $300 per month for vision, prescriptions and dental, and I'm also one socialist bastards too. Then it's mostly software licensing, which varies, but it's universally expensive, lol.
The cost of an employee can be 1.25+ x what you are paying him/her. So if you are paying an employee 100k you are actually paying ~125k+
The industry that I'm most familiar with, the health care industry in BC, Canada, has total compensation of roughly 1.37. But that's a highly unionized sector with well above average benefits.
1.25 is probably a fairly accurate average.
Is that benefits only? Or is that fully burdened? Like equipment, software licenses, rental space, etc? Also, if it's Canada, I'm assuming that it's cheaper? So maybe 1.37 for the US might be an accurate average?
The way we used "total comp" included benefits and things like paid breaks, vacations, stat holidays, etc.
It did not include any equipment or space.
"Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”
― Umberto Eco
“Microtransactions? In a single player role-playing game? Are you nuts?” ― CD PROJEKT RED
I have 32 employees making an average of about 54k a year + benefits.
For last fiscal year which ended Nov 30 2017: My sales were 4.2 million and my gross profit from that was 1.34 million. Come the end of March we'll see what my accountant has whittled that down to, but on average my net profit = about 15% of my sales.
Every item I sell requires raw material and requires labor and very expensive machinery for fabrication.
I'd imagine that 4.2 million in yearly revenue is a pittance for an MMO.
Precisely the kind of comparable information that I would find useful here. Maybe overhead for each employee is higher for game devs, but materials and manufacturing are most certainly lower.
This idea that you need to be challenging MOBAs and Destiny to be considered a success as an MMORPG is just out of touch with reality.
Yeah it is, I missed that. Also, @laserit , I believe, is in Canada, where those socialist bastards get free healthcare!!! So the benefits part would most certainly be more costly in the US. To what degree? I don't know. I know that for me, for my family, it would cost me $300 per month for vision, prescriptions and dental, and I'm also one socialist bastards too. Then it's mostly software licensing, which varies, but it's universally expensive, lol.
The cost of an employee can be 1.25+ x what you are paying him/her. So if you are paying an employee 100k you are actually paying ~125k+
The industry that I'm most familiar with, the health care industry in BC, Canada, has total compensation of roughly 1.37. But that's a highly unionized sector with well above average benefits.
1.25 is probably a fairly accurate average.
To throw another wrench: health insurance costs aren't calculated by salary. My office provides multiple options, all of which shift costs between employer, employee, and insurance carrier. So we're already accepting a substantial margin of error by tying total additional costs to salary figures.
Things like 401k are also done on a matching basis, meaning there's no constant for that kind of benefit, either.
My figures are the industry average of roughly 100,000 employees. Each individual employee might have self only, couple or family insurance rates for medical, extended health dental, etc. and cost more or less for life insurance depending on age, sex and annual salary insured. 1.37 was the working average we used regardless though.
Sorry, didn't mean to imply we can't use averages, just reiterating that these are averages with margins of error that would exist even if every company offered the same level of benefits and salary to all employees in the industry.
These are just ballpark figures.
Like I said, it could be as low as 1.25 but it can be higher.
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
I have 32 employees making an average of about 54k a year + benefits.
For last fiscal year which ended Nov 30 2017: My sales were 4.2 million and my gross profit from that was 1.34 million. Come the end of March we'll see what my accountant has whittled that down to, but on average my net profit = about 15% of my sales.
Every item I sell requires raw material and requires labor and very expensive machinery for fabrication.
I'd imagine that 4.2 million in yearly revenue is a pittance for an MMO.
Precisely the kind of comparable information that I would find useful here. Maybe overhead for each employee is higher for game devs, but materials and manufacturing are most certainly lower.
This idea that you need to be challenging MOBAs and Destiny to be considered a success as an MMORPG is just out of touch with reality.
Yeah it is, I missed that. Also, @laserit , I believe, is in Canada, where those socialist bastards get free healthcare!!! So the benefits part would most certainly be more costly in the US. To what degree? I don't know. I know that for me, for my family, it would cost me $300 per month for vision, prescriptions and dental, and I'm also one socialist bastards too. Then it's mostly software licensing, which varies, but it's universally expensive, lol.
The cost of an employee can be 1.25+ x what you are paying him/her. So if you are paying an employee 100k you are actually paying ~125k+
The industry that I'm most familiar with, the health care industry in BC, Canada, has total compensation of roughly 1.37. But that's a highly unionized sector with well above average benefits.
1.25 is probably a fairly accurate average.
Is that benefits only? Or is that fully burdened? Like equipment, software licenses, rental space, etc? Also, if it's Canada, I'm assuming that it's cheaper? So maybe 1.37 for the US might be an accurate average?
Just benefits, healthcare, vacation, etc.
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
Things like 401k are also done on a matching basis, meaning there's no constant for that kind of benefit, either.
to add, my company gives puts 4% of my salary in a 401k before they do any matching. So yeah, much higher there.
Yea, Allstate matches the first 5%, but contributes nothing if the employee doesn't. Anything beyond 5% is completely employee-funded.
We also have HSA health plans, which means the company is paying a whole lot less in premiums for any employee that chooses that plan. Generally, younger employees opt for this as the savings account can be xferred to other insurance plans, and younger folks don't usually need immediate, expensive healthcare.
I have 32 employees making an average of about 54k a year + benefits.
For last fiscal year which ended Nov 30 2017: My sales were 4.2 million and my gross profit from that was 1.34 million. Come the end of March we'll see what my accountant has whittled that down to, but on average my net profit = about 15% of my sales.
Every item I sell requires raw material and requires labor and very expensive machinery for fabrication.
I'd imagine that 4.2 million in yearly revenue is a pittance for an MMO.
Precisely the kind of comparable information that I would find useful here. Maybe overhead for each employee is higher for game devs, but materials and manufacturing are most certainly lower.
This idea that you need to be challenging MOBAs and Destiny to be considered a success as an MMORPG is just out of touch with reality.
Yeah it is, I missed that. Also, @laserit , I believe, is in Canada, where those socialist bastards get free healthcare!!! So the benefits part would most certainly be more costly in the US. To what degree? I don't know. I know that for me, for my family, it would cost me $300 per month for vision, prescriptions and dental, and I'm also one socialist bastards too. Then it's mostly software licensing, which varies, but it's universally expensive, lol.
The cost of an employee can be 1.25+ x what you are paying him/her. So if you are paying an employee 100k you are actually paying ~125k+
The industry that I'm most familiar with, the health care industry in BC, Canada, has total compensation of roughly 1.37. But that's a highly unionized sector with well above average benefits.
1.25 is probably a fairly accurate average.
Is that benefits only? Or is that fully burdened? Like equipment, software licenses, rental space, etc? Also, if it's Canada, I'm assuming that it's cheaper? So maybe 1.37 for the US might be an accurate average?
The way we used "total comp" included benefits and things like paid breaks, vacations, stat holidays, etc.
It did not include any equipment or space.
Ok, so 1.5 fully loaded (all-in) probably isn't outrageous.
Numbers can vary by a lot,even inside the exact same business.Example i once compared numbers between Blizzard and Square Enix and Blizzard spends a lot more on less games,a LOT less games. I highly doubt an indie studio or this one in particular is going to spend time training people,i am certain they are using an engine that uses C++ and their team are all skilled in the programs they are using.
NONE of it really matters,why should we care how much a business is spending,we have seen the industry standard for years as well seen the oft bragging about yearly profits.
I doubt most see it but i do,when i first jump into a game,immediately i can tell what kind of effort went into it.This yet another reason numbers shouldn't matter to us because there are MANY games out there making more money than they deserve utilizing imo a crappy product,ALL of the moba's and PUbg's and ARPG's to name a few.
I stated my piece of what i would pay because i feel i have a good idea of what a dev needs to uphold a quality game and do quite well on top of that.I can point to an example of a game been around 17 years NO CASH SHOP>>>FFXI,all it charges is 15 bucks a month and it is right at the top in scope of size and content and varied content.So when i say i would pay 20 and up to 25 for free ongoing content,that is being more than fair.
However noting my prices,i would NOT accept that alongside an option to also play for free or cash shops,it is either subscription or no game interference rmt.
Never forget 3 mile Island and never trust a government official or company spokesman.
I am not sure the exact situation right this day but a hint for Brad and team.
Quebec was drawing in tons of big business because it was offering tons of tax breaks.I do think the breaks have shied off a bit and there is likely a minimum number of employees to qualify but i am certain there is still tax breaks of some kind.
Might be worth checking out if seriously trying to cut costs.As well on that topic of training,i know Canada also has big breaks for businesses that are willing to take on young employees/students perhaps even falls under a apprenticeship program whereby wages are big time subsidized.
My gut feeling and my gut is ALWAYS right is that Visionary is starting to feel a squeeze on finances and/or want to know how to design the game.So if cash shop you can bet the entire design will drop to lower standards to support a cash shop.
Never forget 3 mile Island and never trust a government official or company spokesman.
Where did the 100k come from? Game devs make about 50k on average and going up with experience and position. You are probably an experienced Dev and a lead on a successful project if you see making 100k.
Pantheon devs wont be making that I don't think. Depending on its success I would guess 50k maybe higher depending how long your were on the project if it is a good success.
Where did the 100k come from? Game devs make about 50k on average and going up with experience and position. You are probably an experienced Dev and a lead on a successful project if you see making 100k.
Pantheon devs wont be making that I don't think. Depending on its success I would guess 50k maybe higher depending how long your were on the project if it is a good success.
Glassdoor (if you consider that a viable site) has that as being higher. Yes, it does depend on experience and probably where you are but I would think only an entry level person would make 50k.
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
Where did the 100k come from? Game devs make about 50k on average and going up with experience and position. You are probably an experienced Dev and a lead on a successful project if you see making 100k.
Pantheon devs wont be making that I don't think. Depending on its success I would guess 50k maybe higher depending how long your were on the project if it is a good success.
I was wondering that as well. Gamasutra article has 2013 salaries averaging 80k, that included the lower paid QA professionals as well as the business managers that averaged the highest. And these aren't indie salaries.
100k salary per head is high for a crowdfunding project. At least, if in a backer, I'm not accepting the indie devs paying themselves in excess of industry average with my money.
Programmers with 3-6 years experience average 80 grand according to collated, up to date data from Glassdoor and Game Developer Magazine's annual survey results. 6+ years puts the average over 100k.
Another point that should be made is the price of a sub should be much higher than the standard $14.99. I would gladly pay a much higher price for a premium experience. I really do not see any studio earning a comfortable living with the only revenue stream being each player paying 50 cents a day
I wouldn't either, bumping it up even 5 dollars would equate to roughly 33% increase in revenue per sub. That's a pretty good jump, and just an extra 5 bucks. With how sub-crazy consumers are getting in every other industry, I'm amazed folks seem so dead-set against a sub for a video game.
I've always wondered why the game industry (and especially players) assume that a Subscription is $15. That's the same price as it was in 2000. Movie tickets were about $5.40 (average) in 2000. General inflation across the board suggests that a Subscription should be about $21.30 just to have the same value today as it was then. (42% increase between 2000 and today, about 2.09% per year).
What is so magical about a game Subscription that it seems to avoid interest entirely?
Logic, my dear, merely enables one to be wrong with great authority.
RMT that affects anything in game statistically (including mounts) = boycott.
I could possibly stomach 100% only cosmetic but this is a very slippery slope and few developers stick with only that and even this ruins a game if it conflicts with in game professions and economy.
I'll pay for a game and content in a variety of ways but once I log into it I demand zero outside of game impact on my playing experience.
Even if I was Bruce Wayne, I would never feel inclined to spend money via a cash shop as it relates to gaming. However, if its presented as a service (subscription), a one time purchase for the game itself or in the form of an expansion pack... then there is no problem.
Item shops do not feel right, they alter priorities when it comes to game design. Instead of designing it to be fun, a new element is always added... the "how do we design the game to push people into spending money in the cash shop" effect. It ruins the nature of what game design used to be about imo. I want the devs to focus on making the best game possible, without worrying about how to coerce players into opening up their wallets at every turn.
A lot of us have no problem paying for a good product, just don't mess it up with cash shops and cash shop centric design.
May be they should charge for character slots, inventory ,stuff like that. I doubt they can make it on the bare sub alone. I also feel that they are also realising or have known all along and are easing this fact in to their potential player base.
I think that as long as that it does not involve any items that relate to the combat or crafting it will be alright. Like cosmetics is fine with me.
Comments
1.25 is probably a fairly accurate average.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
Things like 401k are also done on a matching basis, meaning there's no constant for that kind of benefit, either.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
Is that benefits only? Or is that fully burdened? Like equipment, software licenses, rental space, etc? Also, if it's Canada, I'm assuming that it's cheaper? So maybe 1.37 for the US might be an accurate average?
Crazkanuk
----------------
Azarelos - 90 Hunter - Emerald
Durnzig - 90 Paladin - Emerald
Demonicron - 90 Death Knight - Emerald Dream - US
Tankinpain - 90 Monk - Azjol-Nerub - US
Brindell - 90 Warrior - Emerald Dream - US
----------------
It did not include any equipment or space.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
Like I said, it could be as low as 1.25 but it can be higher.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
We also have HSA health plans, which means the company is paying a whole lot less in premiums for any employee that chooses that plan. Generally, younger employees opt for this as the savings account can be xferred to other insurance plans, and younger folks don't usually need immediate, expensive healthcare.
Ok, so 1.5 fully loaded (all-in) probably isn't outrageous.
Thanks @Iselin, that's awesome!
Crazkanuk
----------------
Azarelos - 90 Hunter - Emerald
Durnzig - 90 Paladin - Emerald
Demonicron - 90 Death Knight - Emerald Dream - US
Tankinpain - 90 Monk - Azjol-Nerub - US
Brindell - 90 Warrior - Emerald Dream - US
----------------
I highly doubt an indie studio or this one in particular is going to spend time training people,i am certain they are using an engine that uses C++ and their team are all skilled in the programs they are using.
NONE of it really matters,why should we care how much a business is spending,we have seen the industry standard for years as well seen the oft bragging about yearly profits.
I doubt most see it but i do,when i first jump into a game,immediately i can tell what kind of effort went into it.This yet another reason numbers shouldn't matter to us because there are MANY games out there making more money than they deserve utilizing imo a crappy product,ALL of the moba's and PUbg's and ARPG's to name a few.
I stated my piece of what i would pay because i feel i have a good idea of what a dev needs to uphold a quality game and do quite well on top of that.I can point to an example of a game been around 17 years NO CASH SHOP>>>FFXI,all it charges is 15 bucks a month and it is right at the top in scope of size and content and varied content.So when i say i would pay 20 and up to 25 for free ongoing content,that is being more than fair.
However noting my prices,i would NOT accept that alongside an option to also play for free or cash shops,it is either subscription or no game interference rmt.
Never forget 3 mile Island and never trust a government official or company spokesman.
Quebec was drawing in tons of big business because it was offering tons of tax breaks.I do think the breaks have shied off a bit and there is likely a minimum number of employees to qualify but i am certain there is still tax breaks of some kind.
Might be worth checking out if seriously trying to cut costs.As well on that topic of training,i know Canada also has big breaks for businesses that are willing to take on young employees/students perhaps even falls under a apprenticeship program whereby wages are big time subsidized.
My gut feeling and my gut is ALWAYS right is that Visionary is starting to feel a squeeze on finances and/or want to know how to design the game.So if cash shop you can bet the entire design will drop to lower standards to support a cash shop.
Never forget 3 mile Island and never trust a government official or company spokesman.
Pantheon devs wont be making that I don't think. Depending on its success I would guess 50k maybe higher depending how long your were on the project if it is a good success.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
100k salary per head is high for a crowdfunding project. At least, if in a backer, I'm not accepting the indie devs paying themselves in excess of industry average with my money.
Programmers with 3-6 years experience average 80 grand according to collated, up to date data from Glassdoor and Game Developer Magazine's annual survey results. 6+ years puts the average over 100k.
거북이는 목을 내밀 때 안 움직입니다
What is so magical about a game Subscription that it seems to avoid interest entirely?
Logic, my dear, merely enables one to be wrong with great authority.
RMT that affects anything in game statistically (including mounts) = boycott.
I could possibly stomach 100% only cosmetic but this is a very slippery slope and few developers stick with only that and even this ruins a game if it conflicts with in game professions and economy.
I'll pay for a game and content in a variety of ways but once I log into it I demand zero outside of game impact on my playing experience.
All we can do is vote with out wallets so use it!
You stay sassy!
Item shops do not feel right, they alter priorities when it comes to game design. Instead of designing it to be fun, a new element is always added... the "how do we design the game to push people into spending money in the cash shop" effect. It ruins the nature of what game design used to be about imo. I want the devs to focus on making the best game possible, without worrying about how to coerce players into opening up their wallets at every turn.
A lot of us have no problem paying for a good product, just don't mess it up with cash shops and cash shop centric design.
I think that as long as that it does not involve any items that relate to the combat or crafting it will be alright. Like cosmetics is fine with me.
You stay sassy!