Read the previous page but that's what 10 people would cost for a year, being paid average wages. That's the budget extension they're trying to get funded BTW, not the budget itself.1 million dollars? Did the first really cost that much?
1 million dollars? Did the first really cost that much?
What are they doing with the money developing CS GO for valve?
There aren't contracted companies who are working at a loss or at cost unless they have multiple projects elsewhere that can help make one project float. There is no way they weren't operating on a healthy margin on CSGO.Developing CS GO.
Average wage for 10 employees at a semi-indie studio doing smaller-scale digital games is 100k?Read the previous page but that's what 10 people would cost for a year, being paid average wages. That's the budget extension they're trying to get funded BTW, not the budget itself.
How much, exactly, do you think games cost to produce?
Don't just throw a number out there. Tell me how you reached that number.
Average wage for 10 employees at a semi-indie studio doing smaller-scale digital games is 100k?
I'm not saying the budget here is wrong.
Just the 1 million alone = 10 person's average wage is wrong.
I backed it. Where's muh DG1 Steam code?
Average wage for 10 employees at a semi-indie studio doing smaller-scale digital games is 100k?
I'm not saying the budget here is wrong.
Just the 1 million alone = 10 person's average wage is wrong.
I'm not saying that's 100k wages per person. I'm saying all in all, once you account for all the costs created by having that person work for you (infrastructure, wages, payroll taxes), 100k a head every year seems fairly reasonable.Average wage for 10 employees at a semi-indie studio doing smaller-scale digital games is 100k?
I'm not saying the budget here is wrong.
Just the 1 million alone = 10 person's average wage is wrong.
I thought the first one sold really well?
Hell I bought it twice.
Average wage for 10 employees at a semi-indie studio doing smaller-scale digital games is 100k?
I'm not saying the budget here is wrong.
Just the 1 million alone = 10 person's average wage is wrong.
Ha, same here. So what is Hidden Path doing if they're not making DG 2?
You could just buy it for 2.50 on steam right now?
I was going to give away the extra DG key in the Steam thread but I can't honestly imagine how someone who isn't willing to pay two and a half bucks for it right now would be interested in it.I saw that and wondered if that was Steam's idea or Hidden Path's. For someone like me, who would be purchasing a new copy of the game, the fact that the game is on sale on Steam is counterproductive to the Kickstarter program - it undercuts it. If the idea is to generate buzz and word of mouth I definitely think that was a bad move.
I loved Defense Grid. The one of the few smartly put together tower defense games that I've played, probably the best. But, I'll buy the game when it's done, not when it's not even started yet. Is that so much to ask?
Well, they have no money to make the game, and there's no publisher that wants to see it made in the way they want it to exist. So if this fails, there will be no game for you to buy later, at least not a true sequel free of IAP/F2P trappings. So whether it's too much to ask depends mostly on whether there's enough people without you to get it funded.
I loved Defense Grid. The one of the few smartly put together tower defense games that I've played, probably the best.
Hidden Path Entertainment said:Copies of DG1: On Steam there are about 500,000 players, there are about 50,000 other PC copies not on Steam, and there are about 200,000 Xbox 360 players.
I thought the first one sold really well?
Hell I bought it twice.
You could just buy it for 2.50 on steam right now?
I wish every developer in the world made that kind of money.Developers are expensive dude.
Agreed... Depending on the company. .I'm not saying that's 100k wages per person. I'm saying all in all, once you account for all the costs created by having that person work for you (infrastructure, wages, payroll taxes), 100k a head every year seems fairly reasonable.
I know. But he said wages.Businesses cost a shit-ton more to run than simply paying peoples' wages..
It sold so well I got laid off from the company! Oh well. Hoping this gets the funding, they're a good group of folks and deserve a chance to make the games they love. Mark Terrano (In the video) was the lead designer on Age Of Empires 2, pretty amazing to have a chance to work with him.
I know. But he said wages.
I guess I took it too literally.
Tell me the number of people you think it takes to create a game, how much it costs to employ those people, how much extra business costs add to that total, and then consider taxes, the cut of the total money Kickstarter and Amazon both take out of the total, and then how much they need to profit so that they can continue to exist in the future rather than simply breaking even.
By paying people decent wages, *and* all else considered, $1 million can probably fund a company of 10 people working for a year - especially $1 million coming from a Kickstarter, where they need to use a lot of it to fulfill rewards, and both KS and Amazon take a cut from the total.
Businesses cost a shit-ton more to run than simply paying peoples' wages.
Which still beats taking 2x that amount or more from a publisher and not getting any money from the game's sales, not owning the IP, and losing more creative control in the design process, all causing you to become even more desperate the next time around. Yet this is what many people want developers to do, continue signing contracts with publishers that are 100x worse than losing a chunk of the money raised from a kickstarter.
To me, it seems like that should say "fortunately"We were in a situation before with some investment that let us borrow money for DG, then pay back with its profits. Unfortunately we aren't in that situation any more, and the profits aren't enough to cover DG2 (we've reinvested heavily already though)
To me, it seems like that should say "fortunately"
Which still beats taking 2x that amount or more from a publisher and not getting any money from the game's sales, not owning the IP, and losing more creative control in the design process, all causing you to become even more desperate the next time around. Yet this is what many people want developers to do, continue signing contracts with publishers that are 100x worse than losing a chunk of the money raised from a kickstarter.