PostiveNoise

joined 5 months ago
[–] [email protected] 4 points 3 weeks ago* (last edited 3 weeks ago)

In the mid 70s Eric Idle (from Monty Python) had a Beatles parody band called The Rutles, and created a television mockumentary in 1978 called 'All You Need is Cash', and this was probably a pretty big influence on Spinal Tap in the early 80s.

[–] [email protected] 4 points 1 month ago* (last edited 1 month ago)

This will bring in a FLOOD of new money for the developer. I had a really hard time enjoying the game when I bought it about a year and a half ago, and the rather lame graphics was the biggest letdown. The non-artist solo developer luckily realized the obvious solution to this issue (hire 1 or more actual artists), and now I really look forward to playing this some more. It's a cool game, and should be a lot more enjoyable to me, partially because I'm a game artist myself.

I'm the sure this update has cost the developer well under a million dollars, and will result in several million dollars or more income, and a nice reputation boost for the game and the developer overall. Good for them!

[–] [email protected] 53 points 1 month ago* (last edited 1 month ago) (1 children)

Sure. He made many millions of dollars within the first couple years of releasing it. That's why he can pretty much do whatever he wants, including continuing to work on the game without charging additional money for it. And of course, it keeps selling more copies, and will for many years to come, so he has tons of money continuing to flood in.

He certainly seems like a pretty grounded guy, and it's nice that he tries to be cool about stuff, including not gouging the player base for more money. Being an individual has huge advantages compared to being a corporation, in some ways. A corporation would pretty much be obligated to maximize profit. He can just be pleased that he brings joy to millions of players, and has already made a fortune.

[–] [email protected] 4 points 1 month ago* (last edited 1 month ago) (3 children)

I worked as an Outsource Manager at a couple of game companies (in addition to working for many years as a game artist). I outsourced mostly art asset creation, mostly to cheaper countries. It was kind of bittersweet, since it was clear to me and the artists at our studio that we were outsourcing really enjoyable work, work that our internal artists would rather have done than spend some of their time reviewing the cool art stuff these outsource artists created. But doing this allowed the studio to make a bigger, better game than our limited size team could do on their own.

So basically, I disagree with your premise. There are many sorts of jobs, for many reasons.

[–] [email protected] 3 points 1 month ago

ok. I too am now imagining dinosaur hookers, and it's not even the weekend yet. RARHH!

[–] [email protected] 3 points 1 month ago (3 children)

There were probably professions that long predate history, and any of those are a bit hard to prove. There were 'shaman' in pre-history, and good shaman were quite possibly supported by their communities. There may also have been things like dedicated cooks. Trading sex for food however, is clearly hundreds of thousands if not millions of years old, so it's hard to argue that other professions came before it.

[–] [email protected] 26 points 2 months ago* (last edited 2 months ago)

This article has some elements of truth, but skips over some important stuff. In particular, the odds of making a living writing books when on salary, writing the books for a big company or celebrities etc, are vastly higher than just writing your own books. You don't have to beat insane odds if someone hires you for 70k/year to write books...you simply make that 70k/year. It's the same as e.g. people working in the video game industry. The odds of earning a middle class income as an Indie Game developer are super bad, but there are many thousands of people working salaried jobs in the mainstream AAA game industry who are definitely 'making a living'.

Also, this is nothing new. There is a reason 'starving artist' is a common term. For centuries, a lot of the most well known people in all creative fields were people who already had money when they started e.g. nobility, and some of those people were able to become famous, largely because they didn't have financial pressures that the vast majority of people had.

[–] [email protected] 6 points 3 months ago

People do talk about this. At least, they do in the game industry. It's well known that when an independent studio gets bought (usually by a publisher they have been working for), this often results in the studio closing down a number of years later unless they crank out hit-after-hit. Of course, sometimes that doesn't happen and the studio gets more stability and more financial support, now that they are part of a larger company.

In regards to the people who sell their studio (founders), it's important to keep in mind that for most of these people, selling their studio while the studio is fairly popular results in life-changing wealth. Maybe selling the studio and becoming rich by doing so was not their original goal, but it should be no surprise that studio founders can be very tempted to sell the studio (at the right price). Owning an independent studio can be a gigantic amount of stress, and a huge financial reward that also allows the founder to simply get rid of all the headaches and stress is nothing to sneeze at.

Everyone who works at an independent studio knows the risks involved (to their own job eventually, if the studio is sold), and they often have mixed thoughts on what the founders are doing, but they don't all demonize the studio owners, since they would be tempted by the same potential rewards if they owned the studio.

[–] [email protected] 4 points 3 months ago* (last edited 3 months ago)

Often the form factor is like a tiny pickup truck, so they are very versatile in terms of hauling stuff. The small size makes them very easy to park and maneuver through dense chaotic traffic. So from cost to functionality, they are in a pretty sweet spot. They aren't super safe in high speed traffic accidents, but in crowded cities, vehicles are not going super fast anyway, so the drawbacks are less important than their positive attributes.