- Sep 7, 2022
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The problem with takes like this is it ignores the economics of how most daz games are made."Outrageous" is a massive exaggeration and an actual outrageous display of self entitlement on your part. RAinces made $413 last month and that's BEFORE everyone took their cut. That's a pitiful, insignificant amount of money, dangerously close to working for nothing, something VERY few can afford. I'm OK with him doing whatever it takes to survive and avoid completely killing this project. When he'll make $5000 I'm willing to reconsider but not before (Note: His max income ever was $1500 with an average of ~$800).
RAinces does NOT owe anything to anyone and least of all to freeloaders. Anyone dropping a coin his way is a gentleman and a scholar and should be fully aware of the sum total that gets collected every month because that amount is clearly not enough to ask full-on commitment from anyone so expectations should be tuned away from certainties.
The cost is almost all frontloaded - you need the gpu and a sufficient library of assets. And for sure, that's a non-trivial cost. However, once that cost is sunk, the capital cost going forward is extremely low, it's a bit of electricity and almost all labor - low labor at that.
I feel like most people defending devs haven't played around in daz themselves. It's 90% having a beefy computer and a large model/poses/environments/clothing library, and maybe 10% skills which develop over time (better posing, better camera framing, better lighting techniques, better writing). That's not to say the initial investment along with better directorial skills aren't commendable, they are - but once that initial investment is done it's extremely easy to crank out image after image.
In a nutshell, I'm saying you should be far more sympathetic to devs struggling to get off the ground - who havent had the capital for a full "buy-in", and far less sympathetic to those who have their setup and rest on their laurels.