- Sep 12, 2020
- 172
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I know this is somewhat muddled throughout, but I did clarify in no uncertain terms that "hiring a team" is the wrong kind of framing. For any random game dev, there is no reason to generally think that dev is going to be the boss. It is not about being the manager and dictator of some project.Seemed like a lot of the posts in this thread imply that you'll have a better chance of success and make more money hiring an entire team to make a game than you would as a solo dev. I find that rather unlikely. Most adult game developers are amateurs and most of their projects are going to fail outright. Hiring an entire team just means on top of your project probably failing, you also have to pay an entire team out of pocket for a game that's not making a profit. You don't hear much about all the abandoned projects, just the successful ones.
If you start out from the perspective that it has to be your way or the high way and everyone else is just your underlings then you've already failed and you should quit while you're ahead.
I study the failures in the adult game cottage industry specifically. I've been studying them since before 2010.
Keep in mind that "most adult game devs" fail at game development from a financial perspective. Almost all game devs produce one game at most and quit; I am certain that this is more intensely true for adult game devs due to the much lower support, higher risks, and high probability that you will be the target of some very toxic people. Many game devs already receive death threats from their fans without getting into fetish game devs.The model that I see most adult game devs following is to have a full time day job supplying their income initially so they can work on their game as a hobby, part time, by themselves without having to pay people salaries for a project that probably won't pan out. Then if it turns out that they're good at it and they do start making money they can decide whether they think they could actually make a living at it going full time (usually taking a pay cut when they quit their day job).
If their success continues to grow to where they're bringing in $10k+ per month then they start thinking about taking on a partner who they would presumably either pay a salary or give a percentage of their patreon revenue to. This may or may not increase their own profits depending on whether the new guy's contribution increases the appeal of the game enough to fully counteract his pay. Initially that partner is probably going to result in a significant pay cut to the original dev though unless their pay arrangement is contingent on revenue growth beyond the growth trend of the solo dev.
Most of the games in the database are at a level of quality that I would call "proof of concept" or "prototype". That includes most of the "complete" games. Very few games in the database have what I would consider "finished assets" and the engines are generally suboptimized and basic compression is a noted problem that the community patches around; from any given view point of production, most of the games in the database are not properly finished whether it be incomplete or absent writing, art, design, or programming. Most of the games are actually novels and lack any significant game mechanics such that game design is not an appropriate term to apply to them.
So this model you describe is empirically flawed for a given random person who might be interested in trying to develop adult games. Also, it is very individual centric whereas game development and game play is intensely group based.
I am generally talking about patterns of roughly random assortments of people working on roughly random game/media development projects, and I am talking to people who play games and pay money to either buy games or as patronage to game developers such as artists and writers.
"usually taking a pay cut when they quit their day job"
It is interesting how this keeps popping up. Statistically speaking, most people who could work on a game are going from a McJob to a potentially far more lucrative job in media development; as of today, 45 out of 86 of the respondents report having an income below 20K$/year. Only 29 out of 86 (about 1/3rd) of the respondents report an income above 40K$/year.
That singular statement reveals a particular and peculiar bias of personal view about the nature of adult game development. One in which the majority of people doing it are giving up something better for something worse.
If that is the labor conditions of the adult game development industry and that particular model then that should implode, and we should shed no tears for its loss. Who would want that?
The majority of people on Earth aren't taking a pay cut by getting even 10K$/year developing games. If those people get close to the Indie average of 50K$/year then that is a step up not a step down. It is a minority of the planet's human population that gets paid more than 50K$/year even if people with incomes above 100K$/year are over represented on this site (if we can trust the statistics of a forum poll with people who act maliciously towards the poll taker).
Part of the split on this topic of incomes and teams comes about from several mistaken notions about the dependence or independence of the laborers involved. Repeatedly, people respond to this with boss-assumptions. They assume they run the project. They pay wages. They're an employer. They also assume that the people they are approaching to add to their team have nothing and all the gain of that person comes from their employment by the person making the boss-assumption.
"Get yourself a team" doesn't mean "be a boss and employ people to do your bidding". For those people I tell you simply: quit.
"Get yourself a team" means "find people to work with and projects to work on that achieves the objectives or affirms the values you want for yourself and others."
The default assumption of any person getting into game development is not that they're going to be the boss but that they're going to work with other talented people who might know better than them and might have skills they don't have and might have projects far more interesting or more viable than their own.
The assumption should be that each member of a team brings something to that project and that each member of the team gets something from that project; if the assumption is that each member brings something to the project but gains nothing from the project then it is parasitical and destructive of the team members and project generally; if the assumption is that each member takes from the project but gives nothing then you have no team and you have no project in short order. There's a lot of ways that it could be organized, but one way is to have as an end goal that the Patreon of each team member approaches 50K$/year as the game is developed. This means mutual support, aid, and promotion. This means taking advantage of the velocity of money and paying each other for your work. This means raising money from the community to pay into the common pot and make sure each other has enough to live and take care of each other. The goal is independence not co-dependence. Especially not co-dependence on some cult of personality centered around the narcissistic fetishes of some dudebro who thinks his mediocrity is God's gift to the world.
Getting yourself a team doesn't mean you get to own the project. The principle failure in the Breeding Season project was that the art assets of the game were wholly owned by the contributing artist such that the whole project could be vetoed arbitrarily by the artist at any time, and the artist did in fact excercise the veto. That same artist then went on to try to take up the community resources that had been vacated and did so with somewhat limited success compared to the Breeding Season project as a whole. Standard game industry practice involves the use of IP contracts that ensure that no individual member of the dev team can torpedo the whole thing unilaterally by retaining absolute ownership of the IP involved.
It is not generally the case for instance that game designers get to own the IP of the game. It is not generally the case that the programmers get to own the code or the engine or the patents of the developed game. There are many bad reasons for this and bad implementations which serve corporate interests and shareholder consumption of assets. But there are a lot of good reasons and best practices implementations which serve to protect the collective interests against predations by individuals or shareholders.
This translates in practice to accepting that game development is a collaborative and generally intensely cooperative practice. It means that you don't retain creative control over the game in general and the direction of the game, its mechanics, narrative, genre might all be subject to fundamental change by team decision. This is more true for indie game development than it is for corporate/AAA game development; in AAA game development, there is invariably executive producers or similar credits where they are paying millions of dollars to have the game they want made to their specifications. I can understand on that basis why some loud people rail against being told to find a team because they have a concept they want made and won't be dissuaded from it. They should hope to have millions of dollars to burn, and they should expect to pay closer to 80K$ or 90K$/year for the privilege of creative dictation.
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