this post was submitted on 14 Feb 2025
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Most investors are going to care about what kind of return they're making. It's the capital they provide that pays the paychecks.
If you want to do volunteer work on video games -- I have -- then that's not an issue. But typically games are made by paid workers, and those workers won't work without their paychecks. So they're going to need to attract investors.
Maybe that's the problem. Valve did pretty well for themselves, even before steam, without putting investors in charge of their direction.
I have indeed worked on my own and others projects without financial gain but that's orthogonal to my point.
The games industry is full of chronically under-compensated workers. Again, nowhere did I advocate for people to work for free for commercial enterprises or anything of the like.
That's a pretty good example of the False Dichotomy fallacy. There are numerous alternatives that don't involve prioritizing profit over the product or service that a business produces.
I get that when you spending 100m+ on game development, but a game needs to have actual value to the consumer, it has to be entertainment, and entertainment is art.
Very few things of all forms of entertainment cross the rubicon into beloved status that aren't obvious works of love and talent.
Turing out utter dross that has the same consistency as uncooked pink slime, and you can not expect to sell with any sort of long tail or expect repeat sales.
Sure, you can get away with a cheap cash grab once, may be twice, but over and over? Most people aren't that dumb
A side point on this: maybe some accounting transparency would help too. We know that that $100M+ isn't going to the developers as they are some of the most underpaid tech workers. How much of a given game's budget is actually going to compensate those directly contributing to it vs administration/execs?