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回報翻譯問題
http://en.wikipedia.org/wiki/The_Mythical_Man-Month
I suspect that nearly all of it goes to paying salaries of developers; Braid cost $200K to make, that's mostly just Jonathan Blow paying himself when he was making the game.
I don't think that's true, especially for the larger EA projects.
Well as far as I am aware, Rust is a very small team and so is The Forest, so these guys probobly would have been working for free or the bare minimum at best so if new developers are not hired I just don't see how getting money from EA projects directly help the game.
The only thing I can think of is that the money raised from Early Access games provide enough income for the devs so they don't need a day time job so they could potentially put in more work hours on the game ? Guess that kinda makes sense lol
It's almost certainly a full time job already.
So remember that right off the bat steam takes 30% so whatever funds you think you're sending, only 70% of that goes to the devs.
So rolling in dough right? Not so fast Wesley Snipes! Note that Early Access is still REVENUE and thus subject to things like taxes and the horrors of accounting. So again, even that 70% is reduced dramatically. If you're in the USA you might be able to fuss around with some creative accounting. If you're in Europe well say goodbye to ALOT of that money!
Then there's just the cost of doing business. Buying software. INcorporating a company. Travel to promote your game. Maintenance of your website. Office space rent. Insurance. Utilities.
https://www.kickstarter.com/projects/starcommand/star-command-sci-fi-meets-gamedev-story-for-ios-an/posts/208395
http://www.deadlyfredly.com/2013/11/core-ks-breakdown/
So lets say you hire someone! Hurray right? Well do you have things like health insurance? Other benefits? Equity? Sounds like you need more lawyers! What laws do your goverment require you to provide for your employees?
http://www.reddit.com/r/starbound/comments/237lds/sb_devs_what_can_we_do_to_help/cgy0mbb
Games are not cheap to make. Employees are not cheap to hire and maintain. Stuff costs money. SOME people will work for free if its their project. But most people still need to pay their own rent, food for their famlies etc so working 'for free' isn't really an option.
I should get on this Early Access malarky. Time to get started on a zombie survival game.
Indeed in the old days, Unreal Engine cost $1 MILLION to license. I suspect Unreal's recent decision to go wtih the % based model is because of Unity really digging into their space with an ultra-low cost solution. We'll see if the % based model sees an uptick in UE games.
Unfortunately, "working for free" really only works on small projects that people can do in their spare time: most things in this world don't care whether you are "working for free" or not, they want to see payment.
Talking from experience, here? :P
I know one dev who has used about $100,000 of his own money (a guesstimate based on things he has stated) to build his game so far. In that time, he has had to work full time for other companies (DoD and Tripwire to name a couple) to pay bills and make money for development that he works on after working for them.