Malf on 13/8/2014 at 14:23
Strikes me as being a little short-term gain at the risk of losing some long-term. Once people have played and spoiled a triple-A game on one platform, surely interest amongst other platform owners will be diminished, necessitating either a lower release price or acceptance of reduced sales?
Edit: Sorry, just realised how stupid I've been.
I'd forgotten that unlike the normal working world where job security is somewhat more reliable, most developers are laid off on release these days.
WingedKagouti on 13/8/2014 at 14:49
Quote Posted by Malf
Edit: Sorry, just realised how stupid I've been.
I'd forgotten that unlike the normal working world where job security is somewhat more reliable, most developers are laid off on release these days.
That is one of the unfortunate truths of game development these days. While there may be core teams and more permanent employees, a noticable portion of developers get shuffled around as the workload of studios shift.
Also, indie developers may have a much more immedate need for money, as demonstrated by the guys who made (
http://yachtclubgames.com/2014/08/sales-one-month/) Shovel Knight.
Quote:
We ended up operating for
five months without money or payments to the team here. It was a difficult period, where some of us were awkwardly standing in front of cashiers having our credit cards declined, drawing from any possible savings, and borrowing money from our friends and family. But we made it to the other side!