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Think about it from the developers standpoint.
Let's say you have a team of 40 devs. They average $90K/year. That means, just to pay your devs, you need to make 3.6M/year. Now think about the negative PR and the lost playerbase that accrues from people hacking this game you worked on for years. Start watching your revenue drop and threaten the actual livlihood of your employees.
You have to be able to associate negative behavior with punishment; not just for the fact that it helps to change behavior, but because you're actually taking away monetary value from players and livlihood from the developer. Most people see things just from the cheater's perspective. In fact, that's how the public will see things; and that's why publishers don't go after cheaters; they'd just end up with negative PR. So, as always, nothing happens, the problem persists, and innocent people just have to tolerate the cheating until they finally lose full value of their investment and quit the game.
- 6 years ago@Aegis_Kleais Sound argument except for a couple of things. Almost no (indie) dev makes 90K a year. It’s way less than that depending on function, location and more variables.
Second, most dev studios don’t publish or finance their own games. They get hired or are under contract by a publisher/company that acts as their money buffer. So devs don’t have to worry about getting paid. They only have to worry about fulfilling their job to the ‘contract drafters’ aka the company footing the bill.
So the monetary comment, even tho it has an element of truth doesn’t weigh in as much as getting penalized by jailtime or monetary. And even if you had to pay, it wouldn’t go into the devs or company’s pocket for that matter. The damage would already be done.
I look forward to your reply.- Aegis_Kleais6 years agoRising Hotshot@Koochi-Q As we've seen with tons of publishers, once a game isn't viable, or a rampant cheating situation causes people to flock away, they start laying off developers as if it were in fashion. Developers ABSOLUTELY have to worry about these things; the Publisher is not now nor ever going to bankroll operations on something that isn't pulling in profits.
The fines and jailtime are restitution for damages done. Nothing can prevent something that's already occurred from happening. They are a deterrent that should be publicized. When children have no connotation of punishment associated with bad behavior, they continue that behavior, because it rewards them at the cost of something they are oblivious to; other people's enjoyment and monetary investment.
So, Respawn had(?) 319 people as of 2019. A Google search of average salary shows $88-$120k. Yes, not all those are developers. But assuming even $70k as a average across all roles, that's 22.3M/year. If the game was sold at $60, that would mean 370,000 units need to be sold just to pay salaries. The game currently has ~9M players, all of which get the game for Free, and only some of which pay into the game.
Any lost business is lost potential of cash. Those 9M players would have to spend just $3/year to justify just Respawn based Salaries (let alone Studio expenses) But you'd be jaw dropped to see how many of those players have not spent $1 and won't. It's more precarious than you make it out to be. Especially when the dev lets it get out of hand and can't stem an influx of cheaters.- 6 years ago@Aegis_Kleais All good points yet again and I see the logic in them but they don’t represent the generality of the matter. First of the average salaries. Unless something dramatically changed in years I’ve read multiple articles and other literary reports of game devs’ salaries. It has increments like most occupations do and the average is around the 50-60K per year for one who’s a junior or senior (dunno anymore) working at a relatively successful studio. The 90-120K a year was also mentioned back then and that was for esteemed devs who either had set up their own successful dev studio or one that was in the pockets of a big company.
Now I dont argue the fact just by those statistics. As I said, this was from years ago and the situation might’ve improved, but I highly doubt that. But it does transcend into my next point.
Lets say you’re 70K for every person sounds just about right. Yes, their salaries need to be paid from ppl playing the game. A game needs a source of revenue to stay relevant for not only the dev team but also management and shareholders. For a big launch title (AAA) nowadays, 370K units shipped is nothing (don’t take this the wrong way, the figure is massive, but read on with one eyebrow up). Even indie games that aren’t backed up by huge advertising or from an all-star team or a team even bigger than 10 ppl are satisfied if they get that number. Most companies/teams are already satisfied if they break even. If Apex were to be released as a purchase-to-play title, I think 400K units wouldn’t even cut it seeing as alot of AAA need over 1 million sold just so that the higher ups are happy.
Case in point would be Street Fighter V, which did way below what was needed initially. Resident Evil 6 (not how it did but what numbers it needed to sell and how they changed from Survival horror to Action horror just to appease the masses) or how they butchered Dead Space...
By having a free to play title with cosmetics model which is popular, you get way more money than doing the same if it was purchase-to-play. Apex, PUBG & Fortnite have all proven that. Each one of these titles has made at least $1 billion in revenue. So looking at that figure which makes my body cover in sweat just for thinking that I want that kind of money, sales figures don’t mean anything for this game. Neither will having severe punishments cause devs under another company rarely work on 1 title at the time. If Apex stops being lucrative, they might just burry the candle knowing full well that they made their money times over again and can start working on another title that hopefully does the same.
Other than that I wholeheartedly agree with your opinion, but I’m just not of the opinion that it’s as precarious as you make it out to be.
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