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i_ni: Most of the games/addons cost ~ a cup of coffee
Maybe for you .
Post edited August 07, 2021 by DD & Ji Ji
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i_ni: Most of the games/addons cost ~ a cup of coffee
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DD & Ji Ji: Maybe for you .
Once you include Civet droppings, almost all of GOG's catalogue can be obtained for the price of one cup of coffee

With prices ranging between $US35 and $US100 a cup, or about $US100 to $US600 a pound, kopi luwak is widely considered to be the most expensive coffee in the world.
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i_ni: I believe no royalties result in less (if any) engagement; games should be treated as any other work of art.
They should have formed a union or something in an ideal world.
You mean, like films? Where they do have unions and yet the vast majority of people who work on a film get paid for the job they do when they do it, and never see a penny from royalties? It depends on negotiations, but usually getting royalties is a trade-off, where you accept lesser pay (or none) up front, in the hope that the thing you're working on will do well financially. Which most artistic endeavors do not.
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Mortius1: Once you include Civet droppings, almost all of GOG's catalogue can be obtained for the price of one cup of coffee
haha
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i_ni: I believe no royalties result in less (if any) engagement; games should be treated as any other work of art.
They should have formed a union or something in an ideal world.
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eric5h5: You mean, like films? Where they do have unions and yet the vast majority of people who work on a film get paid for the job they do when they do it, and never see a penny from royalties? It depends on negotiations, but usually getting royalties is a trade-off, where you accept lesser pay (or none) up front, in the hope that the thing you're working on will do well financially. Which most artistic endeavors do not.
Exactly, which is sad.

If a piece of art(game in this case) sells well (or not) then it is most fair everyone that put their heart in it gets a piece of the cake (no matter how small). I admit it sounds idealistic however in this way those persons will have the motivation to do their best (and beyond) in their next works of art.

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i_ni: I believe no royalties result in less (if any) engagement; games should be treated as any other work of art.
They should have formed a union or something in an ideal world.
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BreOl72: Out of curiosity: what's your day job?
Are you getting royalties out of it?
Business software related, nothing to be proud of, no royalties, of course (and I expect none).
Post edited August 08, 2021 by i_ni
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BreOl72: Out of curiosity: what's your day job?
Are you getting royalties out of it?
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i_ni: Business software related, nothing to be proud of, no royalties, of course (and I expect none).
Well, then why expect others, who are doing practically the same as you, to receive royalties for their work? Just because you consider their work "an art"?

At the end of the day, the creative employees (programmers, graphics artists, musicians, etc.) of a gaming software company are no different from the assembly line workers in a GM plant.

Both groups get monthly (or weekly) paid a fixed salary, to get the work done for which they got hired.
Their head of department tells them: "Lucy, I need that and that kind of graphics, Billy, you create me that sort of music, and you, Josh, make sure it all runs together smoothly!".

There are no royalties involved on that work level.
On that level work heelers, that put their creativity -at a fixed price- at the disposal of the company they work for.

If these emplyees are lucky, they may get offered bonus payments - if certain milestones are met at a pre-determined date.
And maybe (and that's a big maybe) even a bonus payment after their work is done, if certain sales expectations are met within a certain period of time.
But that's all. And they're well adviced to not count on it.

It would be something else, if we talk about big names in the industry, like Sid Meier, Hideo Kojima, John Romero, etc.
In these cases, we may assume that these guys could demand(!) a clause to be put in their contracts, that grant them royalties.

But even for those people, such clauses are not automated, and they usually come with a price/risk attached (as eric5h5 has already mentioned above): lesser or none pay during the development process, with both: the chance(!) of making more money in case of massive success, and the risk of making less than a fixed payment would have made them, in case of a financial failure.
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i_ni: Business software related, nothing to be proud of, no royalties, of course (and I expect none).
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BreOl72: Well, then why expect others, who are doing practically the same as you, to receive royalties for their work? Just because you consider their work "an art"?

At the end of the day, the creative employees (programmers, graphics artists, musicians, etc.) of a gaming software company are no different from the assembly line workers in a GM plant.

Both groups get monthly (or weekly) paid a fixed salary, to get the work done for which they got hired.
Their head of department tells them: "Lucy, I need that and that kind of graphics, Billy, you create me that sort of music, and you, Josh, make sure it all runs together smoothly!".

There are no royalties involved on that work level.
On that level work heelers, that put their creativity -at a fixed price- at the disposal of the company they work for.

If these emplyees are lucky, they may get offered bonus payments - if certain milestones are met at a pre-determined date.
And maybe (and that's a big maybe) even a bonus payment after their work is done, if certain sales expectations are met within a certain period of time.
But that's all. And they're well adviced to not count on it.

It would be something else, if we talk about big names in the industry, like Sid Meier, Hideo Kojima, John Romero, etc.
In these cases, we may assume that these guys could demand(!) a clause to be put in their contracts, that grant them royalties.

But even for those people, such clauses are not automated, and they usually come with a price/risk attached (as eric5h5 has already mentioned above): lesser or none pay during the development process, with both: the chance(!) of making more money in case of massive success, and the risk of making less than a fixed payment would have made them, in case of a financial failure.
Well, I consider the end product of a game development to be able to have the qualities of exceptional work of art as with movies that are also produced by a mass effort of people.
As I naively said, it would then be most natural for everybody involved to have a fair cut of the success (or failure).
Artists (singers and their entourage for sure) get royalties then why would game personal not have a similar option?

To clarify: my point is if I'm involved in a product resulting in a Video Game then I should be given the option to have (whatever small cut) from every sale of the said product (aka royalty).
That's how entertainment industry should work. If it doesn't work like that then I consider it unfair for their is a selected group of people that get the goodies while the rest get a fixed payment.
For a prospective armchair farmer:

Stardew Valley or Farmer's Dinasty?