Hacker News new | ask | show | jobs
by s73ver 3288 days ago
"SE is not IMO a vocation that needs to organize."

The games industry disproves your theory.

1 comments

I think game dev is the way it is because so many romanticize game development. A ton of grads fresh out of college want to get in and are competing for a the limited (but large) amount of work it takes to make a game. The big a-hole studios realize this and charge sub-prime wages because after they burn a dev out there will be another to replace them still starry-eyed from a childhood playing games.

I have read several stories of people leaving game deve for a nice boring job writing insurance software for more money and fewer hours. Many could be doing it the other way around, write software for a lame, but lucrative, insurance company, then make a small lifestyle business writing indie games with a few friends.

> The big a-hole studios realize this and charge sub-prime wages

First of all, "sub-prime wages" is not a thing I've ever heard of. Absolutely nothing on Google so I'm assuming you mean below market wages, which game industry wages are by definition not.

Secondly, and perhaps most importantly, paying people what they are willing to earn does not make game studios assholes. Everyone developing software for game studios knows they could make more writing software for a bank or some YC CRUD app.

> I have read several stories of people leaving game deve for a nice boring job writing insurance software for more money and fewer hours.

With the right skills, you can leave any industry and go to any other industry and make more money. Not sure what your point is here.

Your argument boils down to, "If they agree to it, there's absolutely nothing wrong," which is an argument that I've never accepted before. A person in a position of power, which the studios are, taking advantage of young people to pay them below market wages (which these are, despite whatever you try to argue) and work them insane hours, is wrong, full stop. There is absolutely zero reason why game wages should be below regular development wages.
Also, I think it is hard to get product market fit. You pretty much have to release a whole game before you know if it's successful. Unless you are established it is much harder to bootstrap. You can release a level and optimize but games are super hard.

I agree there is the romantic factor in play as well. You have a lot of supply of devs and a random walk of success stories.

Making a game, is hard to fit the market???

Most people who are super excited to make games are gamers themselves, and it seems to me that most gamers are pretty open minded. In my own research it seems to me that most indie titles that "don't suck" turn at least a modest profit. Don't suck needs to be defined objectively, but not being riddled with bugs (unless that's the point [Goat simulator, Desert Bus]), having a consistent even if primitive art style and being fun to at least some gamers is a reasonable definition.

The breakaway successes like Minecraft and Super Meat Boy should not be examples. Better example are Rovio's 50 games before Angry Birds. They made enough money to live on and make the next title while having a decent but not affluent lifestyle.