Dahkoht_sl
shitlord
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So it's safe to say this thing was going beyond even SWTOR on what to not spend money on in developing an mmo ? Where exactly was all this money spent if there's so little in actual gameplay assets ?
Believe it or not I actually looked for the loan terms online to see how much the state was actually on the hook for. I could find neither an amortization schedule nor whether the terms allowed for the state to pay down the principle in a lump sum. So yea, take that part with a grain of salt.Pretty sure you forgot to carry the 1 and factor in loan amortization, you fucking amateur.
How fucking dense are you trying to be? The discussion was about overall development costs, which include things like equipment, rent and utilities. It wasn't a discussion specifically about labor costs, it was a discussion about the generalized costs of 38 studios and how quickly they were burning through money. Ignoring equipment, rent and utilities in that discussion is asinine.As someone who employs people, I am very aware that employees cost much more than their salaries.
Also, as someone who employs people, I would never include costs like equipment, rent, and utilities in labour cost, or any kind of bizarre 'cost to run a business per employee' calculation. Perhaps that's a game development industry thing.
Oh no I get that, but I don't think it's really correct to calculate those costs on a per employee basis. Similarly to the hosting discussion we had earlier, those costs do not go up linearly, and calculating it that way is extremely inaccurate IMO.How fucking dense are you trying to be? The discussion was about overall development costs, which include things like equipment, rent and utilities. It wasn't a discussion specifically about labor costs, it was a discussion about the generalized costs of 38 studios and how quickly they were burning through money. Ignoring equipment, rent and utilities in that discussion is asinine.
Again, whether the numbers were off by 10-20% is irrelevant. The fact is that the game would have cost something like 30-50 million to complete, if it indeed could even be completed within a year, which is in itself questionable as fuck. Which would still have it pegged as having cost somewhere around 100-120 million (don't forget about Schilling's original 30 million, give or take), not counting ongoing support, hosting, development and so on. Which means their debt service alone would have been somewhere around 8-10 million a year (pulling 8-10% out of thin air, but I can't see how they'd be getting much better than that), before they even started to chip away at the principal.Oh no I get that, but I don't think it's really correct to calculate those costs on a per employee basis. Similarly to the hosting discussion we had earlier, those costs do not go up linearly, and calculating it that way is extremely inaccurate IMO.
As someone who employs people- This is called your fully loaded labor rate and should be used to determine if producing a good or service is worth your time. If you're not factoring in fully loaded labor rates into your business, you're doing it wrong.As someone who employs people, I am very aware that employees cost much more than their salaries.
Also, as someone who employs people, I would never include costs like equipment, rent, and utilities in labour cost, or any kind of bizarre 'cost to run a business per employee' calculation. Perhaps that's a game development industry thing.
Quaid graduated from the same school of Micro Mismanagement that Schilling did.How fucking dense are you trying to be? The discussion was about overall development costs, which include things like equipment, rent and utilities. It wasn't a discussion specifically about labor costs, it was a discussion about the generalized costs of 38 studios and how quickly they were burning through money. Ignoring equipment, rent and utilities in that discussion is asinine.
Yep. At that point, anything back is better than nothing.They probably won't care that much.
Health insurance, 401k matching and other benefits make up a significant amount of the cost per employee. I'd say each employee costs at least 130% of their salary. Not to mention I don't think they were hiring "average" developers. Generally for game development you seek the best and generally they get paid a bit higher. Although the stress/skill/hours involved in game development don't justify the smaller increase in salary.Jesus now I'm looking at your labour cost numbers and those ae totally batshit insane too. 200 people making an average salary of $125,000/year? Come the fuck on.
Your values are totally absurd, and are skewed to prove your point. You could at least attempt to be accurate when talking down to someone like you have a clue.
Average 2012 US dev salary $84,000 - GameSpot.com