(contains cursing)LateWhiteRabbit wrote:That's the problem though. And it's what is already happening to a lot of the old short story and journalist jobs. There are so many people willing to write for free on the Internet, that it is difficult to find someone who is willing to pay a livable wage for writing.redeyesblackpanda wrote:Well, I write at 250 to 1000 words per hour, but mostly at 500, but the first stuff that I come up with is normally pretty messed up, so taking into account editing, it's about 250 words an hour for me. If I were to get paid at the high rate of $0.05 a word, that adds up to $12.50 an hour. Minimum wage in California is a bit over $8. That means that if I were to get paid $0.025 a word, I'd be working below minimum wage ($6.25).
I don't charge anything for my writing though. At those rates, I'd rather work for free. I'm pretty busy with school and those sorts of things, so I don't really have that much time to write. I'd have to be very interested in a project to write for it, since the time I can spend writing is very limited.
When you work at a craft for free and do good work, you devalue everyone else's work in that craft. If someone is trying to make money writing and you and others are willing to do the work for free, they suddenly can't earn anything.
Amateurs can unknowingly tank freelance markets by working for less than they're worth, simply because they're willing to work for little of nothing. They either have so much spare time that it isn't worth much to them, or they are so desperate to "get a foot in the door" that they'll work for peanuts. Then the people doing the hiring and paying can tell those older professionals with families to take a pay cut or get replaced by the new blood willing to work for less than the professional can live on.
Economics make the world go round, and putting out quality free work is the same as flooding a financial market with excess gold - suddenly the value of everything goes down.
I consider Hanako Games to be more RPG/sim and partial tied to Winterwolves, though I will concede to her. Scout==Christine Love, for those of you who aren't old farts.I'd say Papillon does fairly well from appearances, and Christine is likely doing quite well with Analogue: A Hate Story.
A know a few of those Japanese game's were 4-5 people working out of an apartment together. $30K development cost for professional quality, split 5 ways - so each developer is only shouldering $6K of the cost. They also don't sell VNs for $20 in Japan - they sell them for $80-$100. So 375 copies are what they need to move to break even.
Time to step back to the catch-22. Ask your friends who is willing to pay $80-100 for a visual novel. You may get a couple, my industry contacts think we may be moving towards that day when the only physical copies you see in America are the expensive collectors editions, but I don't think the english market would go for it. Almost everyone I know balks at the thought of paying more than $5 for an app...
I'm not arguing that point. However, I've discovered that I'm a lot looser with royalty payments when it comes to taking jobs from myself.But all that work I can do myself still isn't TECHNICALLY free. Yes, I can get an "advance" on not needing as much money to get started, but I still have a cost. Namely, if I am making professional quality sprites and artwork for myself, that is TIME I'm spending not making $180 a pop doing the same thing for OTHER people. So that still has to be factored into whether any game I were to make and sell would be a financial success or not. For instance, will the game make more money than I would have earned just freelancing for other people for the same time investment?
Only the fool-hearty, innovative, or dedicated would consider living with 4 other people, dedicating themselves to a trade where you are considered deluded if you dream of successes. It may be realistic, but I like to think that being fairly successful isn't completely a pipe dream. Optimism that the catch-22 can be beaten used to drive me before I said I'm going back to traditional writing.If you're trying to get rich as developer or free-lancer you're already deluded. Almost all indie game makers, regardless of genre, have to have a day job. And the hobbyist EVN scene only remains as such because people keep regarding it a "hobbyist". Those 4-5 Japanese guys in their apartment are doing nothing different than some people in the EVN scene, they are just applying a professional work ethic and getting professional results. Oh, and they still aren't rich. The best you hope for is to make enough to live on. The Notchs of the world are few and far between.
Here, here! Sanity and logic, something I wish I had. XDIt requires a sane and logical approach to balance and happy team work that people unfortunately often lack