- Joined
- Jun 25, 2015
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- 132
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- RMVXA
I'm not relying on low wages, I'm just saying. In most groups of 'international' scope, there's someone who is from a low-wage area.Just a couple of other factors to take into account.
Custom music and artwork - whether you're commissioning an independent person or hoping to get someone who can do these onto the team, people with these skills don't come cheap. Nor can you rely on a low wage economy to stay that way - or it might be that the person finds a slightly better paid job elsewhere. Building a business plan around low wages is fraught, in whatever field you are operating in. And of course wages have to be paid up front, long before revenue starts coming in.
You mention assembling a couple of teams. Managing a team is hard work, a couple of teams is double hard work. If you are spending your time managing, then you have less time to contribute to game making.
I think I worded it the wrong way, or it came across wrong.
What I was meaning, is that just as there are pitfalls and difficulties, sometimes there are good things as well.
Everyone also keeps taking this $1000 number as some sort of gospel. Yes, some games make that, or less. Not all games, and that's just game revenue.
Any one of those things I mentioned as side-line residuals are a long shot to make anyone any serious kind of money. Together, with a team of folks contributing, and working together, there's a lot more shots at the jackpot.
That's all I'm trying to say, no one is an island. It's been proven time and time again, a group of people in a garage can accomplish great things.

