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Is WOTC falling into a problem like the old TSR did
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<blockquote data-quote="BryonD" data-source="post: 3271367" data-attributes="member: 957"><p>The laws of supply and demand are not optional. </p><p></p><p>I'm all in favor of game publishers / writers making every penny they can from it.</p><p>But me being in favor of it has no bearing.</p><p></p><p>If I could make my current salary writing games instead of what I do, then I'd switch in a heartbeat. Of course, so would 10,000 other people. Which would flood the supply and crash the compensation and I'd promptly quit that and come back to making money doing what I do now.</p><p></p><p>Games have pretty much always been made by people who are pretty much hobbyists. In a few cases good business people have a group of hobbyists working for them and this CAN go well. But these also become the examples of "sell outs" (strong emphasis on the quotes). I guess there are also examples like people who started out as hobbyists and quit playing but still do the work they know, but that is a pretty small group.</p><p></p><p>The bottom line is that the system we have now has worked for a long time and will continue to work. After accounting for cycles, it isn't going to improve a lot, and it isn't going to get much worse. Compensation is a combination of many things, and pay is the big one, but satisfaction with what you do is another. And that piece will always play a big role in keeping the game production industry flowing. Don't expect the balance to change a large amount any time soon.</p></blockquote><p></p>
[QUOTE="BryonD, post: 3271367, member: 957"] The laws of supply and demand are not optional. I'm all in favor of game publishers / writers making every penny they can from it. But me being in favor of it has no bearing. If I could make my current salary writing games instead of what I do, then I'd switch in a heartbeat. Of course, so would 10,000 other people. Which would flood the supply and crash the compensation and I'd promptly quit that and come back to making money doing what I do now. Games have pretty much always been made by people who are pretty much hobbyists. In a few cases good business people have a group of hobbyists working for them and this CAN go well. But these also become the examples of "sell outs" (strong emphasis on the quotes). I guess there are also examples like people who started out as hobbyists and quit playing but still do the work they know, but that is a pretty small group. The bottom line is that the system we have now has worked for a long time and will continue to work. After accounting for cycles, it isn't going to improve a lot, and it isn't going to get much worse. Compensation is a combination of many things, and pay is the big one, but satisfaction with what you do is another. And that piece will always play a big role in keeping the game production industry flowing. Don't expect the balance to change a large amount any time soon. [/QUOTE]
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