Hi Michael,

Hard to say now if any of Justin's new titles would have been a
success, but I can say from the sound of it the Void and Castle Quest
might have been decent successes if either one of them had seen the
light of day. They were both sound ideas, and markedly different games
from anything else Justin created before.

That said, even so the fact of the matter is neither of them would
have produced a developer with a living wage. Even if you consider
1,000 sales at $20 each that would only be $20,000 for one product.
Factor that out over a year or more of development, take out state and
federal taxes, and the developer's take home pay isn't much more than
minimum wage. Consider that the average developer for Microsoft or a
game designer for a major game studio takes home about $60,000 that
little bit made off of audio games is laughably small. That's where
the problem lies.

You and others want a very complicated game to be created that will
take up months and weeks of a developers time. You expect him or her
to work for practically nothing while consoling himself or herself
with the enjoyment of the work. For some people that is enough, but in
the world we are given to live in it really is not. People have to
eat, pay the electric bill, purchase computer equipment and software,
and the best way to do that is by being compensated for their time and
work.

Cheers!


On 12/18/14, Michael Gauler <[email protected]> wrote:
> I know that some people made games for fun or because they wanted to earn
> some money.
> How much money they actually got, I obviously don't know.
> And since many of the games we talked about, e.g. Justin's or Liam's titles
>
> are a bit older, no one knows how much money could be made from them in the
>
> year 2014.
> But in case of Justin at least, it had been years since he last released a
> new title.
> Obviously I can't know why he didn't do more or why he did not close his
> doors earlier if he wanted to stop.
> But I also can't know if his next title, if it ever came, would have been a
>
> success or not among paying gamers.
>
>
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