And according to your last 3 sentences you haven't even read my whole message. What do you mean why passion??? why would you go for all this effort to create something you're not passionate about... and you're talking about the work as a developers... you think other jobs are not difficult?????? try teaching(helping) people with mental illness whille you're struggling with one yourself, and then tell me if you still think your job is the only difficult one (if we're talking mentally)
You're missing the point.
Passion is important, yes, without it you should not be making a game or any form of art, as then it literally is just a cash grab...
But it's also just as important you're a
realist.
It's a complete fantasy that people expect these huge massive games to be developed by first-time developers usually doing them either solo or with EXTREMELY small teams, and have them completed on a budget of near-zero bucks...It would take YEARS, not to mention most people would only be able to commit an hour or two max of their time only further delaying the project.
How long do you expect people's 'Passion' to last before reality kicks in? Passion alone burns out, especially when real life comes knocking.
By the way, one of the original OG's, Akabur
used to do that system you advocate, where you'd only ever see the
finished product, and guess what?
It's long dead.
Turns out people didn't
like having to wait for a finished project.
They especially found that out with
Witch Trainer, that having seen no previous incarnations (or being able to actually give any input into the game), they
didn't like the end result they got for all their wait.
The smart dev takes on feedback and addresses issues as they arrive each update, not every dev does, some are arrogant or simply very confident in their vision...But the ability to gain feedback is a valuable part of the current model.
Taffy Tales, the game I work on is a staggering example of this, where even I have to admit, it was a train wreck during the very early versions before I arrived, but we've gradually worked to improve the game.
...
The money, in theory, helps speed up not only production but also quality...You can hire additional staff, not have to work so many hours in a 'regular' job or possibly even devote yourself full time to your project, obtain better equipment etc etc...Yes, some devs have completely taken advantage of this, and it is just money for money's sake, but many of us understand there has to be a balance between our artistic ambitions and our business side of affairs.
And yes, I've worked dozens of jobs, ranging from 'deep cleaning' of restaurants and supermarkets to possibly pursuing that dreaded 'teaching assistant' job you talked about with children with actual special needs, and yes, they are hard jobs in themselves, and commendable, but you know what?
I fucking hated working them. We want to make careers out of doing stuff we love,
and until we prove we're not worthy of that trust or support, I don't see why we should be reprimanded.
...
I see previously bought up was the 'pre-order' culture by the way, a far far more toxic practice in the gaming industry that has ushered in the loot boxes and other erosions of integrity long before and far worse than anything even the worst Patreon scammers could do. *Cough* Hello EA, who are now collectively more interested in giving you a 'live service' than an actual full product.
Blindly trusting Triple AAA games and giving them the confidence with pre-orders has allowed and given them the confidence to literal corner off parts of games they've already completed...And then literally re-sell it to you.
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