Re: Why do some guys always have to be so HOSTILE?
- From: Rare Hero <rarehero_99@xxxxxxxxx>
- Date: Fri, 12 Dec 2008 13:15:06 -0800 (PST)
On Dec 12, 1:03 pm, Kyle Wren <kylewrenT...@xxxxxxxxxxxxxxx> wrote:
In article <46604f7c-4cfe-4c6d-970f-374954449...@xxxxxxxxxxxxxxxxxxxxxxxxxxxxx>,
Rare Hero says...
On Dec 12, 8:56=A0am, Kyle Wren <kylewrenT...@xxxxxxxxxxxxxxx> wrote:
3) Spending a bizzion dollars making games more and more complicated does=n't
necessarily equate to more quarters in the coin box. At some point trying=to
satisfy the people on this forum that insist on that is counter-productiv=e, and
unaffordable in the current economic climate.
There's a difference between "complicated" in code and in playfield
design. I don't know what the exact term is - but there's more "real"
cost associated w/ parts, toys, ramps, etc...physical things ..... vs.
cost of programming. A programmer is most likely being paid the same
whether they do creative code or boring code. While physical parts
will always cost the company money over the run of a game, code
won't. I guarantee you Indiana Jones would make the same amount of
money on location if the code was more interesting, even within the
existing playfield design. ....actually probably more, cuz I know I'd
play it if it was better. :)
This is where I would tend to disagree with you a bit Greg. I think there is a
perception that stuff that is "real" (wood, plastic, metal, etc) must somehow be
more costly to make than the stuff that is "soft" (software). The fact that it
can be downloaded for free tends to reinforce this perception. As a side note, I
think this is a primary reason that many people have no problems at all
downloading pirated software and music, but these same people would never
consider stealing even a single pack of gum from a store.
Consider this fact: software costs (assuming RGP got it's way) are the only
costs that continue to add up even after the last unit has been built and
shipped. In fact, it's theoretically possible to gobble up every dollar of
profits by continuing to put out software updates to products that you aren't
even building anymore (worst case scenario, but it could happen).
Money is money. Paying Keith Johnson to create a masterpiece of code takes
dollars out of the same account that Gary uses to buy plastic pop bumper caps.
The notion that all that work was being done after hours and for free for us
collectors is nonsensical unless the average pinball programmer is independently
wealthy and was turning down a paycheck...
OK maybe my comparison didn't come out right ....and I know the Stern
guys have had shitty schedules and have been nice enough to keep
coding in their spare time ...but, what I was trying to say was...Lets
just assume a programmer has X months to program a game. He's being
paid for those months no matter what. WIthin that time, he can
program a great game, or a shitty game...he's getting paid the same
either way. So - once that code is done (paid for), there's no
further physical cost per game for that "product". On the other hand,
when a toy is designed, there's money that goes into the design, and
then you will have to keep paying for the phsyical item as long as the
machine is built. Example ...20,000 Addams were built ...so - 20,000
book cases, Thing hands, magnets, ramps, etc etc etc vs. 1 piece of
code for 20,000 machines.
Greg
.
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