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#ActualGreen_Gill

Posted 12 November 2012 - 09:37 PM

You would need proper contracts to do this sort of deal completely by-the-book.
Agreed.

Honestly, If I had the finances, I'd hire someone to produce what I needed to make a simple game. Then I'd sell that, and use 100% of the profit (Unless I accidentally pulled a minecraft) to hire them again. if I did pull a minecraft, I'd hire them on full time to continue developing other small games.

One problem is that developers seem to want a challenge. Me, I would rather target the simplest game likely to make a profit, and step up the complexity chain very slowly until I get a hit.

Additionally, an MMORPG is the last thing that would interest me. (Except that I already have an engine better than Heroengine. XD [No arguing, I'm magical, that's how.] Unfortunately, also of the level of difficulty of use of hero engine). I'd rather have something to show. Even if it's a small game that didn't earn much, it's at least more beneficial to make a profit. My current goal is to create something tempting enough to fire off a kickstarter to buy the basic iOS license of Unity3d.

As for what kind of MMO I'd make with the MMO engine, i wouldn't, I'd buy one, and cheap too. (it's more efficient than buying a crappy MMO engine with a good MMO when the MMO is priced for the crappy engine.)

Distractions are a big problem. Oh, and a lot of developers who are far better programers and think they have better ideas.

I think it would be better to make something minimally profitable and pay everyone. No ego's, no worrying about how to split everything... and everyone gets paid.

#1Green_Gill

Posted 12 November 2012 - 09:14 PM

You would need proper contracts to do this sort of deal completely by-the-book.
Agreed.

Honestly, If I had the finances, I'd hire someone to produce what I needed to make a simple game. Then I'd sell that, and use 100% of the profit (Unless I accidentally pulled a minecraft) to hire them again. if I did pull a minecraft, I'd hire them on full time to continue developing other small games.

One problem is that developers seem to want a challenge. Me, I would rather target the simplest game likely to make a profit, and step up the complexity chain very slowly until I get a hit.

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