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tcaudilllg Dragonmaster
Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Tue Sep 08, 2009 10:20 pm Post subject: What are your rates? |
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For special content design (music, art, programming, etc.) what are your contract rates?
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DeveloperX 202192397
Joined: 04 May 2003 Posts: 1626 Location: Decatur, IL, USA
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Posted: Wed Sep 09, 2009 3:51 am Post subject: Re: What are your rates? |
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LordGalbalan wrote: | For special content design (music, art, programming, etc.) what are your contract rates? |
$50/hr for code
$100 per 640x480 pixels for graphics
never done any music for $ though I would likely charge $40/hr or something along those lines. _________________ Principal Software Architect
Rambling Indie Games, LLC
See my professional portfolio
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tcaudilllg Dragonmaster
Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Thu Sep 10, 2009 11:01 pm Post subject: |
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The reason I was asking, is that I was thinking ads could be the basis for a "contract model" for MMORPG development. For example, the admin of the game could contract with a developer/graphics designer/whatever for a specific feature or content, with the stipulation that their compensation had to be paid from ad revenue.
It seems unlikely though that ads alone could be competitive. Instead, you've got to have some kind of subscription-based model in addition to the ads. The ads could cut down on the subscriber rate, however.
Alternatively, belief could be leveraged: if a person believes that what they are doing is important, they'll put up with more issues on the road to getting it finished. Or they might even do it for free. I think the key to the model I am proposing is to reward belief by compensating work that the person was willing to do anyway. What do you think?
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tcaudilllg Dragonmaster
Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Thu Sep 10, 2009 11:12 pm Post subject: |
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I've got it: reward the submission of any content that has merit. Set up a panel of community elected judges to pay out ad revenue to contributors. That's the perfect model.
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DeveloperX 202192397
Joined: 04 May 2003 Posts: 1626 Location: Decatur, IL, USA
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Posted: Fri Sep 11, 2009 1:14 am Post subject: |
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And you lost all of what little respect I had of you by using the phrase "MMORPG development". :P
But seriously though, I think it could and would never work.
I sure as hell would not work on anything where compensation would be from ad revenue. O_o thats just insane. _________________ Principal Software Architect
Rambling Indie Games, LLC
See my professional portfolio
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Hajo Demon Hunter
Joined: 30 Sep 2003 Posts: 779 Location: Between chair and keyboard.
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Posted: Fri Sep 11, 2009 8:01 am Post subject: |
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If the MMO has a currency, pay them with game currency. At least if there are interesting or useful things to buy in the MMO, people will accept game currency for their work, I think.
Well, people try to exchange real money for WoW gold, even if it's forbidden, so in some games, game currency is very much wanted.
Depends on the game most likely.
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Malignus Scholar
Joined: 12 May 2009 Posts: 198
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Posted: Tue Sep 15, 2009 3:11 pm Post subject: |
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I really wouldn't care what revenue model the client used, as long as they paid me, and paid me in real money. :P
I'd be willing to compose music for either $50 / hr, or $150 / minute of completed music, whichever the client preferred.
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