>>33133if it was for me i'll tell you hwat, we'd move into sponsoring Yu-Gi-Oh teams and Cosplayers to unionize the pop culture industry, there's billions to make off Russian, Turkish and Israeli money laundering operations working through the e-sports and skins market.
not to mention game and TCG collectionists who'd spend their fortune on stapples, reprints, and proxies.
That said the whole plan is to essentally allow not so rich people who want to get into the industry to gain this experience
>>33134yeah pretty much like a guild
that's in my opinion the biggest problem with the "Indie game" model
every studio and/or developer depends on shovelware "TikTok" games like Buckshot Roulette; Not to say it's not a good game but the main point of the game seems to be the shock value behind the concept and while definitely seems to be a good share of work behind it the problem with how the Indie games market works is how it's going back and forth between a lucky one in a million games; there sometimes isn't enough data collected or a proper market analysis made to turn these games into actual franchises most of the time so they stay as fandom phenomenons, otherwise not to be able to sustain themselves…
which becomes ironic the moment you realize the money the lucky ones make goes into milking every last drop of their first succesful franchise rather than investing on new content;
even better new games.
The plan behind a "development guild", "nerds syndicate" or "culture vanguard" (i keep taking notes from friends and such for names)
would be to train and develop with time our tools and assets to work on any future games we might pitch around
(i've been brewing ideas since i was 9 years old) (i promise i'm not drifting off trying to throw every idea i have into the bowl, i just make a couple drawings and box them for later so i can focus on the current project at hand)So the biggest way to explain how this works is the way the "TES Renewal project" works
they have 2 separate groups working on tutorials and helping people who want to help in the development of the actual mod and then you have the developers of the team handing out updates every now and then.
They of course work with donations and for the most work for free, but then again they can't profit off a mod for a Bethesda game… at least not without raising some eyebrows.
So the idea behind our organization would be to make actual paid or at least monetized games to pay our developers and trainers; the sooner the better.
The only problem right now is how hard is to find a coder; specially if you're relying on wishes and promises made to students.
Which shouldn't be exactly a bad thing under normal circumstances but in the current economy and some of us being borderline homeless/squatting it kinda puts pressure on attaining tangible material conditions.
and well; i already used to do mod work for free until a while ago after i started taking commissions for mods.
it's certainly profitable as you're most of the time working with free tools and existing assets.
but of course we could charge extra for any assets and tools that have to be made from scratch.
>picrel a L4D2 mod i'm working on<it's the COD Warzone Nicki Minaj model over Rochelle skeleton