this is a wildly different situation though, nobody minds tipping an artist that made great work for youRude much?
I happen to agree that I have a much better idea of how much a game was worth to me after playing it than before. With the mediocre reviews I wound up buying Bard's Tale IV on sale for $6 or something absurd years after the fact, and would gladly have tipped several times that after playing it. On the other hand, I was skeptical enough to buy Fallout 4 for $20 and still felt ripped off. Reviews can only do so much to tell the story of whether a game will delight and inspire me or feel tired within a few hours.
Everyone's financial circumstances differ, and a "pay what it's worth to you" model is probably doomed from the outset because so many come in with an attitude that only suckers would voluntarily pay more than the absolute minimum you can get away with – but I often tip artists because they generally make a pittance for their work, and it's meaningful to me.
there ist just no way that in todays greed and mismanagement in this industry this could turn out into anything positive for the people who would deserve it
You have to be careful driving down this avenue. It could lead to a slippery slope that has spiked traps at the bottom. The tipping culture is already out of control here in America and we don't need it in every medium.
Things are not black and white though. I don't necessarily disagree that it would be hard to trust a developer like Ubisoft, but there's a wide swath of situations between Ubisoft and that one guy creating a game in his spare time. Which ones of those deserve donations (whether through Patreon or directly in game) and which ones do not? Where do you draw the line? I'll take Larian as an example - it's an independent studio that put out an amazing game. As far as I know, it's also a great place to work at and they pay their developers fairly. I'd have zero issues with giving them a little bonus.I wouldn't trust a large company like Ubisoft to actually pass on any tips to the staff that developed a game. And indeed, for larger games with 1000s of people involved, you wouldn't imagine any given developer would get much of a share from a small tip anyhow...
That said, small indie developers should absolutely encourage people to donate, e.g., a Patreon, Ko-Fi or encourage offering more for a game on Itch.
Direct tip line set up by publisher of the game... I mean I can't see how anything but a tiny percentage of that goes to any actual devs - it would basically be like Spotify cheques for musicians, 0.00025c and before long the publisher would set up a tip threshold where they don't pay anything out if it doesn't get a certain amount of tips... if you're a smaller indie company where the devs own the company together, I suspect something like a patreon where fans can get behind the scenes insight/pre-release footage/dev diaries etc... is more useful than a "tip jar" anywayIn theory, if a developer is under a publisher, the publisher is going to get some unknown percent of each individual sale, not to mention things like engine fees, taxes, and platform cuts like Steam's.
You can buy the game again for somebody if you really liked it and want to support the developer, true. But the publisher would benefit significantly as well. A direct tip line would more directly support the developer, although there could potentially be a legal claim that the funds earned through any game, credit, or storepage-directed tip jar would still count as revenue of the game, and therefore still subject to publisher fees.
Probably the same place it would go towards even if the devs weren't fired / laid off. The publisher/ business owners.I'd love to tip the game devs, but the problem is that they usually get fired as soon as the game is shipped. Who would my tip go towards in that case, Mike?
Does he still work for one of the richest companies in the world?