this post was submitted on 15 Apr 2024
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He's not talking about donations though, he's talking about paying full price THEN tipping. It's a blatant excuse to pay developers less while placing financial guilt on the people paying for the product. It's the same way tipping at a restaurant works.
Worse, since if you tip through the game you're almost certainly just giving that money to the execs
Like they said, exactly like tipping at a restaurant.
That's where work contracts can help. Any form of tipping and how it is split would have to be handled by a contract anyway.
I'm aware of that. The "Pay what you want." concept mentioned in my first paragraph was its own idea/suggestion/thought, since it kinda fits the topic. It's a different thing.
Not really, really good video games take months or even years to complete, so your developers will want to be paid for that time before they become profitable. At restaurants the initial investment isn't quite as high, as far as wages are concerned. I'd argue that you get tipped before even getting your first monthly paycheck. That can not be the case for video game tips.
I assume software developers and other people in the IT sector are also in higher demand than waiters, so they don't have it quite as bad as waiters. That's why I think they're not comparable.
That said, I do believe that a company that is open about the tips it receives could be interesting for developers. If I saw that tips were actually split evenly among all the employees and their work hours then I think it'd be worth considering applying there. Though I guess for fairness those tips should even be paid out if employees quit or get kicked out so you'd have to track how much each person contributed to each product and that could be a bit of a bureaucratic hassle.