[quote name='frob' timestamp='1301332954' post='4791406']
[quote name='forsandifs' timestamp='1301331733' post='4791397']
Under the system we propose said contracts would legally enforce a sharing of any monetary gains amongst the contributors proportional to the contribution they made. The workers are not paid zero.
That would be an unfortunate wording, especially on an open project.
One image is larger than another, are they equal contributions? One person draws a 16MP wall poster while another draws a 16MP texture sheet, are they equal contributions? One person generates placeholder animations that are used through the entire development cycle yet are replaced at the last second, since it doesn't ship does this qualify as a contribution?
One programmer submits 50000 net lines of source code relating to hundreds of minor features, yet there are many bugs; Another programmer submits 5000 net lines of code and they are bug free and critical to the game; A third programmer has a net of -7000 lines of code, and by removing and simplifying has radically improved both the quality of the code and the performance of the game; How do you compare these contributions?
A producer contributes thousands of hours to getting the game finished, negotiated publishing deals, submitted ESRB ratings, and managed the funding through the project, yet has not contributed any code or data to actual game. What is their proportional contribution?
More importantly, if your organization was sued to ensure that the proportion was correct, how does this get verified?
This is why it is much better to make compensation entirely discretionary.
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Under my proposed scheme everyone IS paid, but they are paid in credits, and how profit sharing relates to credits can be well defined. So I don't see how this is different from a more regular paying setup... if someone does work which isn't good, you fire them. You either set prices on small tasks or agree hourly rates with people and make sure their work/hour is of high enough productivity/quality. If you fire someone after a week or two, that small amount of work they did is still contributed barring major issues, just like if you hire someone for a real job and decide they're not right for it in the first week... they still get paid for that time.
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The biggest difference between your scheme and a normal pay system is that your landlord, utility company, grocery store, etc. won't accept credits.
Another difference is that if you get paid in cash, you know what your contribution is worth. If you get paid in credits, you have no idea what kind of compensation you'll get, if any, because your compensation is 100% dependent on sales. So if the project leader offers me 100 credits to do some difficult and complicated work, and I refuse, and then he offers me 10,000 credits to try and persuade me, the lead hasn't actually offered me any more money at all, but has devalued the every existing credit to date including my own.
Because a massive amount of work needs to be done before the game can even potentially be sold, inflation can explode at any time after I've already negotiated my "compensation" and before I even have a chance to see a dime, reducing the value of all the work everyone has already done.
And a producer/project lead/whatever can still assign themselves ever-increasing numbers of credits, artifically maintaining or inflating a set percentage of revenue generated by the project, by drawing that money from the "compensation" held by every other worker. With cash, this doesn't happen in the same way, because if you're out of money to pay people you aren't going to get more work done, so you can't force increases in your own compensation this way.
This also introduces potential for crazy lawsuits. If the project leader decides to delay publishing the game to add more content, issuing more credits and devaluing all the ones I already have, but I feel that the game should be released now and an expansion released later, can I sue? And what would I sue for? The ability to force the game's release, or for some credit re-valuing scheme to protect the "value" I have?
The same is true in the other direction as well-- if a worker thinks that the game was released too early, impeding sales and the compensation I get, can I sue to force additional development to improve the game, either for more credits or to improve the remuneration I get off the credits I already hold?