>It seems crazy to discuss gamer salaries without discussing how normally dysfunctional game studios are
Some oft quoted statistic states that the average game dev is in industry for 5 years. The churn is insane and it doesn't surprise me that there's a lot of chaos slowing matters down. This is sadly a common thing across all of America, but it may hit creative endeavors working in cutting edge tech even harder. Some non-tech office working on crud and IT can probably operate for years, decades before its too late. A bad release can tank a studio right there.
As a contrast, look at Nintendo. an absolutely unthinkable (for America) 97% retention rate. IIRC 4 of the 6 people who worked on the original 1980 Super Mario worked on the 2023 Mario Wonder. They may have a few delays but only in crazy circumstance and very rarely a significant one once they lock in (Animal crossing is the biggest example). On the contrary, They pushed up Xenoblade Chronicles 3 a few months, meaning they had a game either ahead of schedule or sitting and waiting to release (again, unthinkable seeing western studios). They are far from perfect (their Western branches more r less work the same way as any other), but it's clear that their investment in talent has given them a portfolio and reputation that has endured decades.
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Anyways, I'm not a producer, so I don't have the answers on how to fix this. My only recourse is to setup a structure to make my own games, and make as complete a game as I can before recruiting a few (and only a few) hands to get it across the finish line. Smaller staff means lower bars to success, recruiting late means there's not much creative clashing on what/how the game plays. a focus on shipping over vast scales and maintaining a service.