akuthia said:
And again, that 800 isn't going to support a single developer, as a paycheck, let alone a team.
But remember, the $800 here is not only hypothetical, it refers to the
contributor of the specific entertainment item, per item, per month, assuming a mere 1000 users use the offering 10% of the time they spent being entertained that month. Popular offerings will gather more than 10% of 1000. It'll be more like 20-30%, and one would hope a higher number. And not every offering is by a team. The more popular ones will likely be group efforts, allowing a natural balance.
Take that a step further and realize that with the proper tools in place, that team could continue providing new and better offerings if their current batch isn't pulling in enough money.
I'm not saying it's perfect, but I'm not sure what you'd suggest changing. Do you think you could ask for a higher portion of the subscription for the contributors? Or a higher subscription altogether? I think $15 is a pretty good mid-range model.
The publisher has their own team, so I don't know that, for example, $5 per subscription is enough to hold up their end, but a lot depends on how many users.
To use the example, let's say ten offerings each pull an equal amount of time from the users. And let's say there are 10,000 or 100,000 users. That's $8,000 or $80,000 for the team per month, per offering. I know: simple math, be look at what that means:
The financial side revolves pretty obviously on how much the subscription is and how much proportionately goes to the contributor and how much to the publisher to keep the user provided with the entertainment and fresh content they want to use.
That formula can be tweaked in any number of ways. But the influential part is getting more subscriptions. And the draw there is going to be a model that not only appeals to a wide group of people, but also encourages them to buy into the creative process. Convince them that they too can make some money. That pulls them in. As the "market share" increases, so too will the payout, which leads to larger teams and better offerings, pulling in more money.
*shrug*
I think it is just a matter of getting it going with reasonable amounts to start with so that it can pick up momentum. If you get the right pieces in place, it will offer the rewards to the contributors on its own, just by growing as a potential earner.
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EDIT:
I re-read that and think I over complicated it. Maybe also sounded antagonistic. Didn't mean to. Sorry for both.
Let me try a simpler method: Take the obvious subscription example from the MMORPG world. They have multiple development teams. Assume for a moment that they only had 1000 users, not 11,000,000. Big assumption, but let's start small.
Let us then use the analogy of one of the teams being in charge with a particular area and its quests. See that as a game in and of itself. They only manage to get people to spend 10% of their time there. What does that tell you about the time and effort put into that offering?
Maybe they just weren't creative, or couldn't tell what people would spend time on, so they don't make money. Same is true of any business. The failing in this scenario isn't the system, it's that they only got 10% of the share.
I think the only issue here is whether you can build a system and community that causes the potential contributor teams less concern about finding their niche. After all - you aren't only going to have 1000 users. And a full development team that only gets 10% of someone's entertainment time in a month... well maybe they aren't providing the right kind of content.