Would you tip game devs?

I've tipped small independent games studios (1-5 people) before when the games been good enough to deserve it AND they respond well to fan feedback (fix bugs quickly, change/add content, lots of comms etc), although it's mostly been single person studios that I've tipped overall. I think the last one I did was for Hex of Steel on Steam, which is a single person studio who made a turn based hex looking WW2 "HOI4 vs Panzer General" style game and the dev responded very quickly (multiple tiny <1Mb patches per day sometimes) to issues found, requests for new/changed units etc.

If it was a large AAA studio they, to quote many others, can **** right off, and just the fact that they've even considered asking is, for me at least, proof positive that they're not paying the staff enough to feel valued!
 
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No, especially from a multi-million (or billion) dollar company like Blizzard.
That's what buying the game is for, money should be distributed accordingly.

If the president of Blizzard thinks that some games are 'that special' he can pay the devs more himself.
Ridiculous.
 
I will purchase additional packs e.g. music albums, art covers etc of small developers if I've played their game and love it. Examples being Rimworld and maybe now Manor Lords.

I'd never do that for a large development team though.
 
No, my tip is buying your game...... and expansion should be free like the good old days.

****** Blizzard.
 
Gaming is already an expensive hobby in this current climate, which isnt going to get much better, new AAA release now would be near
£60 or 70 pounds at launch, so no tipping please
 
I don't mind paying for the likes of a Supporter's Pack for indie devs where they have truly gone above and beyond with a labour of love, but for AAA developers? HELL NO!

Yeah, right, as if that money is ever going to actually get to the people on the coal-face.
 
No, my tip is buying your game...... and expansion should be free like the good old days.
expansions were never free but back in the day game expansions were content rich.

A lot of games used to sell boxed retail "stand alone expansions" for people who didn't own the base game even
 
expansions were never free but back in the day game expansions were content rich.

A lot of games used to sell boxed retail "stand alone expansions" for people who didn't own the base game even
Total annihilation + core contingent
Supreme Command + Forged Alliance
Red Alert
red alert 2 + yuri's revenge
red alert 3 + uprising
star craft 1/2

all come to mind on standalone and or exension of content.
 
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Tip? Nah. Make a decent game I enjoy that's worth the money and then release any DLC worth buying and I'll buy it.

Shadowhand would be a good example for me. Great game at a good price and would buy DLC or stuff they make next.
 
my tip would be make a game like this


Game Concept: Physics & Exploration Roguelike Sandbox


Core Idea:
A physics-first, safe, sandbox roguelike where the player digs through increasingly complex underground layers, experimenting with mass, velocity, materials, energy, and reactions. The goal is to go deeper, discover rare materials and archeology, and unlock new tools and tech — all in a creative, emergent environment.




Gameplay Structure


  1. Digging & Exploration

  • Start at surface/caveman level: throw rocks/sticks at dirt/clay
  • Progress to tougher layers: rock → metals → crystals → exotic materials
  • Environmental hazards: pressure, temperature extremes, fluids, gases, mavity anomalies
  • Randomized puzzles, “Oak Island-style” traps, or archeology chambers force strategy

  1. Physics & Chemistry Sandbox

  • Players build modular contraptions Kerbal-style: snap-together parts to create tools, probes, or experimental devices
  • Simulate real physics safely: mass, velocity, momentum, structural integrity, energy transfer
  • Gamey, fictionalized “high-energy” tools: mavity wells, mini black holes, particle cores
  • Emergent reactions from material interactions and environmental conditions

  1. Mini-Games / Challenges

  • Dig site sections can be mini-games: physics puzzles, energy/chemical reactions, or fragile/unstable environments
  • Multiplayer options:
    • Physics competitions (dig fastest, highest yield, etc.)
    • Co-op experiments requiring teamwork
    • Sabotage roles for social deduction + chaos (Among Us-style)
  • Rewards feed back into main progression (tech cards, materials, upgrades)

  1. Roguelike / Tech Progression

  • “Deck of technology” unlocks: randomized tech cards each run
  • Tools evolve with depth: from primitive rocks/sticks → mechanical devices → high-energy sci-fi contraptions
  • Encourages experimentation, not brute force

  1. Base / Shack

  • Visual and functional home base that upgrades with tech:
    • Caveman lean-to → industrial lab → futuristic lab
  • Houses construction area, tools, collected materials, and sandbox test rigs

  1. Resources & Economy

  • Collect: metals, gems, gold, archeological finds
  • Sell, trade, or rent dig site to unlock upgrades
  • Resources fund deeper digs, new tools, and base improvements

  1. Narrative / Exploration

  • Deep layers contain archeology, lost civilizations, or ancient tech
  • Hidden ruins, puzzles, and artifacts provide lore and optional narrative
  • Encourages creative problem-solving and emergent storytelling



Kerbal-Style Construction System


  • Modular, snap-together building system for tools/experiments
  • Simulates physics: mass, drag, center of mavity, stress/strain
  • Buildable contraptions include:
    • Structural: beams, plates, trusses, spikes
    • Physics modules: impact cores, compression springs, thrusters (gamey)
    • Environment modules: heat/cold nodes, mavity anomaly cores
    • Logic modules: timers, sensors, triggers
  • Deploy your creations into digs to test, observe, and iterate



Game Loop


  1. Build contraption in shack/lab
  2. Deploy into a dig layer
  3. Solve physics/chemistry challenges or mini-games
  4. Collect resources, unlock tech cards, and upgrade base
  5. Go deeper — layers get more complex and exotic
  6. Optional multiplayer for social physics experiments



✅ Overall Vibe:
A safe, creative, emergent sandbox where players experiment with physics, materials, and chemistry, dig deeper into mysterious worlds, uncover archeology and rare materials, and build increasingly wild contraptions Kerbal-style — with optional multiplayer chaos and endless replayability.
Anyone is free to steal this game idea.
 
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