The last time I wrote about the subject of relatively low entry-level wages for producers, some very knowledgeable readers made the following arguments in support of the status quo:
- Production is a role that demands experience. Entry-level producers are not capable of making a “significant enough” contribution to a game’s development to justify higher wages.
- There are tons of people willing to do anything to become producers; why pay when you don’t have to?
- Academic degrees (even game and/or engineering-centric degrees) are nice, but ultimately irrelevant without multi-year project experience. “You can’t teach production skills.”
There’s something to be said for every one of these arguments. Nevertheless, I’m going to do my best to express a logical alternative point of view. Does this mean I think wages for entry-level producers should skyrocket? Not necessarily, no. But it does mean I think there’s room for nuance — that the industry’s current blanket approach to entry-level production isn’t appropriate for every case and candidate.