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这是变相压榨。

许多北美的华人好像都在这样做。当自己有一个自认为不错的idea,却没有资金和人力时,就尝试拉拢几个人,然后给人家以所谓“技术股东”的头衔来取得免费劳力。成功了,取得较大收益的,往往是他自己,而不是合伙人(这主要来自于财务和人事的权力不同);失败了,损失最大的却往往不是他自己,而是合伙人(这却来至于那一纸无效的协议)。这里有一个很简单的trick:本来这些被拉拢的合伙人投入的时间是应当得到合适的回报的,这里却把这种应得的回报转嫁成为一种风险(给你的希望就是你基本不可能得到的比原来期望大很多的回报)。这对发起人来说不过是一种规避风险的简单方法罢了。而且这种投入/管理/经营&/技术不分的模式往往是难以成功的,即使成功,公司规模在膨胀之前也会分家。如果真的想搞点事业,觉得还是走正常的投资/管理/技术分家的方法比较符合按劳分配的原则。
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Replies, comments and Discussions:

  • 工作学习 / IT杂谈 / 编程技术之外的考虑----与洪七公大虾商讨
    本文发表在 rolia.net 枫下论坛以下言论谨代表个人观点。而且,由于没有掌握过硬的软件技术产生的妒忌心理,是促成以下言论的主因。:)

    您在做一件非常有意义的事,首先鼓励鼓励。

    假设游戏编了出来,非常成功,销量上亿,利润过半,如何分配这些利润,我觉得是编程之前就因该考虑的事。当然,如何销售是另一回事。或者一开始就定位自由软件也未尝不可。不过,自由软件只是玩一玩的。你们的第一个产品可以是自由软件,但是如果初步的设计已经比较宏大,建议不要搞自由软件,毕竟大家都是想干一番事业。

    我们在一个公司上班,公司付给固定工资,有时有奖金,我们的做出的产品的产权是公司的。无论产品多么有创意,利润也主有有投资人所有,其实如果亏损,风险也主要由投资人承担。

    但是你们的情况不一样。如果没有先期的固定投入,参与者只是付出时间的话,现在还没有股东,或者可以叫以技术入股。我建议可以先注册一个公司,参与者每人出一点钱即可,在加拿大注册资本可以是一加元,出钱的比率可以依据负担任务的多少决定。

    所以我觉得在开始之前,所有参与项目的人,都应该签署一份备忘录,根据所负责任的大小,分配一下这个仍然不存在的股权,是非常重要的。国内很多的公司,包括联想方正,都走了这个弯路,所以前人的经验我们从一开始就要尊重。

    多伦多这么多中国的软件精英,如果一无所成,实在令人遗憾。但是公司做大的前提是股权明晰。说一句事实,技术并不是决定公司成败的最主要因素,或者说比尔盖茨与其是软件天才,还不如说是商业天才。

    祝你们取的超出意想的成功!更多精彩文章及讨论,请光临枫下论坛 rolia.net
    • 我喜欢"技术入股"这个说法.
      • 这样也是唯一可行的、正规的方法。
        • 请不要武断地说"唯一", 股份制并不是包制百病的零丹妙药. ^_^
    • 嗯,下一步就需要管理层的领导了。请了CAO .... CZO没有啊?
    • 这是变相压榨。
      许多北美的华人好像都在这样做。当自己有一个自认为不错的idea,却没有资金和人力时,就尝试拉拢几个人,然后给人家以所谓“技术股东”的头衔来取得免费劳力。成功了,取得较大收益的,往往是他自己,而不是合伙人(这主要来自于财务和人事的权力不同);失败了,损失最大的却往往不是他自己,而是合伙人(这却来至于那一纸无效的协议)。这里有一个很简单的trick:本来这些被拉拢的合伙人投入的时间是应当得到合适的回报的,这里却把这种应得的回报转嫁成为一种风险(给你的希望就是你基本不可能得到的比原来期望大很多的回报)。这对发起人来说不过是一种规避风险的简单方法罢了。而且这种投入/管理/经营&/技术不分的模式往往是难以成功的,即使成功,公司规模在膨胀之前也会分家。如果真的想搞点事业,觉得还是走正常的投资/管理/技术分家的方法比较符合按劳分配的原则。
      • 如果注册公司的时候就确定了股份的多少以及所有权,成功了怎么会有人独享成果呢?做假帐?如果你想活最大收益,你就要增加你的股份。
    • 呵呵, 这个问题考虑得太早了. 我觉得7公他们这样最主要的意义在于一种练兵的目地, 既不让自己的技术生疏了, 也可以在具体编一个游戏的过程中应用一些最新的技术, 但说靠一个游戏就赚大钱并牵涉到产权的问题, 那是为时过早了.
      这样说并不是贬低各位的技术. 而是现在游戏的现状所造成的. 游戏行业已经是个比较成熟的行业了. 他越来越趋向大型化和高成本. 举个列子, 就如生产著名的Diablo(暗黑破坏神), War Craft(魔兽)的暴雪公司, 他每个下一代产品的间隔达到了3-4年. 以他们本身拥有的技术资源来讲, 还要花那么长的时间, 可想而知现在一个游戏的庞大. 每个游戏的成本都要达到几亿美金了. 其他不说, 就是以目前各位所拥有的电脑来说, 也不可能生产出这中游戏来. 一块专业显卡的价格就不是一般人所能承受的. 举目望去, 现在能够火暴的游戏, 基本就是这种硬件, 软件, 情节策划等等的综合体. 像现在的人, 你让他再去玩仙剑, 我估计是很难有以前我们玩时的感觉了. 因为现在很多公司都能把情节和画面结合起来了. 那你只有创意的游戏也就没啥大市场了.

      所以说, 参与为主吧.
      • //hands
      • 对, 参与为主!
      • I agree if the purpose is only exercise our technology, so the software should be free software, which i already mentioned in my post.
      • Fully agree...//hands
    • nonsense
      • #758324
        • Too much talking makes no sense
          1. if commercial, you still get practice. what can you lose?
          2. thinking why you want to do or not, I see no logic in your words.
          3. even if it makes a profit, you should suggest it going to Rolia.
          4. nonsense make the whole thing complicated.
          • Definately I am not a IT guy and even if I am interested in this game, I shall not participate the team. But I hope they could really do something, not only playing. This time I disagree with you.
            • Allow me saying
              I hope you could really do something, not only talking
              • i don't have the skill to do this, otherwise i am the first one dash into it. Just kind remind, believe it or not, like it or not.
    • Give you guys some encouragement--Microsoft buys game developer Rare
      本文发表在 rolia.net 枫下论坛September 20, 2002, 12:42 PM PT


      Microsoft has acquired British game developer Rare, a Nintendo executive confirmed on Friday.
      Nintendo said in a statement that it has sold its 49 percent interest in Rare--developer of games based on popular Nintendo franchises such as Donkey Kong--but declined to name the buyer or price.

      Peter MacDougall, executive vice president at Nintendo of America, confirmed to CNET New.com, however, that the sale was part of Microsoft's acquisition of Rare. "The entire company has be sold to Microsoft," he said.



      Microsoft has not announced the Rare purchase, and a company representative declined to comment on the subject, which has been the subject of numerous reports estimating the deal at anywhere from $400 million to $540 million.

      Schelley Olhava, an analyst for research firm IDC, said the type of family-friendly games Rare creates are exactly what Microsoft needs to broaden the appeal of the Xbox beyond hardcore gamers.

      "They need to get into the mass market," she said. "Rare has a reputation for developing very solid, high-quality franchises, something that's been really lacking for the Xbox...Rare is very good at developing characters; they made Donkey Kong what it is today.

      Nintendo minimized the effect of the sale, saying Rare-developed titles only accounted for 1.5 percent of Nintendo's worldwide software sales during the 2002 fiscal year. "Looking at the company's recent track record, it became clear that its value to the future of Nintendo would be limited," MacDougall said in the statement. "In other words, we passed on this opportunity for very good business reasons." Nintendo said it will retain all rights to Rare franchises such as Donkey Kong, Star Fox and Diddy Kong. "Those properties are still owned by Nintendo, and we will continue to make new games based on them," MacDougall told News.com.

      P.J. McNealy, an analyst for research firm Gartner, said that will mean a delayed payoff for Microsoft.

      "It's a much less appealing deal for Microsoft without the Donkey Kong franchise," he said. "It makes it more of a long-term investment. It's possible the goal is really to build up a portfolio for the later years of the Xbox, when they're going to need to appeal to the kiddie market even more."更多精彩文章及讨论,请光临枫下论坛 rolia.net