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Soundwave said:

Think you're confusing one thing ... in game development, your top artists/programmers/etc. are the PLAYERS. The staff are the ones that magic the games worth a damn, no one wants to play a Zelda game made by the Philips cd-i team, it's only because it's the EPD Zelda team that those games have any worth to begin with. 

So if you win a championship or they have high stats, in sports generally you have to pay your players more when their contract is up. 

In game development, most staff don't have contracts that last past a single game's development. So if the game is a hit, you're going to be paying more to keep those people. 

Or like in pro sports, when those athletes are free agents, lots of teams want them and are willing to pay them to come play for them instead. It's the same in the game business. 

There's a whole bunch of other practical issues too, like say you say "well just pay the head producer of the team and pay everyone else peanuts" ... well the head producer then goes "well I don't want to work here anymore, I like working with the staff I had, I'm going elsewhere". If I'm a top end producer/game designer, I don't want to work with a bunch of untalented people, I want talented staff around me, the same way a superstar player will want other talented players to play with in basically any team sport. 

I have given you a concrete example of an extremely successful organization that does not do what you say they do.

And now I'll give you another example, this time a personal anecdote. There are several doctors in my family. When the war in Ukraine started they went there to help the refugees. And they didn't do it for money.