Joined: 05 Jan 2007
Location: Florida USA
It seems the thread topic quickly turned to being about team vs individual age builders and then fell into a proprietary copyrights debate.
Talk about some mind numbing, glaze my eyes over long winded posts! Sheesh! and I thought I was bad!
I started this thread to focus on the Topic of Teams and Individual Age Builders and how they might become better organized to produce quality ages. Individuals don't have to do teams, they can just use help from others here and there to age build.
I don’t believe quantity is a real issue, because I believe only the quality ages will be the ones released or played.
So make all the ages you want as fast as you want, but few will want to play them if the quality is not their.
NOTE: When I speak to Quality, I mean everything i.e. stories, puzzle logic, graphics, textures, music, sounds, the over all feel one gets from these things well combined and done.
WHAT to DO! I thought I might start helping with developing a comprehensive list of links and collect some basic knowledge outlines for some to use in forming/ building teams .
The below link is to the thread listing Guilds with sub-links. Great places to find information on Writing and testing Age builds.
Paradox posted this Link below for list of those with skills who might be interested in being part of a team Age build.
First off Physx and it's SDK are free. (See below) Not all the tricks of whatever version Cyan was running may be there but the heart of the Physx library is out there and ready to be used.
Second I agree with The stranger that Age creation really does need to be groups of people working on a Age instead of just the one original writer. Modeling, story, or artwork if you try to do it all you find out that it is a very rare person that can manage it. There was such hope in MOUL that the guilds were being shaped to become a better means of producing Fan Ages then the community currently enjoys. I still hope a better way can be found, but I don't know who will be the leader that does it.
The Quality vs Quantity thread posts have some very good insights and made good points.
All together they make a great read and analogy of Individuals vs Teams or groups addressing the pros and cons of both well. But the posts had me think of another part to the arguments for both individual and teams. One exception might be called Organization/ Leadership skills.
While some fan explorers might not have very good creative skills, they may have great organizational and/or people skills that could be applied to a team(s) to get the most of each members skills and skill levels and keep differences in check. More of a Director/ Producer/ Coach.
Teams vs individuals within the Uru Community.
Teams, as with individuals, will all gain in quality with experience.
Simple logic dictates that teams of individuals working together can produce a faster and better end result.
Teams can recruit members skilled in particular areas of expertise such as stories, puzzle logic, music, sounds, coding, textures, etc.... while individuals must attempt to master all these skill sets to produce a well rounded quality age.
The right Team Captain Explorer with time and success could refine a system template formula for others to emulate.
Something proven to work at encouragement, nurturing, organizing, delegating, and settling differences. The stranger posted teams would be best and gave reasons why.
He seemed to have a great sense of what is likely to come and evolve within the guilds and uru community as far as the potentials for developing ways to get ages tested and working bugs out and quality in. He suggests building a system(s) to which individuals and teams can follow and come together to test and building their ages. I think The stranger is on to something. I think it just need some Leadership skills coupled with organizational skills to help make it happen. I hope this thread will encourage this. Other Posts speak of not wanting a Uru Age Building Police. Absolutely Not! We need some explorer leadership to develop some sort of a system formula template that teams can form around with some basic rules of conduct and expectations of success. It certainly couldn’t hurt.
Both teams and individuals will grow and evolve with time and experience.
For now, the real questions to Quality vs Quantity is what will the Cyan release of code and tools bring the Uru explorer community in the way of, how well will it all work, change or convert what has already been created?
I see the greatest difficulty with teams or individuals succeeding in Age Building at any speed being other explorers attacking some minor point or nit-picking to the point to which the point of the thread and idea posted gets lost, side tracked, hijacked off into some other direction enough to loose the momentum of the threads intended purpose to generate something positive for the uru community.
Last edited by Jahmen on Fri Apr 24, 2009 3:50 am; edited 8 times in total