Crowd-Sourced RPG Development - Has it been done successfully?
pells:
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I feel that the first step is getting people to talk about the idea of crowd sourcing a game. A lot of people. If you can't get people interested in the idea, than you won't have enough people in on the ground floor. Without the crowd, there is no crowd sourcing, right? Without the crowd, you don't have the momentum to draw more, and you wouldn't be able to make up for those who leave because they don't like the direction the crowd is going. Am I making sense here, or am I blowing smoke out of my rear? ;-)
Yes, I think you're blowing up a little of smoke ...
First thing first, a typical example of "pure" crowdsourcing : you want a logo for your company.
Normal way : you contact a company, they propose you one or two logos. You choose one and pay, let's say 1000$.
Crowdsource : you go to a site that offers that kind of service (for instance 99designs), post a "contest", for instance, "I need a logo". You set a starting and finishing date, and a prize. You get many, many logos, choose one and pay the winner. Note : in most cases, the winner loses his "intellectual property" (IP) on the logo.
Now, let's take an example in software : drupal. Some guys designed and developped a "backbone" (called "drupal core") and use some licence that would allow people to contribute by developping either "modules" (adds-on) or "themes" (elements of design). The hard stuff :
- Note that the core is not crowdsourced. It was done by a "small" communauty. It is still developped by a small group.
- One thing they want : a strong and good "core". If it is not good enough, no new modules will be good enough.
- There are over 10K modules. Are they all good ? Certaintly not. As for the logo example above, crowdsourcing will bring up some very bad results. That is, the good ones are very good !!!
Concerning what Mike said, I don't think drupal has already three legs !!! Its design was built for crowdsourcing.
Back to rpgs :
- You don't need a crowd at first. I would even say you don't want one !!!!
- There are things you don't want to crowdsource : your vision and your core !!!
- The first thing you need is a good product that is easily "scalable", on certain aspects, as to "permit" crowdsource.
- You also need to know how to allow crowdsource : in the case of softwares, it is their licence. How do you do it for rpgs ? Using CC or website (like wiki) with licences might seem like an option.
- You need to identify the core of your project. Is it your system, setting, plots ? And then, do it !!!
Also, very important : define the rules of the game !!! Why would others contribute ?
In the logo example, it is very easy : the reward in cash.
For drupal ? Those companies that release very good modules make a name for themselves, which bring bussiness.
What rules do you propose ?
I must admit that wikipedia is kind of an ovni around the web in this context ...
Speaking of bussiness : crowdsourcing is about bussiness model, not development model !!!
My advices :
- Think of your bussiness model !!!
- Develop your core, with a small group of people, and make it the best you can !!!
- Release your product, build a community and crowsource. Not the other way around !!!
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