Started by John Michael Crovis, July 01, 2011, 01:01:37 AM
Quote from: Mike Sugarbaker on July 04, 2011, 03:38:43 PMYou've already had a look at the body of evidence: a lot of half-finished games.Most people with a design-y frame of mind want to do their own thing. That, or they want to make contributions and add-ons to something that already has legs.If you start a project with a clear design lead who is someone with some stature in some online community or another, I could see it maybe having a chance. But it would take a lot of active leadership. If you just build it, they will not come.
Quote from: Nathan P. on July 05, 2011, 10:26:43 AMActually, the most successful crowd-sourced RPG projects I can think of have all stemmed from RPG.net. Check out Princess: the Hopeful and Man What: A Game of Incomprehensible Self-Reference. Generally one person or a small group has the basic idea and throws it out there, and then serves as the point of contact for everyone else who throws other ideas into the mix.The critical thing is having that one person/small group of people who does all the logistical work and has a vision for shaping all the input.
QuoteI 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? ;-)