- Sep 18, 2021
- 87
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I didn't say you were suggesting it, however many people do use the platform to self-advertise and not communicate with their audience, which is detrimental and foolish in terms of the money, but is an admirable position in its resilience to audience reception/participation. To be more precise, I'd prefer to learn and share from members of my team rather than listen to players and people on Patreon. This idea may seem old hat but the audience should not play a part in changing the direction of the game at all. That isn't to say their ideas can't serve as catalysts for other ideas and taking the game to new places and deviating from the grand plan, however that is more of a question of perception and epistemology (where do our ideas and thoughts come from) than what I find objectionable: bucking to new, fashionable trends, the will of the mob. (Perhaps this is a reactionary idea, but it's what I believe to the superior approach on the matter of aesthetics). A writer will always be steered by ideas, and the majority of his ideas should not come from the audience.Not sure where that is coming from? I certainly am not suggesting that.
I do this regularly, but with my players and patrons. My story has grown and evolved in all manner of unanticipated ways based on discussions with players. I routinely find I learn more from players who have experienced a wide diversity of games and bring all kinds of fresh ideas to to the table than I do from other developers who often have tunnel vision about how their game, story, or development should unfold.
When I talked about being on the forums to discuss different ideas, I don't want to discuss my own works, defend, elaborate, or add context to what I wrote. To me, explaining away my own works in a forum strikes me as stupid since the writing in the game should be self-contained and hermetic, enclosed in its own logic. The player should never have to fish around the forums for an explanation for what the writer did, the end results should speak for itself. I can't change anyone's mind as a writer, and I don't hope to, so explaining what I was intending to do is a useless effort. If people are unhappy with a certain aspect of the game for example, then either it's my fault for miscommunication or their fault for misunderstanding, and in either case, the following correction would not be contingent purely on the feedback given.
So when I said what I said, I wasn't suggesting you said it, I'm saying I would avoid the forums rather than self-advertise, or to discuss my work personally or take anyone's suggestions, that's not the point of the forums for me.
Yes, the stopgap in the workflow presents its own set of challenges, on that point we agree. I'm saying there is an obvious cost-benefit here to working with people who you can rely on, not only because the creator pays them, but there's a passion, trust, an overall feeling that this project is an affair of the heart. Some players feel very passionately about the game, so why shouldn't the developers share the same passion, as in the people working on the project should be incentivized to work, and one of these incentives is how they feel about the work itself. You write about how it's more beneficial in the long-run to work on one's own, I completely disagree. It's the opposite case, it's beneficial in the short-term because you are reliant on yourself to do everything, and if you're not available, you have no one else to fall back to for help, whereas if you find a team, it might be slow in the beginning, but once you hit a productive groove, then the working relationship will improve over time.This I'll openly disagree with. I find it more stressful sitting around waiting on someone else to get their part done so we can move forward. I worked with a team in the beginning and I found not having a team to be more beneficial in the long run. I went out of my way to learn Python from the ground up for this project and now 2/3rds of my production cycle is automated. All I do is write story and make pictures. The coding is all automated at this point save for some short hand I slip into the draft of the script.
To avoid burn out I've been retooling my process to get my production cycle down to two chapters a month with a 2 hour daily commitment. I'm testing the process now and if all goes well, making this game will be a stress free as it can be.
Writers should definitely learn how to program in python if that's what they're doing, but I would make for a much better writer than a writer/programmer, that's for sure. The quality of the game would probably improve as a result of bringing someone more experienced in who's more than someone like me who is merely competent.