Really interesting discussion above on project direction. I guess where I come out on the Maxine thing is that I am intrigued, but I am not 8 months worth intrigued, and I am also trepidatious that it is going to be a somewhat bloated insert that detracts from the more natural development of characters and plots. We will all get to make our own judgments, but for sure the developer has oodles of credit in the bank. And I will be delighted to be (not for the first time) proven wrong.
Another thing not mentioned that can impact development is team expansion. I am not saying this is the case here, but without a strong lead, team expansions can actually reduce quality and output. How can that be Boblet? Well, for example:
1. Cascading missed deadlines. Deadlines become interdependent and there are more chances of them being missed now.
2. Revision delay. The product is not what the lead wanted, or of the quality they wanted, and needs to be revised.
3. Multiplied vicissitudes of life. Project delayed because "my animator was sick" or "my artist got sick".
4. Project lead's time is not in fact saved, it is transferred to team management. The lead does not have time to do more work at all. They are, in fact, doing less artistic work.
5. Too many cooks. Everyone has ideas, but they are not the lead's vision. Human nature makes it hard to say no. Strong leads are needed to reject "this could be neat" time sinks that don't fit the vision. Related to this--a sudden desire to get team approval that was never needed before.
6. The inclusion sink--all that time getting everyone on the same page and communicating; aka herding sheep.
7. The team member whose work is just not that good. We see this when games with great art, suddenly start having less great art.
The bigger teams become, the worse all of these risks become. Of course, targeted team additions under a strong lead can greatly enhance a product. The animator who adds a skill the lead just does not have, for example. Fresh ideas when the lead is going a bit stale. New enthusiasm when the lead is flagging. Or that diamond who really does have the same vision and skill as the lead.
Another thing not mentioned that can impact development is team expansion. I am not saying this is the case here, but without a strong lead, team expansions can actually reduce quality and output. How can that be Boblet? Well, for example:
1. Cascading missed deadlines. Deadlines become interdependent and there are more chances of them being missed now.
2. Revision delay. The product is not what the lead wanted, or of the quality they wanted, and needs to be revised.
3. Multiplied vicissitudes of life. Project delayed because "my animator was sick" or "my artist got sick".
4. Project lead's time is not in fact saved, it is transferred to team management. The lead does not have time to do more work at all. They are, in fact, doing less artistic work.
5. Too many cooks. Everyone has ideas, but they are not the lead's vision. Human nature makes it hard to say no. Strong leads are needed to reject "this could be neat" time sinks that don't fit the vision. Related to this--a sudden desire to get team approval that was never needed before.
6. The inclusion sink--all that time getting everyone on the same page and communicating; aka herding sheep.
7. The team member whose work is just not that good. We see this when games with great art, suddenly start having less great art.
The bigger teams become, the worse all of these risks become. Of course, targeted team additions under a strong lead can greatly enhance a product. The animator who adds a skill the lead just does not have, for example. Fresh ideas when the lead is going a bit stale. New enthusiasm when the lead is flagging. Or that diamond who really does have the same vision and skill as the lead.