Truth is, we're just a bunch of geeks that want to make a "quest for glory"ish adventure game. I don't know why anyone would see the need to trumpet on about any specific member's abilities to the visitors.
Hahah, that's awesome!
I was quite hesitant with posting (as you noticed, there was a three month gap between my post and the "press release"). It may not be an easy situation you are in right now, but it's superb that you have an easygoing view on it
The "creative dictator" who wrote that press release was booted from the team some months ago. I feel like we've come back down to earth now that he's gone, but I think the project has never been in such a disarray.
Oh no, and nobody told us - that's horrible - and I mean the "creative dictator" situation, not the disarray
I blame the lack of public communication on distrust. You can never tell the quality of each member. ... Large projects get complicated and do require some form of leadership. Unfortunately, there are some leaders who like to toot their own horn rather than bring substance to the table.
Yea, and it's not always about major personality clashes, fighting and distrust either - getting to the point where a person can rely on
him- or herself to turn out content as promised is just as much a private psychological situation. Some people learn how to motivate themselves right away, some need more practice. Some never learn, which is a shame. You surely know what I'm talking about.
Lastly, I hope you won't take any offense in me issuing forth an idea, though: As far as production workflow goes, have you guys ever experimented with a members-only wiki? It takes a while to set one up (this is usually the hardest part, as there's no wiki without materials and the manpower - could take months, easily), but once you get the materials set up, it becomes increasingly easy to introduce new members to the existing data - and better yet, to add new content. Similarly, the game vision slowly becomes etched in the minds of the readers and contributors. Hyperlinks really add that additional edge to normal storyboards and documents, for instance. It's so easy when you can just paste an URL to a newcomer instead of explaining everything from head to toes - and the time spent explaining rudimentary features can be spent on explaining something more important.
Are you guys in a position to talk about your current (and previous) team members setup? I'd be interested in hearing how you guys have been working like so far. If you think this is confidential (NDA! NDA! NDA!), it's okay