WORKING IN TEAMS: YAY OR NAY?
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Can anyone give an example of a good released RM game that was produced by a team who all did an equal amount of work?
author=ShortStar
... after mapping for several people that just disappear... I say nay.
I know that feel bro. Luckily you can always keep the maps for a later project...
Holy hell, I forgot about this topic.
Visions and Voices was pretty good, ironically it was half Craze's doing and he is getting all bold-lettered about not working on a team, so hell if I know.
That being said, since I made this topic, I've taken game design courses at my college, where you split into four-man teams with all of the basic roles covered (programmer, artist, designer) and you have a few weeks to make a game. It works pretty darn well. With everyone focusing on their specialization, the game comes together much more quickly and people enjoy their work much more. We're using Unity as a game engine, which has a steeper (but not terribly steep) learning curve and trying to make a game by yourself in the same timeframe would be much more limiting.
One of the interesting things about RPG Maker is that it lowers the learning curve of art/programming so that a person can focus mainly on design - but there's still art and programming involved. Having to juggle all of those roles by yourself, especially if you dislike one of them greatly, can turn your game-making experience into a hassle instead of a pleasure.
I imagine that the largest percentage of game makers on this site are designers - who prefer making fun mechanics, great storylines, or interesting levels/areas, for example - and while designers may be able to handle the art/programming involved in a game (again, RPG Maker does lower the learning curve, thankfully), for some people getting bogged down by creating pixel art or trying to code/script is too much and they throw away projects altogether. These are the people who either need to lower their needs for specific art/code or find another way to solve that particular problem - a teammate may help.
P.S: I personally like working alone quite a lot; I am at least capable in art & code and it doesn't slow me down too much. But working in a team once in a while feels like a breath of fresh air - there's less pressure to do everything.
Visions and Voices was pretty good, ironically it was half Craze's doing and he is getting all bold-lettered about not working on a team, so hell if I know.
That being said, since I made this topic, I've taken game design courses at my college, where you split into four-man teams with all of the basic roles covered (programmer, artist, designer) and you have a few weeks to make a game. It works pretty darn well. With everyone focusing on their specialization, the game comes together much more quickly and people enjoy their work much more. We're using Unity as a game engine, which has a steeper (but not terribly steep) learning curve and trying to make a game by yourself in the same timeframe would be much more limiting.
One of the interesting things about RPG Maker is that it lowers the learning curve of art/programming so that a person can focus mainly on design - but there's still art and programming involved. Having to juggle all of those roles by yourself, especially if you dislike one of them greatly, can turn your game-making experience into a hassle instead of a pleasure.
I imagine that the largest percentage of game makers on this site are designers - who prefer making fun mechanics, great storylines, or interesting levels/areas, for example - and while designers may be able to handle the art/programming involved in a game (again, RPG Maker does lower the learning curve, thankfully), for some people getting bogged down by creating pixel art or trying to code/script is too much and they throw away projects altogether. These are the people who either need to lower their needs for specific art/code or find another way to solve that particular problem - a teammate may help.
P.S: I personally like working alone quite a lot; I am at least capable in art & code and it doesn't slow me down too much. But working in a team once in a while feels like a breath of fresh air - there's less pressure to do everything.
Working in a team can work but you have to be very very selective about who you work with and keep the team relatively small. Also have to find someone/people who compliment your strengths and is as dedicated as you are, which is not easy. It's almost like choosing spouse, because it's a long term commitment, and most people have commitment issues, at least when it involves RM.
slashphoenix brought up a lot of good points. Although I do like making games solo, I think working on a project on a team would be interesting. For me personally, I enjoy making custom systems or writing the story, like the best part to me is making the battle system, menu and level up systems..but either due to time constraints or overwhelming work turning into loss of interest, I end up putting the project on hiatus. Mapping and drawing/doing graphics are the slow-down point, and making INTROS, ugh..thats like writers block guaranteed every time. :/
I think working in a 2-person or 3-person team could possibly work.. Possibly even better than in a solo project, because you have 2-3 people taking care of different areas that they enjoy more, and you have that constant feedback or input from your team that might help you keep going further with the project.
I think working in a 2-person or 3-person team could possibly work.. Possibly even better than in a solo project, because you have 2-3 people taking care of different areas that they enjoy more, and you have that constant feedback or input from your team that might help you keep going further with the project.
It depends if you want to take leadership or control. If you want to embrace your idea on everyone else so they can pull out for you then you'll be making your own perfect game made in a team. I think amateur developers should develop their own games too because being part of a team means the game will won't turn out completely the way you wanted it unless you are a team leader. You'll have to learn to adapt to other people's standards and expectations.
I would love to work with other people, althought there are some projects i like making 100% at my own, because this also gives they a special style.
But yeah. Im thinking that when i have a decent prototype of my actual project search for help and people interested in making graphics, music, or whatever...
I have done all the scripts(a lot of them), systems and gameplay and the theme and history in 'general', and the design document, that what i seem to like more...
But yeah. Im thinking that when i have a decent prototype of my actual project search for help and people interested in making graphics, music, or whatever...
I have done all the scripts(a lot of them), systems and gameplay and the theme and history in 'general', and the design document, that what i seem to like more...
Ugh teams.
The only people I can bear to work with is like very few. I have bad luck with other teams. It's because these people actually understand my situation and doesn't demand too much communication or resources from me-- mostly because we can work with placeholders very well or the other can reuse some other assets for their purposes.
People that aren't in the game making scene are very hard to work with too. Due to the fact they underestimate the amount of work they have to do and a lot of times doesn't follow your orders (like don't overdo the style!) or idk. You have to motivate them a lot when the only people that can motivate them is themselves.
*rant rant*
I love working with teams but lately, no just...no.
The only people I can bear to work with is like very few. I have bad luck with other teams. It's because these people actually understand my situation and doesn't demand too much communication or resources from me-- mostly because we can work with placeholders very well or the other can reuse some other assets for their purposes.
People that aren't in the game making scene are very hard to work with too. Due to the fact they underestimate the amount of work they have to do and a lot of times doesn't follow your orders (like don't overdo the style!) or idk. You have to motivate them a lot when the only people that can motivate them is themselves.
*rant rant*
I love working with teams but lately, no just...no.
I tend to work alone. I have worked in some teams but either I didn't like it and just did the work for the money, sometimes I worked for a friend, but my preference is to just work on something by myself with as little help as possible. I appreciate the help if I get any (like Nessiah drawing facesets for me or Marimo) but I don't rely on that and I assume that I will work solo. Recently I've been getting a bit more help (Adalyn has a big help from my friends, Paradise Blue had some guest composers)
So I had to learn how to compose music, draw, sprite, do game design, write and script/event (I'm still bad at those last 2) on my own, so I can be self sufficient. So if my projects get delayed, it's because I'm helping someone else on theirs. I've helped a bunch of people (I would have to make a big list for all the people I've helped), too bad a lot of them also never saw the light of day.
So I had to learn how to compose music, draw, sprite, do game design, write and script/event (I'm still bad at those last 2) on my own, so I can be self sufficient. So if my projects get delayed, it's because I'm helping someone else on theirs. I've helped a bunch of people (I would have to make a big list for all the people I've helped), too bad a lot of them also never saw the light of day.
In my experience, most team work projects on an amateur level don't work out. People have commitments, there's a lack of communication, and usually to meet a deadline one conscientious individual has to pick up the slack and do the work for the others.
However, the story on the professional level can be quite different. As slashphoenix pointed out, a group of talented and dedicated individuals can produce truly exceptional content in a much shorter amount of time than a single individual can, and in the best cases the professional developers have good chemistry that can really enhance a project.
However, the story on the professional level can be quite different. As slashphoenix pointed out, a group of talented and dedicated individuals can produce truly exceptional content in a much shorter amount of time than a single individual can, and in the best cases the professional developers have good chemistry that can really enhance a project.
I have done this in the past, and well... If there is one person whom can create the base concept for the game and acknowledge the actual TEAM section of the work, then it can work. Otherwise, nay.
Also like to note, if you are aspiring to join a team, MAKE SURE THEY GIVE YOU CREDIT. I have had this happen to me as well, to help out with a now missing project called "Operation: Reslivarieus" (yes that was the name) whom promptly released it and to my distress, never mentioned my involvement. Best Team mates, are the ones you see in person. You don't have to share your work over the wired, haphazardly describing the specifics, and best of all, they're buying whatever snacks for that night.
Also like to note, if you are aspiring to join a team, MAKE SURE THEY GIVE YOU CREDIT. I have had this happen to me as well, to help out with a now missing project called "Operation: Reslivarieus" (yes that was the name) whom promptly released it and to my distress, never mentioned my involvement. Best Team mates, are the ones you see in person. You don't have to share your work over the wired, haphazardly describing the specifics, and best of all, they're buying whatever snacks for that night.
I work well with some members of the community (one has posted in this topic, and I can name a few others!). The main obstacle, of course, is time.
Wouldn't really mind, but I prefer to be a lone wolf unless I really needed somebody to help me out. So far, it's worked out pretty good, so meh.
I worked closely with psy_wombats on Golden Age: Endless Dungeon and we both seemed to push eachother to do the best we could and production really sped up. On bigger projects I think a lot of people want full control to really craft their characters. I'd group up again for the right project in an instant, as it was very enjoyable.
Working with others on any creative project can be simultaneously rewarding as well as frustrating. It requires a lot of willingness to learn and adapt to other's ideas in order to come up with the best creative compromise and solution. I actually recommend the experience to anyone, as it is a great learning experience that has benefited me frequently throughout the years.
For those who are hoping to make a living creatively, the skills learned from working in a team are absolutely imperative, as there will never not be a moment in which you are working in tandem with another creative person, whether it's the relationship a writer has with his editor (this can be a frustrating experience, I'll say from a personal level), working with different graphic designers and artists and typographers on a comic-book, or more relative to this forum,in designing a game.
I do agree that it's essential in forming a team to already have a pre-existing amount of trust in not only the abilities that they would be bringing to the project, but also in their dependency as a person. Is this someone that you can trust? Will they pull their weight? Also, is this the type of person you can trust with you vision, or are they going to try to derail your project in a fit of madness in the form of "creative inspiration".
It's an experience that I think everyone should have before deciding whether or not they would rather fly solo or work in a team.
For those who are hoping to make a living creatively, the skills learned from working in a team are absolutely imperative, as there will never not be a moment in which you are working in tandem with another creative person, whether it's the relationship a writer has with his editor (this can be a frustrating experience, I'll say from a personal level), working with different graphic designers and artists and typographers on a comic-book, or more relative to this forum,in designing a game.
I do agree that it's essential in forming a team to already have a pre-existing amount of trust in not only the abilities that they would be bringing to the project, but also in their dependency as a person. Is this someone that you can trust? Will they pull their weight? Also, is this the type of person you can trust with you vision, or are they going to try to derail your project in a fit of madness in the form of "creative inspiration".
It's an experience that I think everyone should have before deciding whether or not they would rather fly solo or work in a team.
Working alone is great on a simple game maker.
And as Dorian says its better if you trust and know them. Like when I was younger me and 3 of my friends throughout the year would help me make comics together haha.
Maybe not the greatest quality but the most fun.
So I think its whichever way you can enjoy the most.
And as Dorian says its better if you trust and know them. Like when I was younger me and 3 of my friends throughout the year would help me make comics together haha.
Maybe not the greatest quality but the most fun.
So I think its whichever way you can enjoy the most.

























