Quote:
opinions are all highly problematic in such a case.


Yes that was my team experience, everyone wanted to make there own game, everyone wanted to be the boss. Worse was working for newbies, who had little idea of how to achieve the ideas they wanted and totally lacked the ability to communicate their designs. I was totally rewriting code sections over and over to add,adjust and extend a play effect because the "designer" had no clear idea of it before it was written and seen.

However, I assumed this would be less of a problem with the high level vets, we have in the community now. I have been corrected.
Thanks

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A game built by a team with paid developers and one or multiple guys in charge who dictate the game is something completely different.


It must be very difficult for creators to assume a role of just following a single(set) of lead(ers).
It seems to me if a team achieves a selling game, then each member earns more money to fund that "developer" dream.

Last edited by Malice; 04/15/15 14:07.