Yes the mods urge for publicity is horrible. Most spend more time on their websites than on the mod. Dont create a website until you got a mod...
I worked on about five or so mods now, 3 of them singleplay. All of them very succesfull. All of them released. None of them ever had any kind of design document what so ever. We just talked to each other, which works just as well really.
QuoteThe coders will prioritize on the wrong things or will code stuff that is unnecessary
As the leader I just talk to the guy, and I tell him what has the highest prio. Problem fixed?
Quotethe level designers will create map layouts that don't work etc.
Talk to them more? Maybe they started off building layouts too soon? Core gameplay not finalized etc. That is why you need to do small builds all the time, so the previous release can be taken as example. You dont need a lot of design doc for this? Just a working build?
QuoteAnd don't forget that many people are virtualy unable to come up with something if you don't give them exact directions. I met many artists like that. Not everybody is a designer or inventor. Many just want to improove on their skills and need someone who tells them what to do. In the modding community where you meet many inexperienced people this might even be more common then in professional games development.
Yes, but there are also many that do wish to have some say in what is going on. There are of course A LOT of people who do want to be guided, and I am not saying you cant guide them some more. It is a case by case thing. Talk to them more if you think they need some more help. Forcing everyone to stick to your design doc is a too general approach.
QuoteAnd as i said you have to kick slackers. We always did this at Ins. Our core team at least always worked their asses off. Same can be said about the mod that i worked on before which had a size of around 25 people.
I agree that they must be kicked, but, if you hire a new guy every week, and kick a guy every week, again, I would leave the mod myself because it would give me a really wrong signal. You would get very nervous and demotivated if people are kicked all the time...
QuoteHourences i respect your opinion but what works for one team doesn't work for another team and your way of doing things is not the universal truth for perfect modding. I had the luck of working on two released and succesfull mods for a long time. My experiences are just different ones.
Of course nothing works for everything, but surely there must be some way that usually, on average, works better than other approaches. There are mods made by 1 guy. There are mods made by 147 people teams. Everything goes, but somewhere in between, there is this holy number. I am not saying my five is that number, but surely there is some approach that will give you most chance of success with the least possible troubles? That is what I am saying. It is not about what works (everything can), but what gives you most chance on succeeding... And considering that, it is logical that smaller teams are easier to manage than large teams. That is a fact. So my point is, if you know that you will make it twice as difficult to manage the mod by increasing the team size, then dont, or only get super experience people who do the work of five others, or, hold of until you REALLY need all of these people. Small team = gets you spend more time on development, less on team managment <- that was my point.
QuoteHourences, what you are saying is basically gather a few friends, discuss some ideas and let everyone do whatever they like. This method can work on super small mods when you have a team of veterans, but I'm pretty sure it won't work when you are dealing with less experienced people. We never had a design doc in Insurgency and that caused us to scrap countless maps and waste hours and hours on needless tasks.
I dont think you can look at the design doc as your holy grail. I am sure that the lack of design doc didnt help you in INS dev, but the reason why it didnt work is prolly more complicated than just "yeah we had no design doc"? A different approach on team management, work order, the peoples experience levels, and so on prolly also had a big impact on it. Did the INS team made fully working builds every month? If not, wouldnt that have helped for the maps? Youd get to test them in the game right away, without trying to guess how it would play by reading a design doc?
In general: Organization is good when it is self organizing. Forcing organization is bad. Your goal as a leader is to make it self organizing, not to force everyone to do what you want. Guide people. Do not force people. Especially not when they spend all their free time on your dream!