Something that happens more often than not in
the flow of conversations and discussion within each task and group,
which although it has it’s merits, continues to drain on productivity;
is the, albeit inevitable, movement off tangent and into the realms of
future planning and talk about task points and tasks. Sure we all keep
looking ahead and want to expand on the deliverables we’re tasked to
complete, and there’s nothing wrong with discussing these things ahead
of time. However, it’s a matter of time and place, more time then place
usually. We need to work on keeping focus on the tasks at hand in the
task group discussions so that we can have a much better and higher
turnaround time for submissions. We’re given a certain amount of time
and the more and more we go off tangent and discuss the future rather
then the current, we lose time, and time in any project is invaluable.
We don’t have an unlimited amount of time on the project, and while
we aren’t being rushed, we have to maintain a consistent level of
productivity to make the project a success. Keeping focused on the task
at hand so we can complete our submissions and get them up for decision
and furtherance of the tasks is a priority compared to looking ahead
and picking each petty detail a part before we get to those elements
when those refinements are necessary. We’re doing this in steps and we
need to take those steps and leave firm results with each one. We’ll
refine things more and more as we get to the proper time and place, but
we won’t get there if we’re constantly going round and round on future
things without finishing up the current things.
So something I would like to impress on everyone is the need to
keep their focus on the tasks at hand. When the submissions are
prepared and ready, then feel free to continue to pursue those topics
and look ahead, but when we still have a list of things current on the
docket we must tackle those head on and make sure we get them down
tight before we can move forward. The further we go the more and more
elements will be open to us to work on, but unlike a book, we can’t
skip to the end.
We can accomplish much with the time we have for each task, but
something I think everyone should keep in mind, just because we’re
given a firm timeline for when submissions are due, we don’t need to
push to the last moment before we make the submissions. The more
productive and efficient we are, the further ahead we’ll get without
lots of time lag.
We’re all striving for something, and one of those things is to
prove to the industry and, I think ourselves, that we can do these
things. Showing we can take and execute these tasks in an efficient and
timely manner is a good work ethic for us to achieve, and will reflect
well on our abilities as a community and as designers. I know we’re
capable of it, and you should too, so let’s go balls to the wall and
start getting things done. Leave the future projections for after the
submissions are in and fulfill each task to the best of our abilities.
While we must be aware of the big picture, we can’t stop to discuss it
every third post.
As an attachment to this one, something else that was pointed out
to me, which I very much agree with, is the need for summation. We need
to start condensing our big discussions and making use of bullet points
and have large descriptions filled in below as footnotes and
continuations. This will help both our information management but also
for others to navigate through our ideas, proposals and submission
material. So I’d like everyone, myself included (heh), to keep that in
mind and develop this habit to help us keep information readily
available without having to dig through a mountain of text to find
what’s relevant.
Sure it means work, but that’s what creating a game is. Sure it’s
fun, sure it can be interesting and exciting, but it still is work in
the end, and if you want to make it into the industry, be prepared to
work and work hard. We can have fun along the way, but there’s work to
do, so let’s make sure we get it done. We are the TS community and we
will prevail.
_________________
It's been a while since I've written one of these, and that's for several reasons. Mainly an overkill of motivational posts are generally counter productive. Secondly and perhaps parallel to the first reason is with the several changes and new things to develop touching on each one of them separately would likely keep me writing bale fulls of virtual "paper" to cover each one. So where then am i leading to this?
Well really it's an overall scoop of things, hence the title of this thread, being , "Project Evolution". The Project has evolved over the last month or so, and more changes are coming as time moves along. With the forth coming formation of the Advisory Board, of which there are still even in my mind some questions to be answered about how this aparatus is meant to function, still it is a good sign, if I read things correctly in regards to community involvement. Then also there's the institution of the Zero Tolerance policy that was delivered from Dave as a mandate on the overall flow of conversation. Now if you haven't heard about this, which isn't likely as I'm quite sure it's made it's rounds through the community conversation and gossip mill, then I'm sure you can find out readily enough, as I'm not going to repost it here. Though I will touch on it again in a bit.
Then also I was going to write a post in regards to Big Picture awareness which as Rus had pointed out in a post of his own a week or so ago, I decided to hold off on it until now. With every task, every area of element creation for the game, interactions with the whole are something that need to be kept in mind.
1. How will beasts interact with the Track environments?
2. How will the characters and beats interact?
3. How will the towns fit in with the tracks, characters and beast?
4. How does the natural abilities and skills fit the framework of Gameplay?
And so on....
Now of course, not everyone is a big picture thinker, and that isn't a bad point as too much big picture awareness detracts from one's ability to focus on thought son some of the tasks at hand, so before you all start howling at me about "OMG I can't think in such broad dimensions" It's not a pre-requisite to contribute and be involve din the project. However, learning to at least some sense of Big picture awareness is a good skill to develop both in regards to future game design experiences but also is helpful in other areas of your life so give it some thought.
One of the guiding tenants of this Project, not only to build a kick ass game, or to build a strong community of gamers working together but also a learning experience, so consider this a life lesson, that being "how to focus on work while keeping one eye on the large frame of eventualities that will arise and things go forward.
Personally I'd like to think that members if not all but a good many of those whom take a role in the AB (Advisory Board, only explanation of the abbreviation I'll give from this point on) Will have a good sense of Big Picture Awareness, as we need those whom are in some form of leadership position not just the admin and mods, but community members who can see the ways everything links together and help the community as a whole connect the dots.
But I'll leave the AB for last in this now long post, I know many aren't going to read the whole thing, but I'm sure some will, but I digress.
The Zero tolerance policy, in regards to how circular arguments and protracted policy and process debates will no longer be tolerated. While some see it as a severe crackdown or some kind of "Nazi" move by Dave and the rest of the Admin, quite honestly, it's a step that needed to be taken and a mandate I have been waiting for, for quite some time. In all honesty all those arguments, debates and conversations, accomplished very little and were counter productive. Now I'm not going to start throwing stones as I'm as guilty as anyone for taking part in them, I suppose I couldn't help it, my nature and love for a good pissing contest sometimes gets the better of me. But the bottom line is, schools out kids, it's time to pull on our big people pants and get to work. In a traditional game design environment, such things would never be tolerated and people would like get fired for being idiots of that nature.
Of course we're not in a traditional environment, but we are a game design team, sure we're or most of us are amateurs anyways, but the reality is, this is a learning experience on how things work, even in a loose form such as we've had, If such conversations and the like continue that would certainly not be a good way to prepare people for the real GD (game design) environment works. now of course I'm not saying people don't argue about things in the real world, but not continuously going around and around , like a record baby, right round, round, round. Like we have been on many issues, though of course we still have our concerns, bitching and chewing about them isn't going to help anything, so it's time to stop that nonsense, provide solutions to problems should they arise, but handle thing sin a mature way.
Things aren't;' as strict as some of the more vocal dissidents have complained and whined about, discourse about things is always a good way to keep things in sight, but fighting back and forth over and over again is simply un-productive and we're not here to hose the decks with our cranky attitudes but to work on and produce a game. To learn, and to make something really great happen. We're representatives of the gaming community, I don't care if people contest me on this, it is true. We're a group of gamers whom are here to prove it can be done. to prove that gamers can work together to create a game while the industry thinks we can't. We're taking our gaming destiny in our hands and proclaiming that "We have a voice in what we want to play and see happen" Constant pissing and moaning just makes us look like the unthinking idiots that many industry types think we are.
So it ends now, and now is the time to show em what we're made of. Sure we're working in some unclear terms still, but even in the chaotic environment, our talents have shone and those who persevere are both impressive and reflect on themselves how well they can adapt, learn and create both awesome ideas and solutions.
(Wow, this is long and I'm not quite done yet, heh)
As far as the AB goes, I'm waiting to see more clarified definitions of what the roles of it are, and how it will function in regards to both the project and within the community. While I think the concept could potentially be a good step forward, I have my concerns as I'm sure many others do. I'm supportive of the idea, and I'm hoping the members who ultimately get selected for the posts really work hard in the areas they're given, but keep in mind that they are still members of the community as are we all. So personal agenda's one hopes do not become more important then the good of the community and the project. This section i think is directed at both the candidates that are awaiting interviews but also the end result members of the AB. Whatever you do, you have been selected to help lead the community and provide guidance , solutions and advocate the wishes of the community. (My personal view on how it will work, not the total mandate given as yet)
So when you're facing your interview or making your decision on if you will serve or not, some things to keep in mind.
1. This is a position that is for the good of the community and while it's a chance for you to show all of us what you're made of, don't forget the rest of us
.
2. Make no mistake, it will entail work, if you think it's just something you can get in to further your own agenda without having to actually do anything you are mistaken.
3. Furthering the project, making a great game, and sticking it to the industry, you are the higher profile representatives of the community, you're being put into the spotlight, don't let us down.
4. Mistakes happen, if and when you make one, don't spend your time just appologizing, learn from them and work to make sure they're not repeated.
:5. And lastly, if you cannot do that work, cannot partake in the process , or time gets away from you, do not sit on your hands, if you can fill the role and do the job, do it. If you cannot, don't idle, but make room for someone who can. Recognition is nice, but if this project fails, it the failure not only falls on Dave and the Admin, but on us the members of the TS community, but also the gaming community as a whole , indirectly perhaps, but still it's true.
So keep these things in mind candidates, the overall project success will bring benefits to all of us, a giant failure, benefits no one, beyond learning from it, which while great, if we totally fail we might not get this shot again. We're strong, we're creative, and I personally don't believe we will fail, but keeping the truths about it, and knowing what it will mean in mind, keeps us humble and motivates us to push the envelope and work our asses off to pull this thing off.
We taking our shot at creating game, lets make sure our aim is true and that we nail it. We can do it, we will do it, and our community will show em what we're capable of, never forget where we came form, but lets blaze the trail for the future of gamer created content and games, but also the future of gaming in total. We will prevail and kick some ass!
It's a given that my posting rate as of late has fallen off. That's not to say I've been gone or the like, I've just not had much to say at present, given my nature to sometimes take a step back and watch things develop. Having been yelled at by several sources at this point about this, I suppose time has come to break the silence and give proof of life once more. I've noticed outside of the occasional sporadic post influx both here and on the TS boards that Cm representation has fallen off and several of our members have gone MIA. Now of course that's a personal choice by many of you and I'm sure you have your reasons.
And while it's against our principals and mantra to prune the membership of CM, it does lead one to ask where is everyone, what's everyone up to presently and what direction are we all moving in , in regards to the TS project and any other endevours CM could take part in. I'm guilty of silence and being MIA myself in a way so Im not throwing stones, simply voicing thoughts I've had for a while now. We're only as strong as we present ourselves to be, both creatively as well as communicatively.
We have a good cast of various talents and assets within CM and while we are a leaderful group, we need to step up and begin our operations again in regards to the TS project to help move it along. Granted leadership is being discussed on the boards, but discussion and having community members step up to help kep the forum momentum are two different things. I see many of you with a great ability to help leverage the TS Community forward and into better avenues, but only if you actively work and post to do so. Many of us have various motivations for being both involved in the TS project and for being a part of CM. We can only accomplish our personal goals as well as our overall goals if we work to do so. doing nothing garners nothing. Q.E.D.