
Originally Posted by
LowRez
Maybe you should have a short design to base your project off... From experience, asking everyone what they want to do creates a shocking project that isn't focused and not everyone will be happy with.
You need leadership and a starting point, create a base design and a starting point then you bring the team on board to contribute to the design once the key features are identified, The phrase "too many cooks spoil the broth" is as relevant to almost all professions.
If your aiming to create a game, something that requires alot of man hours of work, you need that start point to keep people motivated and give them direction. I worked on some mods which we're badly run in the past and they never get anywhere near completion because ideas change so rapidly and people who are working for free get bored quicky with the uncertainty of the project.
So my key advice is outline what "you" want to do with a brief document and platform etc, and then get people on board who can add to that design and morph it into a game. Having a free for all design stage is fine if you have a paid team, who are paid to work on whatever your working on and wher eventually the leads and producer will create a solid design document, but for most mods or hobby games, it's best to have a leader who starts the ball rolling.