Mod Team Leadership for Dummies -1 reply

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Aw, c'mon Cyan, it's quality!

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28th September 2004

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#1 12 years ago

This is an idea I had that I want to try out. Basically, I'd like for there to be a list of good advise and strategies for mod teams and particularly their leaders, to keep mods and other projects from going temporarily stagnant or, in the worst case, die outright. I have no idea as to how this is going to turn out, but it's worth a try.[INDENT]Some of these things I've learned from my time in Warp, others from earlier projects, and others I picked up elsewhere. Here goes. [/INDENT]

  1. [COLOR=Purple]Estabilish well-working, solid lines of communication.[/COLOR] This includes not only a forum, but easily accessible e-mail addresses and the ability to find and communicate with members on chat channels, MSN, etc. Keep in touch continuerly. Plan regular chat-line conferences involving the entire team where you sum up what you have and plan for the future.
  2. [COLOR=Purple]Plan, plan, then plan some more![/COLOR] First, decide what you're going to make. Then, have your concept artist(s) draw sketches of what you're going to make. Then, and only then, have your team members start working on the things you want in the mod. Simply saying "OK, you make a Dwarven warrior, you make a Dwarven Hut, and you make Dwarven weapons" is far from sufficient and a very good way to end up with submissions that just do not work with each others (aestethics-wise, consistency-wise, scale-wise, etc.). Have solid goals ready (ie. "Let's all work on getting the Dwarven nation ready") and work towards them. This is vital to the success of the mod.
  3. [COLOR=DarkOrange][COLOR=Purple]Have plans ready in case of server failures, attacks, etc.[/COLOR] [/COLOR]If your web site or forum goes down, you should be able to switch to an auxilliary one right off the bat, even if it is a poor one. If data is lost, you should have back-ups ready. It's impossible to safe-guard yourselves against bad luck, but having a plan ready helps reduce losses.
  4. [COLOR=Purple]Stick with the community. [COLOR=Black]Advertise your project (making sure you are not bordering on "spamming"), ask for team-members whenever you need them, and listen to what the fans tell you.[/COLOR][/COLOR]
  5. [COLOR=Purple]Don't promise too much too soon. [COLOR=Black]Demonstrated very well by DICE as they worked on Battlefield 2, which cut half of the features it promised the community (64v64-player games, for example). Make it clear what you don't have ready and what you have ready. "You'll be able to play as a dragon" is not the same as "we want you to be able to play as a dragon" or "we're working on finding a way for dragons to be implemented".[/COLOR][/COLOR]
  6. [COLOR=Purple]Get to know the engine in advance. [COLOR=Black]Know what it can do and cannot do. Your favourite game might be a blast to play, but it might not be equally enjoyable to mod. Also consider the future of the game, its popularity, etc. etc. etc.[/COLOR][/COLOR]
  7. [COLOR=Purple][COLOR=Black][COLOR=Purple]Don't aim too high.[COLOR=Black] Don't start a full-blown total conversion if you've never touched modding before. Start small and get a feel for what it involves, then work your way upwards.[/COLOR][/COLOR][/COLOR][/COLOR]

Please comment on these and add your own advise (in well-formatted posts, please;)).[INDENT][COLOR=Purple]- Safe-Keeper -[/COLOR][/INDENT]