JToddColeman
Creative Director
ArtCraft Developer
143 posts
Posted Today, 02:58 PM
By the way, folks, great thread (I wish that I had thought of it!)
For those who are waiting for more info:
- some of these details will come, and make some of you happy.
- some of these details will come, and make some of you unhappy.
- some of you will not find enough information for your liking.
Which is understandable, but I'm not sure that I can do much about it. We are being as open as we can be, and will continue to do so -- but if you're waiting for a 200 page game design document, that's not going to happen.
At the end of the day, a kickstarter is a leap of faith. I'll let you in on an industry secret, though: following ANY game before launch is a leap of faith. Kickstarter projects just talk about it more openly.
Game development is as much "art" as "craft" (see what I did, there?) ... The details always emerge over time.
I am a firm believer that you can't build game in a design document. You build a game by building a game. Design documents are fantastic (and we have many) but the purpose is to codify the vision, capture ideas and to build a plan... but if you think that plan WON'T change after you've started? You're kidding yourself.
At the beginning of a project, you know the general vector that you want to head in. This is the "vision" of the game. (At least, you SHOULD know the vision! If you don't know what the vision is, AND what the vision isn't, STOP until you do!)
With a vision in hand, like a map to the New World, you set sail. You don't wait for a map that doesn't exist. You don't even have the food stores to make it. You take the leap knowing that you will figure it out.
I have seen projects wait until they have a fully designed project on paper, with hundreds and hundreds of pages of design documentation, and they either never ship -- or scrap the documents and rewrite them completely, prior to launch.
In our case, we have a vision that I feel is unquestionably fertile ground for innovation. We have a high-level architecture that is a fantastic foundation, and a design architecture that lends itself to an unprecedented level of flexibility and iteration. We have collected a motley crew that has as much experience as any other team on the planet.
...but the details aren't all in focus, yet. No team has done this before, so it will take some exploration. As the fog of war pulls back, we'll have to course correct. The deeper we go, the more we will know and the better decisions we can make.
Effectively, backing us means that you are joining us on this adventure. You want to stand on the deck of the ship with us, cutting through the fog to see what's out there. It could be a city of gold! It could be dragons! (I'm hoping for mermaids, personally.)
Whatever is out there, we're going to find out. Not by talking about it. Not by waiting. Not by watching other people do it first.
We'll find out by doing it. That's the call to adventure.
If you want to wait, that's fine. I get it. No shame in waiting... but, to stretch my analogy to the limit, it just means that while we are on this adventure, you'll be back at shore hoping that WE find the New World and come back to get you.
It's understandable position to take. It's just not for me.
Todd
ACE