Digo said:
In theory, that"s true, but in practice, not so much. You know how everyone on the forums is convinced that their idea is the best, and that they have the perfect solution to all design problems? It"s not much different in the industry.
Pretty much where the rubber meets the road.
How many "Man if I had 30 million I"d..." posts do you see? Speaking from experience, being one of those people who used to say "Man If I had" and actually taking that next step and putting the money where the mouth is, is not what I expected.
I thought it would be me sitting in this ivory tower delegating design initiatives to people all day, cool stuff, and watching them make it.
It"s not, and thank God it isn"t because when someone like Jason Roberts lays out for me the "expense" of a system I think is the cats ass, in man hours, dollars and other features that will be cut, it becomes real clear why they do what they do, and I do what I do.
If you don"t understand that EVERY single in game feature has a cost associated with it, a tangible dollar value, you shouldn"t even start THINKING down this path.
Quick story.
In our office we have a "visual aid" to how Jason Roberts thinks, and it"s scary. Basically it"s a MASSIVE piece of white paper, and on it is every single solitary system contained within our game. This is the stuff the MADE THE CUT! because long before you have this piece of paper you go through stack ranking and prioritizing game features. A process I thought would result in the inclusion and implementation of ALL OF MY ideas......
Ya, not so much. Basically this chart is color coded, and for examples sake we"ll go with red, yellow and gray. Red is saved for the most crucial game important features and parts. Yellow is the 2nd tier, gray the back end. Any time I come up with a "Mounted Combat on flying pigs in an underwater zone" ideas I get marched to the board.....
Ok, your idea hits this red box, and the 143 yellow and gray boxes attached to this red box now need to be redefined and restructured. It will add x hours to this, which will add x hours to each of these.... You get the idea.
One of the things I see as my job here is to make sure that at the end of the day, when everything is put into place, we don"t end up with "more of the same", which I am very comfortable we aren"t and we won"t, but it"s also to recognize what I bring to the table and where to apply it. I do believe I have some pretty decent insight into what makes an MMO good/great, and I put my money on the line to truly find out, but I also invested very heavily in incredibly bright and talented people to do what it is they"ve done, and they do, better than the rest of us, and letting them do it is the only way to realize the value of that investment.
We made a smart decision very early on, and one that will someday, I think, be incredibly useful. We"ve filmed this company since BEFORE we entered this building and have continued to document on film and in other ways, the growth of the company and the IP. Every now and then stepping back to see what it was and what it has become is amazing.