"Genesis" is not a recruiting attempt for a collaborative project?
More of a vague idea that the best fan age writers should work together on a debut age, a highly detailed one?
I have a lot of questions for you.
Firstly, have you noticed that there are already group projects going on?
Ahra Pahts, Yinfara, Search for the Springs of Kehlbet, Zephyr Cove?
Have you noticed the Book of Deux? A one-person project that is the closest any fan has gotten to matching Cyan's standard of detail?
You ask where the activity is, and it is there in the GoW. You ask why there isn't anything grander in the works - since this is a long-awaited dream of the Uru community - and I would have to give the sobering answer that our community is not that big.
It's a devoted community. A passionate community. A close-knit community. A wonderful community. But it is a rather small community with only a limited number of people interested in creating UCC.
We can talk all we want about creating work that is beautiful and stunning, but we are bound by the limitations of our people, time, and talent.
How do we decide how to allocate fan efforts?
How do we decide which projects to scrap, or who should work on what?
If we put all our best GoW people into one production, one Genesis, won't all the other ones suffer?
Cyan, for MO:UL, chose to create a lot of small ages, one per month (more or less) instead of concentrating effort on making one really spectacular one and releasing nothing else in the months leading up to that one age. Even their one big age, Minkata, didn't actually have all that much content in it. It was more like a small or medium-sized age spread out over a lot of empty terrain. What was wise about the approach Cyan chose was that it parceled out "good content" a little at a time and kept people from getting too bored. It also allowed for a great deal of variety. What was bad about it was the general feeling of "Isn't it a shame we aren't getting any new big ages?"
But the reality was that Cyan was on a budget and they had only so much work they could do per month. We, too, are on a budget of sorts - we have a limited number of GoW people, and they are only working on Uru intermittently. Uru age creation is not a job for fans, it's a hobby, one we must fit into the cracks between work, school, etc.
We will have to confront the same problems that Cyan did, we have only so many people and so much talent. We will need to decide (as Cyan had to) how we want to use those limited resources.
One solution is to pool our talent into one project. That one project would be an amazing project of great quality. It would indeed be a great thing to behold.
However, if we were to make one great age, with all our best writers, what would happen in the meantime? If no other good ages are being released while that one amazing one is in production, would people become bored, discouraged, disillusioned in the months leading up to the release of that one age? Would they feel like nothing good is happening?
Would it, indeed, be better, to spread out our talent onto multiple group and individual projects so that something of at least some merit would be released on a frequent basis?
We could, I imagine, instead of working on one spectacular age, diffuse our effort into a steady production pipeline that produces one small but fairly-good quality age every two or three weeks.
Or: instead of making one huge age to be released all at once, start with a small part of that one age and expand it a little more every few weeks. In this way, the end result is the same (we have a really impressive age to show people) but it builds more excitement over a longer length of time and allows us to have at least part of it open almost immediately after the UCC 3ds max tools are released.
There are differing views on all of this, of course. I am not trying to criticize, merely to raise questions. I will say that the idea of "Genesis" - a really great big detailed fan age, is a wonderful idea, but it is not the only option which shows promise.
The number of GoW people we have is limited. They can be organized in many different ways. How do we find the best way to use the people we have access to?
I have no idea. There are trade-offs no matter what we do.
Has it occurred to you how GoW videos show snatches of a bunch of different worlds intercut, indeed - most videos promoting Uru cut between a wide range of different scenes? This is effective visually. Suppose we made three or four highly detailed small ages instead of one big high-quality one, Tsogahl-sized ages, each very different from the others - and then created a promo looping between them, a promotion emphasizing that the Uru fan community has been making great ages, not just one great age. We'd neglect, of course, to make clear in the advert how small those 3 or 4 ages are - we'd show each only long enough to show how detailed they are, several shots of each - and allow the viewer to leave the video with the impression that perhaps there is more good UCC in MO:RE than actually exists.
Which is the more effective promotional method for MO:RE? I'm not sure.
So what I'm asking, what arrangement of UCC production - what allocation of fan talent - will be most effective in holding players' interest and in promoting Uru to those who are not yet players?
I want to hear your opinions on this issue - what you think our best options are.
Genesis is the story of creation. There are many ways we could create, many ways to bring growth to MO:RE.
So what should our collective Genesis, our first steps of creation in MO:RE, be?
_________________ Matthew L. Hornbostel, creator of Panoramic Worlds, a Myst fansite, and various other stuff.
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