Game guilds?

Started by Andail, Wed 22/09/2004 16:05:15

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Andail

This is in no way an original idea, but I've given it some extra thought lately, so read my proposal and tell me what you think. All in all, it's pretty similar to the producer-idea that was brought up not long ago. But I've tried to define it a bit, and put it in some context.

Basically I came up with it after having discussed RON with Dave Gilbert over a pizza, some month ago. The great thing with RON (and Dave) is that to get included in the RON-circle, your game has to acquire the community's seal of approval.
You can't call your game a RON-game if you haven't undergone a certain procedure.

It's not just the case that the RON-board rejects all ideas that won't fit; mostly they encourage the authors to alter certain bits of their plot/graphics to the better, with lots of help and feedback.
It's like the critics lounge, only in the critics lounge, nobody really follows up whether the person in question actually adheres to the c&c given, and most importantly; in any way, they can still publish their games in the "finished games"-forum.

The AGS-community produces a lot of games nowadays. Unless you want to go with the popular opinion, there's no easy way to find out whether the game is worth playing or not. If the plot develops halfway through the game into something really thought-provoking and ingenious, people might not give it a try due to bad graphics. Etc.

We have certain game "companies" already. Screen 7 hosts a plentitude of projects, Monkeygames as well.
But what do they actually do? They collect the developers and hand out logotypes. They don't focus on specific genres, they don't have criteria or standards, and I don't think they even try the games before publication.

This will be a bit like production companies, only the guilds won't do much more than provide feedback, and in the end, a seal of approval. The game will afterwards be included in said guild's game "catalogue" if you will.

The feedback itself will - in contrast to the AGS critics lounge, or the games in production forum - be private, which will lead to more "tailored" c&c, and it also won't spoil the game for potential players.

Some advantages in short:
1. The guilds will guarantee that their games hold a certain quality. If a player tried one of their games and liked it, they will probably like the others as well.
2. Guilds can specify genres and styles, to suit certain target audiences.
3. Guilds will give personal and extensive c&c, and can be as restrictive and harsh as they please, in order to fit their standards.
4. Guilds will gradually grow and gain recognition, giving their games invaluable promotion. A famous guild's seal of approval will be a precious feat, and will be a great incitement to create better games.
5. Guilds can build up their own stocks of backgrounds, sprites and music, without worrying that someone takes it without deserving it.
6. Games that generally don't appeal to the masses, like art-house games or graphically "impaired" games, will stand a greater chance of hitting.
7. In the end, guilds can turn professional, and finance projects in order to put it on the market. They can compile collections of their games for cheap prices, etc. This is rather hypothetical, so don't get all heated up about this money-thingie :)

Hopefully, this will lead to more and better games, simply. I reckon that three quarters of all started projects, fail because of lack of feedback and proper incitement. A developer who is a part of a guild, might feel more committed and encouraged to finish their project.

James Kay

Hmmm....I dunno. One of the things I really like about the AGS community, what set it above most other web communities, is that it's pretty classless. From AGS vet to newcomer, from expert to rank amateur, everyone can contribute and join, and unless you really piss people off, you are generally treated well and given great advice and input.

Guilds just seem to add an unneccesary layer of complexity.

Czar

So the guilds would be some kind of sponsors, like when you know the difference when you buy Adidas or Armani, DC shoes or reebok,etc.

Well, ofcourse i'm for the idea, and i think it is great, but changes take time, and people, and this would really be a serious project. But when it gets going, you'll know that it really is the thang, and you won't be able to pass by it, or even choose games.

So commercialising independent uncommercial adventure games. It was inevitable.
:=
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are belong to you

edmundito

It's a pretty interesting idea, Andail, but I think it's a hard one to execute. MonkeyGames is really more like a club where we just get together and help out each other wenever we can... the games are still developed in a one man operation, mostly because it is hard to control other people's work. I'm alway offering Grundislav to help out with Ben Jordan, but he likes doing his own thing... I even try to impose quality control issues before release, but last time Ben Jordan 2 was released under my nose.

m0ds

Andail, it's a very interesting idea indeed, it seems you've put a lot of thought into it. But wouldn't you consider it better to have just ONE guild?

There's only one BBFC that decides what ratings go on movies, and it's better that way. Twenty different BBFC's and one could put a film as PG to get it sold and another call it a 12 because they're honest... Y'know?

The other problem I think you face with "guilds" rather than A "guild" is that - would many people really want to put time and effort into induvidual guilds? And what if one guild is working exceedingly well that everyone just decides to submit their games to them, etc...

Anarcho

It's an interesting idea, but here are a couple of potential questions/pitfalls:

1) who is a part of the guild?  anyone?  or will there be some kind of ranking system like all this elite-crew-veteran stuff?

2) people seem to come and go in the AGS community.  some of  you have certainly be around for a long time, but how can we ensure the longevity, and quality assurance, of the guild with porous membership?  Not that i'm saying we shouldn't try, it's just a question.

3) what kind of organizational structure should be used?  I think that would be key.  we would have to come up with various responsibilities, and then delegate those responsibilities (preferably democratically).  Perhaps this would help lead to the organization's longevity...if people had actual responsibilities and were invested in it, they would more likely stick around.

The more i think about it, the more I like it.  If it were done right, it could be helpful in a lot of different ways...and could possibly be fun.

-Logan


Scummbuddy

#6
well. we could make it based on location,like the GAC, or even the ill-fated Australian AGS'ers. Really, anyone that plans on doing this for (basically) a living, should be the leaders. people that would really care for the well-being of the games. On the other hand, anyone can start their own guild, and just build up your own reputation. I'm all for multiple sponsors/publishers as well....
- Oh great, I'm stuck in colonial times, tentacles are taking over the world, and now the toilets backing up.
- No, I mean it's really STUCK. Like adventure-game stuck.
-Hoagie from DOTT

Pelican

Perhaps it could be more like a more organised version of critics forums? Like everyone who plays a newly released game fills in some sort of rating/comments form. Then the guild brings together all this information, and decides whether to give it a stamp of approval based on it. Something like that perhaps?

Anarcho

#8
I guess my main concern is that if everybody were just encouraged to start their own guild, it could just be a free-for-all, diluting the actual effect of having them in the first place.Ã,  What I mean is, that if I were looking for a guild to be a part of, or seek approval/praise from, I'd want to be sure that its members/leaders were talented, knowledgable AGS/adventure game veterans.Ã, 

As it is, it seems like everyone has their own production company, even if just for kicks, and I don't personally don't know the difference between any of them...except for maybe Intoxicated Bunny and Gaspop which i think made Pleurbuerg...but both seem to have departed from the community...which brings me back to my initial point...is that people seem to come and go.Ã,  So how do we ensure that these guilds become a long-term thing?

I think maybe we could set a certain number of guildlines for a guild to be formally recognized by the AGS community.Ã,  Just off the top of my head, here are some suggestions:

1) the guild should have some kind of statement of purpose.Ã,  nothing extravagant, but a reason for being that separates it from other guilds.

2) a certain number of founding members, that are willing to take a stake in it.

3) some kind of long-term goals, like how they'll actually reach out to the community, or even better, how they plan to HELP or ADD to the community.

Just some ideas.

-Logan

P.S., Pelican, doesn't the AGS site have a rating system for games already?Ã,  I think the guilds would/should do more than that.Ã,  No?



Scummbuddy

well, even if everyone and their brother started a guild, it would show soon in time the validity of the guilds that survive, by those in charge making sure that they care and see it through.
- Oh great, I'm stuck in colonial times, tentacles are taking over the world, and now the toilets backing up.
- No, I mean it's really STUCK. Like adventure-game stuck.
-Hoagie from DOTT

Anarcho

Yeah, you're right.  It's like what you said, you have to build up a reputation.

Here's another thing.  How can you help foster new talent, without shunning people for lack of talent...i.e., what if someone is starting out and tries to become a part of the guild, or an apprentice, or whatever the structure is...and is rejected because their graphics aren't up to par, or their story...is there potential for interpersonal conflict  ::)  Would that even be a bad thing?  I just wouldn't want to create some kind of class system, as James Kay said.





FruitTree

I think it's a great idea Andail!
it'skind of what I was aiming at with setting up a team, to make more quality games, and have a seal of approval and such things.
only thing I'm scared of is that everyone will start setting up guilds of their own and we end up with a billion guilds that never really know what they're doing!

but I really think that this concept good benefit the community!

jetxl

JOIN The Makers. We alow EVERYBODY.

Current members: 0
Current weirdo's : 2

Andail

Think of it as some sort of talent-scouting.
Like those reality tv-shows, which have auditions for potential performers, and help them making a career. As lame as that kind of entertainment may be, the fact remains that hundreds of good performers would remain unseen around the world without it.

It could also be viewed as some sort of training ground.
Anyhow, it's all about making people giving all they've got. To bring out all their potential.

I don't know, if I get some time over, I might consider starting a project like this.

m0ds

Eeek, guilds are going to cause a lot of un-neccessary competition, surely?

remixor

This doesn't really seem all that necessary to me.
Writer, Idle Thumbs!! - "We're probably all about video games!"
News Editor, Adventure Gamers

Andail

Well, what is necessary?

I'm quite proud of the teams that actually made games during the "ags team challenge" competition. I'm pretty convinced that they wouldn't have made those games if there hadn't been a competition running.

Some people need incitement. Some creators will remain uncreative until somebody brings out their potential.
Is it necessary? No.

In any case, I will sooner or later commence a new ATC competition. I hope people will be inspired by the progress made by Dart, Dave & co in "two of a kind". I hope plenty of people will see it as a chance to show us what they've got.

Pet Terry

Talking about ATC... some people might be wondering what happened to 'The Hamlet'. The game is probably something like 99.5% done (maybe even more!), and then our scripter went missing. So if anyone knows where Redwall is, tell him to go to 'Creative minds' forum right now!
<SSH> heavy pettering
Screen 7

m0ds

#18
Well Andail, just in case your idea is the next big thing... :D

Before we get a billion guilds - I'm all up for setting up a guild called point&classic, ANARCHO makes a good point that people come and go - and though I have no intention of going (or coming, right now) I'd be happy to get it rolling and let other people manage and/or look after it. Setting the guilds properties is somewhat harder, because it depends who you want to encompass and who not...

QuoteHow can you help foster new talent, without shunning people for lack of talent...i.e., what if someone is starting out and tries to become a part of the guild, or an apprentice, or whatever the structure is...and is rejected

Simple, to be a part of point&classic you must be willing to help others within the guild. That doesn't necessarily doing someones backgrounds, but it does mean having an ACTIVE presence and commenting, constructivley criticising peoples work within the guild, big-upping each other too :D

I'm open to suggestions before I start making any kind of "rules". I'll whip up a web-page once there are some suggestions/ground rules in place. I only into to lead this if no-one else does.. :P

Initially, I'd like to invite people into this guild but I'm not one for excluding anyone, I think it will be down to guild members to look at game pitches/ideas (which can be submitted by anyone) and it would work on the basis as how promising the game sounds. That might be a crap way of doing it though so any suggestions blatently welcome :D

Phemar


I'm all for this idea... As long as I get to be part of a guild!

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