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> How do YOU make your games?, Solo or with a team
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Sei Kishi-san
post Feb 16 2010, 03:34 PM
Post #21



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QUOTE (Tarrund @ Feb 7 2010, 04:05 PM) *
Well, it depends on the people in your team. Yes, usually
annoying people that aren't dedicated will join, but sometimes
the risk is worth it. A team will get work done much faster, and
perhaps even more professionally.

However, the pros of being a sole designer would mean you
get more freedom to do what you want, and you won't
have any deadlines. Plus, it makes you feel a lot better,
knowing that the finished product was all your effort. biggrin.gif


Agreed on both points.
It all boils down to who is in the team. And who is working on what.
Small teams are probably for the best. 3-4 People.
1 Lead Designer. 1 2nd Designer. Someone for Mapping. Someone for the Database.
1st and 2nd Designers would do most of the Eventing, etc.

I like to work Solo, though. More glory is to be had that way. lol.


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JoRu
post Feb 16 2010, 03:47 PM
Post #22


The 15-year old Swedish Meatball
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I have gone completely solo on practically everything I've made with RPG Maker, although I'd really like to work in a team either as a lead using my own original idea or on someone else's game as a storywriter/mapper.

The thing about me that has stopped me thus far is the fact that I often have really weird ideas, and trying to get everyone on the team excited with my weird ideas can therefore be very difficult. I'm the only one that truly gets the ideas from the get-go so I imagine making everyone motivated to make something from my ideas would be tricky, at least in the beginning. When I work on my own it's much easier.


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Sei Kishi-san
post Feb 16 2010, 03:56 PM
Post #23



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QUOTE (JoRu @ Feb 16 2010, 10:47 AM) *
I'm the only one that truly gets the ideas from the get-go so I imagine making everyone motivated to make something from my ideas would be tricky, at least in the beginning. When I work on my own it's much easier.


You'd be surprised.
I think there are quite a few VXers out there who would like to make Maps for a well-thought out story.

Especially with how many people actually work Solo.
Sometimes people need a break from the WHOLE shebang. Stepping aside from a full project and doing some collaboration can be key in not getting burnt out on your own project/s.


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Railkune
post Feb 16 2010, 08:21 PM
Post #24


Imperial Knight
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QUOTE
Especially with how many people actually work Solo.
Sometimes people need a break from the WHOLE shebang. Stepping aside from a full project and doing some collaboration can be key in not getting burnt out on your own project/s.


Agreed. You may feel that working solo on a game is better, but truth be told, working with a group, annoying or not, can be really fun and interesting. I'd advise everyone try it at least once.


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Kaptain J
post Feb 18 2010, 08:52 PM
Post #25


Trained under Master O.B. 1-K No B.
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I'm putting a team together for mine. The way I see it, it'll be of better quality if a team makes it. I don't really care about feeling satisfied about doing it on my own. I just want to make a game people want to play.


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moneymenace
post Feb 18 2010, 11:14 PM
Post #26


Moneymenace makes music more than moss. /=
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I mean, teams can't be all that bad (contradicting what I said before). I mean although the end result won't be exactly of what you had in mind, but if you get a team full of creative minds together it could be worth and even fun. But again, that's if you find something like that. I worked on a team project on rpgcreation for it's Team Halloween VX. We made 10 minutes tops gameplay in the month's time. dry.gif


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//Lymmet
post Feb 28 2010, 09:33 PM
Post #27


The Devout
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I've worked solo on all my projects, but I wouldn't mind working on a team wink.gif


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Tamar
post Mar 6 2010, 11:08 PM
Post #28


Oh, the horror.
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I gotta be honest, I don't know if I'd like working on a team, especially an online-only team. People slack off, forget, give lame excuses, have their internet go out, disappear and hope you'll *think* their internet went out, etc..

...Plus, I betcha I'd be hell to work with. I'm a perfectionist, I gripe, I'm not very friendly, and I tend to be scatterbrained and forgetful. So really, it's better for both me and the community if I work as solo as I possibly can xD
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Kyle?
post Mar 7 2010, 09:54 AM
Post #29


8-Bit Cloud Strife
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Mainly Solo
But Help With Sprites And Scripts


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MichelinMAN
post Mar 7 2010, 10:06 AM
Post #30



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I often come up with ideas in my head while I'm not doing much and then start to plan out what I'm doing on documents. Then I create a forum and get ideas from the public and gradually release demos and make improvements. I like to make them very long but original and I love to work outside of the traditional Japanime RPG type game.
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Thrillhouse
post Mar 7 2010, 05:10 PM
Post #31


8-bit hero
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Solo. I tend to play with game-making in streaks and then not touch it for months. I also change projects a lot and have never made a full game (despite starting at least 10 probably). That doesn't really make for good teamwork.

Plus, I don't like dealing with other people wanting to make major changes to my stuff (like changing the name). But, I do look for help for things I can't do on my own.

Making a game in a team would feel like writing a book in a team or painting a picture with a group of people.


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Railkune
post Mar 8 2010, 02:04 PM
Post #32


Imperial Knight
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QUOTE (Tamar @ Mar 6 2010, 04:08 PM) *
I gotta be honest, I don't know if I'd like working on a team, especially an online-only team. People slack off, forget, give lame excuses, have their internet go out, disappear and hope you'll *think* their internet went out, etc..

...Plus, I betcha I'd be hell to work with. I'm a perfectionist, I gripe, I'm not very friendly, and I tend to be scatterbrained and forgetful. So really, it's better for both me and the community if I work as solo as I possibly can xD


That's hillarious, but understandable.


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mudducky
post Mar 8 2010, 03:49 PM
Post #33


Lurking...
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What I do? Solo. Saying so, I share different ideas with friends and people I contact online, since it's always good to get some input. So long the people understand what you are asking for input on. tongue.gif

I would recommend uploading threads here too and receiving some online feedback from the community where some people definitely know what they are saying. smile.gif

But viewing Solo vs Team, I don't see any problems with having a team. As long as you all can show enough respect for each other opinions, and the developers who really care about the project decide if the team collapses they can still produce something from the project, it should be fine. If your friends are into VX you may want to try a team project together since it might produce a really good game and be fun. You can try an online team if you want, but it does have a much lower chance of succeeding as others have said.

In my opinion though, VX feels it's made for solo projects. Unless it's a remake of an existing project, I can see that pulling off well with an offline or online team since they would all have a clear idea on what to produce.

This post has been edited by mudducky: Mar 8 2010, 03:51 PM


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Ekatah
post Mar 13 2010, 12:50 AM
Post #34



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I started off solo, but as I got better, I started working in small teams. happy.gif My current project uses about 15 people in total >_<
But yes, while this is still a hobby for me, I managed to pull together a team of former colleagues. Working Solo can certainly be easier, but nowhere near as fast as an efficient team.

This post has been edited by Ekatah: Mar 13 2010, 01:05 AM
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some_person
post Mar 13 2010, 12:37 PM
Post #35


A place inside my brain; another kind of pain
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I lack the dedication to VX to be a good team member.

I have pondered having a small team though. At least a few friends helping with idea's and feedback or something, that would be a great help in keeping my motivation up.

but, yeah. I've always been a mostly solo worker with making games.


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