RE: Limit Theory
Posted: Mon Dec 03, 2012 11:07 am
I share the concerns of Kayoz and while I do not necessarily agree with his aggressive approach in voicing them, I find it even less appealing the kind of defense Josh tries to put up against that.
I prefer not to criticize kickstarters too much as I believe that everyone should have a shot at their dreams, but you just come over as way too arrogant for someone of your position.
Let me be blunt here, Josh: what you are proposing is ambitious even for a team of seasoned veterans. That you propose to do it alone is .. well.. the kind of thing I would expect from someone with no experience and the kind of thing that makes me not invest a penny in your project. You have a dream, have a few ideas on how to get there and think that it will be smooth sailing because there is nothing you can see that could prove overly difficult or challenging.
Here is how I envision your project sprung to life:
1) Hey.. I love coding.. I'm studying graphics, making a 3D engine seems like a good way to pass the time, plus those are so cool.
2) Hmm.. this engine really works well, all those nice nebulae and planets and models flying around, why not just make a game.. after all, now that I've got the hard part of it nailed down, how hard could it be?
3) That's it, I love elite, I love the X series.. but they all have flaws.. I can do better, I will make the ultimate game that combines the best of both.
4) Kickstarter projects are so popular now, let's fire one up and gather some money for it.
Now the order of things might not be exactly like I envisioned, but I'm 99% certain that it is just what happened. It happened to me as well a good decade ago, except that we did not have kickstarter back then and I eventually got bored of my project and moved on to other things.
Here is the thing, many of the tasks ahead of you seem easy, but you will realize they are extremely complex as they have many links to other systems of the game that you do not yet recognize. The big difference between a newbie and a veteran is not that the veteran can foresee these links and complexities, because even with all my years of experience I cannot foresee all the potential problems in the systems I'm designing, but I can recognize some off them off the bat simply due to me having experienced them previously, and I will certainly do expect the rest of them to occur. Game design (or any other software architecture design) is much like a Mandelbrot set. You start out with a basic image of the idea of what you want and the deeper you go in specifying the details, the more complex it gets. Problems will not be readily apparent until you refined the image enough for the details to show and only then will the real "fun" start.. that is trying to make things work.. conflicting goals be met at the same time, etc.
So when you talk about parts of your game being trivial or easy, the alarms go off in my head for a reason.
Even more so, when you say that you do not want to involve others in designing or developing your game, as you think that it reduces overall efficiency. If you really think that, then you either have no "professional experience" or it must have been a really bad one. Here are just a few things why you NEVER want to work alone on anything:
- Focus: if you think you can manage the entire project now, how about when it will have all added complexities of game logic, AI, sound, graphics, input handling and the like, each probably more complex in itself than what you have until now. Even assuming you can manage it all yourself, just the act of keeping everything together will require a good portion of your mental capacity, which could otherwise be put to more constructive use.
- Assistance: Maybe you have already had one of those long sleepless night, when you struggle with a problem that you have struggled with for days only to have a passing colleague or friend point at your code and say.. hey, that one there is wrong. Solving days of bug hunting just so.. with a few words. If you have not yet had those, well.. do not worry, you will. The reason for that is simple. We tend to get set in our ways and when you work on something for days, weeks or months at a time, you start to work partially from memory, not seeing entirely of what is in front of you, but supplementing bits of it with information from memory. A fresh, unbiased set of eyes often can find problems that you alone would not find for days.
- Skills: Different people are good at different things. Sure, a good developer can learn almost anything given enough time and resources to learn from, but it takes time.. time in which someone already skilled in that area could probably have solved the problem. Not to mention the difference between being able to do something and being good at something. You want people work on things they are good at.
- Maintainability: When you are forced to work with others, you will generally have a much cleaner code that is a lot easier to maintain..
I could probably go on, but it would be pointless really. You might have talent, you might have dedication, but you clearly do not have the right attitude. Good luck with your project. Even though I just do not see how you will succeed with it, if you stick to your current way of thinking or mentality.
I prefer not to criticize kickstarters too much as I believe that everyone should have a shot at their dreams, but you just come over as way too arrogant for someone of your position.
Let me be blunt here, Josh: what you are proposing is ambitious even for a team of seasoned veterans. That you propose to do it alone is .. well.. the kind of thing I would expect from someone with no experience and the kind of thing that makes me not invest a penny in your project. You have a dream, have a few ideas on how to get there and think that it will be smooth sailing because there is nothing you can see that could prove overly difficult or challenging.
Here is how I envision your project sprung to life:
1) Hey.. I love coding.. I'm studying graphics, making a 3D engine seems like a good way to pass the time, plus those are so cool.
2) Hmm.. this engine really works well, all those nice nebulae and planets and models flying around, why not just make a game.. after all, now that I've got the hard part of it nailed down, how hard could it be?
3) That's it, I love elite, I love the X series.. but they all have flaws.. I can do better, I will make the ultimate game that combines the best of both.
4) Kickstarter projects are so popular now, let's fire one up and gather some money for it.
Now the order of things might not be exactly like I envisioned, but I'm 99% certain that it is just what happened. It happened to me as well a good decade ago, except that we did not have kickstarter back then and I eventually got bored of my project and moved on to other things.
Here is the thing, many of the tasks ahead of you seem easy, but you will realize they are extremely complex as they have many links to other systems of the game that you do not yet recognize. The big difference between a newbie and a veteran is not that the veteran can foresee these links and complexities, because even with all my years of experience I cannot foresee all the potential problems in the systems I'm designing, but I can recognize some off them off the bat simply due to me having experienced them previously, and I will certainly do expect the rest of them to occur. Game design (or any other software architecture design) is much like a Mandelbrot set. You start out with a basic image of the idea of what you want and the deeper you go in specifying the details, the more complex it gets. Problems will not be readily apparent until you refined the image enough for the details to show and only then will the real "fun" start.. that is trying to make things work.. conflicting goals be met at the same time, etc.
So when you talk about parts of your game being trivial or easy, the alarms go off in my head for a reason.
Even more so, when you say that you do not want to involve others in designing or developing your game, as you think that it reduces overall efficiency. If you really think that, then you either have no "professional experience" or it must have been a really bad one. Here are just a few things why you NEVER want to work alone on anything:
- Focus: if you think you can manage the entire project now, how about when it will have all added complexities of game logic, AI, sound, graphics, input handling and the like, each probably more complex in itself than what you have until now. Even assuming you can manage it all yourself, just the act of keeping everything together will require a good portion of your mental capacity, which could otherwise be put to more constructive use.
- Assistance: Maybe you have already had one of those long sleepless night, when you struggle with a problem that you have struggled with for days only to have a passing colleague or friend point at your code and say.. hey, that one there is wrong. Solving days of bug hunting just so.. with a few words. If you have not yet had those, well.. do not worry, you will. The reason for that is simple. We tend to get set in our ways and when you work on something for days, weeks or months at a time, you start to work partially from memory, not seeing entirely of what is in front of you, but supplementing bits of it with information from memory. A fresh, unbiased set of eyes often can find problems that you alone would not find for days.
- Skills: Different people are good at different things. Sure, a good developer can learn almost anything given enough time and resources to learn from, but it takes time.. time in which someone already skilled in that area could probably have solved the problem. Not to mention the difference between being able to do something and being good at something. You want people work on things they are good at.
- Maintainability: When you are forced to work with others, you will generally have a much cleaner code that is a lot easier to maintain..
I could probably go on, but it would be pointless really. You might have talent, you might have dedication, but you clearly do not have the right attitude. Good luck with your project. Even though I just do not see how you will succeed with it, if you stick to your current way of thinking or mentality.