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Team motivation


dfbreezy

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Hello again Fuwanovel, it's Dfbreezy (now named Kotario). This new entry is going to talk about the problems when motivating team members to work and to commune.

There are alot of problems with development. The ones that are most known, are funding, recruitment and meeting deadlines. Yes, those exist and are very well known because Devs highlight that very frequently. But one other element that is largely overlooked is team motivation or involvement. How is this a problem? Read further to find out.

Picture you have a nice concept. In fact you've completed the first draft of the said concept. You then go into recruitment based on the summary of the concept... not the concept itself. Of course the recruitee does a passover of the summary, checks whether the genres fit with him, and inquire about their all important pay.

This process is done and repeated over and over again in the EVN sector. It's basic practice to some extent. But that is where the problem begins friends. After the payment is settled, almost every team member (minus writers) never actually takes the time to assess the content of the project until it's over and done with. All the ask is for what you need and References.

That is the problem. You, in reading the content, should know what is needed based on the description of the scenes in the concept material. But most of that is waived based on "I'm working on multiple projects". 

I myself have had this problem with my team, with only 50% of the team actually reading the content. Luckily my character artist falls in that category. Because of that, i feel we have a distinctive disadvantage against other studios whose members actively take part in shaping the story itself, not just the VN aspect.

It may just be my assumption and speculation at this point, but what if team immersion could affect the final product positively and make it far better than it normally is? Some good food for thought, i'd say. 

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That's something difficult to achieve, in all honesty. The only thing when it happens, is when a team is based either on a circle of friends - each of them skilled in one or more particular aspects of game development, or when people you hire take the project seriously and wholeheartedly and aren't just doing it to "get the job done" and receive the payment (as in, treating it purely as work), but want to get involved in it as much as possible, because they fucking like it.

Part of the trick is finding people who share your dreams an passions, assesing who's readily able to put actual effort into the development and leave something behind, instead of only doing their part. It's eaier said, than done, unfortunately. A lot of people contributing to various projects are - in fact - not skilled, nor mature enough, nor have the required patience to tackle whatever they are tasked with. A lot of people think only about money. A lot of people only want to get the job done and move on; they aren't really interested, they don't share the lead developer's vision, they are in only to gain the experience or start their own careers, treat projects as personal milestones. This is why a lot of the games on the market actually lack that something special, which makes them unique. The kind of a game you take and say "Wow, the team that worked on it really put everything into it, it's so incredibly distinct and you can litally sense the devteam's passion burning throughout it". Such games rarely feel just like a bunch of different elements and assests hastily cobbled together, but a consistent production, where every single of it's part complements the rest.

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