Alright, here's the deal: I've been floating through the various inf communities for a while now, but I've never contributed anything since my art and story-telling skills are, well, mediocre at best. I've come into a bit of free time recently, however, and I think I've figured out something that I actually can do. I'm going to try making a simple game. Rather than flail about blindly, however, I want you all to help me out.
Here's my proposal:
a) You all submit suggestions on the content of this hypothetical game via reply or PM. Whatever you want to see included, let me know. If you want to help with art, music, story, coding, ANYTHING, let me know. As I said, my skills are mediocre, and if I could sign on a few of the more artistically inclined, then bonus for all. I'm also going to need playtesters. It's more work than just play/comment, so be a little bit serious (and a little bit rock n roll).
b) Taking your suggestions, I work out what I believe to be an enjoyable game and write up a rough design document, which I will post up here. You get another chance to suggest changes to the core mechanics of the game.
c) I make the game. I'll try to keep everyone informed of what's going on, and release demos whenever it's practical. As a general rule, the more you pester me the more likely I am to get things done. Keep suggesting tweaks if you want to, but they're less likely to be implemented unless they catch my fancy.
d) After a while, I'll call it done and release the source code for others to build upon if they wish. I may pick the game up again later, or maybe not.
And that's the plan. If I don't get any suggestions at all, I'll probably just do something really basic to test the waters. Either way, if responses are favourable, I'll repeat the process whenever I next have some time available. Now, I do have a few ground rules I should go over as well:
#1: Anyone who suggests an MMORPG gets kicked in the duodenum unless they include some sort of plan for hosting and managing such a thing. This rule, substituting appropriate internal organs, stands true for any such expansive concept. I am a programmer as a hobby, not by trade, so I tend to stick with the simpler stuff.
#2: I have a sneaking suspicion that most community projects that sink do so because the author realises that they can never take public credit for all their hard work. I'm doing a side project here and I'm not going to pretend I can devote all my free time to it. Primarily, this means no polygons, because I am really crap when it comes to 3D work. Back in my day we had sprites, and we liked 'em.
#3: If you think that I suck and you could do a better job, then go ahead and do it. I'm not being childish here, literally do it and make a better product. I'll help you out if you need it.
That's all. Let me know what you think.
Almost right on #2 but not quite.
The big projects fail because after a short while the person who came up with the whole thing in the first place realises they've bitten off far more than they can chew. They lose that burning enthusiasm they had when they started and don't have the free time any more. Once they begin to lose interest there's nothing driving things along so the whole project slowly collapses in on itself.
Without their leader, the people who put work in are a bit miffed but none of them are crazy enough or enthusiastic to take the thing on themselves so it just becomes another half finished collection of concepts floating around on the net.
The only way I've ever seen this kind of thing work is when it's a single person doing almost all the design/programming work, then they get someone else to produce the art/effects. Those projects tend to be much more small scale and managable though.