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Created February 18, 2017 13:33
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If you find this post, it was abandoned
[quote=PintOfMilk][quote=BookOwl]2. Collaborations take a lot of time and effort to succeed, which most Scratchers are not willing to do.[/quote]
2. But there should be some already and there are tons of collabs. At least 3 pages.
[/quote]
In fact there's [url=https://scratch.mit.edu/discuss/10/]over 400 pages[/url] on the Collaborations forum index. But most collaborations get, well, demotivated, at one point in another. That's often because of boredom, or because of people (sometimes subconsciously) worrying about how [i]big[/i] of a project they're doing and what needs to be done and stuff.
With Scratch, you can't really have people collaborate on the [i]scripts[/i] of a project. Not directly. You can ask people about bugs in your projects, and try to figure out what the bug is with other people, but at the end, [i]you're[/i] still the programmer of the project. You still have to tie everything together. So almost all collaborators have one "master" programmer who programs [i]everything[/i]. And huge projects are.. huge. They take lots of programming, lots of effort, and that's often enough to prevent the programmer from continuing.
Artists and music creators suffer from the same issues; artists usually in their own specific field. Oh, need a new tileset for the clouds area? Well, the artist for that needs to do that tileset almost entirely on their own (they'll get input from other people, but they're still the one drawing it all). Same deal with monster designers, too. And so on.
And everybody -- [i]everybody[/i] -- ends up becoming [i]bored[/i] at some point. It's a boredom that's very hard to get past. Basically, the trick to avoiding that boredom is.. to have an idea. Something that you really [i]want[/i] to make, related to the project. Trouble is, your mind will often stray from the project, and want to make something entirely different, and of course that's not very good for the collaboration project..
To make things worse, it's rare for very many people to have that same motivation at once. The artist might have a wonderful new picture they want to put in the project, but if the programmer is bored with the project, and can't find the motivation to implement the artist's image, then it takes a lot longer to get a result you'd like, and even then it's often not as satisfying as you hoped.
Other similar situations could also happen, of course. The programmer may have an idea for a new location but if the level designer doesn't really like the idea or find it interesting, that location either won't exist at all or won't be as good as the programmer hoped.
[small][color=#CCC]––––––––––––––––[/color][/small]
And I [i]don't know[/i] how to deal with this. I haven't learned that, so I'm sorry I can't be of much actual help, aside from revealing some of the problems most collaborations experience.
Oh, and when I say "most collaborations", I really mean all the collaborations I've observed. To show that these issues happen to anybody, anywhere, unless.. well, I'm sure there's some way to deal with the issues well, but I don't know how.. anyways, here's a list of the collaborations I've been in that have had this problem:
[list]
[*]An old Pokémon collaboration (in fact, one of the oldest ones, on the 2.0 site anyways). The director of the project had no ideas and was bored with the project, so he didn't give anybody things to do. Combined with that, when people [i]were[/i] given things to do, they mostly didn't find the interest they'd had when they first joined the collaboration.
[*]An animation project (note this [i]wasn't on Scratch[/i] -- these issues have happened everywhere). Negative attitudes from the director and a disinterest in continuing the project in general lead to its eventual slow demise -- really it being abandoned -- like many other collaborations.
[*]A webpage (again, not Scratch). When the frontend developer became overwhelmed by bugs discovered on others that they couldn't reproduce on their own computer, it became too much for them to handle, and the project slowly faded away.
[/list]
[b]However![/b] There's a ton collaborations that [i]have[/i] succeeded. Especially in the Big World™. Think -- [i]any[/i] video game. If the game was made by more than one person, it's a collaboration, and most games were made by some kind of a team of people. Surely those people were able to deal with the problems I listed, but.. I don't know how.
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