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 Let's discuss what went WRONG

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Nave the DM



Posts : 55
Join date : 2014-03-10
Location : South Korea

PostSubject: Let's discuss what went WRONG   Mon Mar 10, 2014 3:02 pm

So. We can say "IT'S HAPPENING" and "I want to believe" as much as possible, but unless we examine exactly what brought about the downfall of old BroQuest and learn from those mistakes, we won't get anywhere.

Ideas are all well and good and discussion about what we'd like out of the game is fine but I think the most important thing at the start of this development is realizing what went wrong and coming up with rules or guidelines to avoid it.

I'll start with some things I have seen people discuss which are probably true to certain degrees:

1: Too many idea makers, not enough worker.

2: Nobody could agree on what is final and what is not.

3: A lack of support from a core development team of programmers, writers and artists.

4: People kept leaving the project.

What else may have gone wrong, and what can be done to stop it?
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Cisla



Posts : 2
Join date : 2014-03-10

PostSubject: Re: Let's discuss what went WRONG   Mon Mar 10, 2014 4:02 pm

Was there even a team working on it with organisation ? I just remember some threads with ideas guys posting.
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Nave the DM



Posts : 55
Join date : 2014-03-10
Location : South Korea

PostSubject: Re: Let's discuss what went WRONG   Mon Mar 10, 2014 4:22 pm

I believe there was a set team, but I don't know their number or how far they truly got.
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M_O

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Posts : 12
Join date : 2014-03-15

PostSubject: Re: Let's discuss what went WRONG   Sat Mar 15, 2014 2:27 pm

Nave the DM wrote:
So. We can say "IT'S HAPPENING" and "I want to believe" as much as possible, but unless we examine exactly what brought about the downfall of old BroQuest and learn from those mistakes, we won't get anywhere.
400 idea guys
50 story writers
20 artists
1 programmer

The programmer left.
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Cockey Dongs



Posts : 8
Join date : 2014-03-15

PostSubject: Re: Let's discuss what went WRONG   Sat Mar 15, 2014 2:31 pm

New guy here. I have no experience with previous incarnations of BroQuest, but I do remember that they didn't want to use the RPG Maker. Here we are this time, using it. Now, we'll need people who are familiar with the program, but it should be considerably easier than developing a complete JRPG engine on our own.
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