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<blockquote data-quote="Pour" data-source="post: 5667414" data-attributes="member: 59411"><p>Interesting ideas. I say we try them all and see which work better for future endeavors. I don't expect us to get it perfect from the get go, but it feels like we're moving in the right direction.</p><p></p><p>I definitely think it's a wise strategy to start small, and side treks, locales and set pieces sound exciting and really good precursors to tackling larger modules (I'm with you in wanting to produce those eventually). </p><p></p><p>I'm more partial to balanced design teams over a set fluff department and mechanics department, personally. For smaller projects, these teams could each handle so many side-treks, locales or set pieces, and then, as you illustrated, on larger projects tackle whole sections. I think there should be some sort of review of these elements beyond the checks-and-balances of the team itself, maybe not the rotation, but something, a contributor play test period or something before its all packaged.</p><p></p><p>Hah, my brain just tingles with the possibilities for the initial project. I think contributors should know what they're getting into when they sign up, though, in terms of design sensibility and direction. If we use some sort of project pitch we can set up expectations immediately in that regard. I'd want to ensure, also, that while we did keep usability in mind, we don't make things too mundane.</p></blockquote><p></p>
[QUOTE="Pour, post: 5667414, member: 59411"] Interesting ideas. I say we try them all and see which work better for future endeavors. I don't expect us to get it perfect from the get go, but it feels like we're moving in the right direction. I definitely think it's a wise strategy to start small, and side treks, locales and set pieces sound exciting and really good precursors to tackling larger modules (I'm with you in wanting to produce those eventually). I'm more partial to balanced design teams over a set fluff department and mechanics department, personally. For smaller projects, these teams could each handle so many side-treks, locales or set pieces, and then, as you illustrated, on larger projects tackle whole sections. I think there should be some sort of review of these elements beyond the checks-and-balances of the team itself, maybe not the rotation, but something, a contributor play test period or something before its all packaged. Hah, my brain just tingles with the possibilities for the initial project. I think contributors should know what they're getting into when they sign up, though, in terms of design sensibility and direction. If we use some sort of project pitch we can set up expectations immediately in that regard. I'd want to ensure, also, that while we did keep usability in mind, we don't make things too mundane. [/QUOTE]
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