I was just browsing in the collabs forum to see if I could find any neat team projects, but I couldn't. Every thread was either a single person wanting to form a group or a group of people talking about making a project then later forgetting about it. I think that there is something wrong with this. Does any one have any ideas on how to make collabs more successful? Maybe, the project starter must have a demo or previous projects or a plan or something? What do you think?
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It might be that one person stops doing their part, and then the whole collab falls apart D:
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So what do you think would make collabs fail less often? The failure rate can still be high, but anything is better than the current 99% failure rate.
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archmage wrote:
So what do you think would make collabs fail less often? The failure rate can still be high, but anything is better than the current 99% failure rate.
Having few, yet dependable people that will work hard until they're finished .
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How can you tell who is dependable? I think you should elaborate your ideas more. How would a system that identifies dependable people work?
Last edited by archmage (2010-07-06 19:33:15)
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archmage wrote:
How can you tell who is dependable? I think you should elaborate your ideas more. How would a system that identifies dependable people work?
I don't think it's as much of a system should be put in place thing as it is a thing where you should just use your best judgement of who reliable people that you'd want to work with are.
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I don't think they fail so much as people lose interest - they have over-ambitious goals that they just can't meet. Like [removed] - no offense to him or her - but they set an impossible goal and failed to meet it.
Anyways, I think it might also be in part because of the lack of abilities to collaborate - the tools for doing so are quite limited, even nonexistant. With my upcoming ScratchLabs website, all will change
Last edited by Paddle2See (2010-07-07 04:01:39)
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gettysburg11 wrote:
archmage wrote:
How can you tell who is dependable? I think you should elaborate your ideas more. How would a system that identifies dependable people work?
I don't think it's as much of a system should be put in place thing as it is a thing where you should just use your best judgement of who reliable people that you'd want to work with are.
That how things currently work and look at how things are working out. Really, I haven't seen 1 collab in that forum that finished a project.
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I, just like coolstuff, use [removed] as an example, no offense to him. He set a goal that was impossible, but people went with it. When the realized that it was impossible, they all gave up. That's what happens with a lot of collabs.
Last edited by Paddle2See (2010-07-07 04:02:01)
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coolstuff wrote:
I don't think they fail so much as people lose interest - they have over-ambitious goals that they just can't meet. Like [removed] - no offense to him or her - but they set an impossible goal and failed to meet it.
Anyways, I think it might also be in part because of the lack of abilities to collaborate - the tools for doing so are quite limited, even nonexistant. With my upcoming ScratchLabs website, all will change![]()
One site that is good for collabortive project is newgrounds. Love em or hate em, they are good at collaborating and some of the best flashes have been collabs. Look at the state of the forum at this moment : http://www.newgrounds.com/bbs/forum/19
Look at all the long threads, and if you go into them, people have posted the parts to their collabs.
Collab starters must have 3 flashes with an average score of 3.5, which is pretty lenient. They also have all the same tools (essentially just a forum) to collaborate but they still get things done.
I think that there should be some sort of moderation similar to what NG has to get the forum to produce anything.
PS: if people lose interest then the collab fails. Considering this, your first sentence makes no sense.
Last edited by Paddle2See (2010-07-07 04:02:28)
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Here are some ideas to promote collabs:
-Have a person with a collab starter title, who organizes collabs? These are people who you can trust to pull though.
-Make it so that people with no project or new scratchers can't post here
-Have mods shut down failing collabs keep focus on successful ones
-Have another thread to prove the feasibility of a collab (is it likely to succeed in scratch)
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Collabs fail because trolls poke in and throw it out of topic, creating a resistance to join the collab...happened to mine.
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DaGamez wrote:
Because people only join collabs made by people who are famous for being good at programming/drawing. If you made a collab, it would probably be the most famous collab in scratch.
I did make a collab,
http://scratch.mit.edu/projects/archmage/721521
It barely pulled though because people forgot about it, not to mention that it was months overdue.
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A scratch "company" is a collaborative group. And the failure rates for those are also around 99%.
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I never understood the point in collabs. Virtually everything that can be done by two people can be done by one person, unless you lack the abilities or the tools to do so.
When working solo, you get to choose what you want to make, and you don't have to meet in the middle with anyone or have to explain how it has to be over and over again. Plus, communication can be very difficult, especially if the person working with you is in a different time zone.
On top of that, you may have partnered up with somebody who doesn't have the drive you do and will just leave you to do the collab alone or, even worse, never give you the things that he/she worked on when you were working together so now you have to work alone and create the things that your partner never gave you.
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Yes, I guess my first sentence really didn't make sense... I guess what I was trying to say was that it was not so much a collab saying "this isn't working!" so much as it is them just dying out. Even that doesn't really make much sense... I don't know what I was trying to say!
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Another problem is, as coolstuff kinda said, the collab drags out too long, and the members lose interest.
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ChuxXxliciousness wrote:
I never understood the point in collabs. Virtually everything that can be done by two people can be done by one person, unless you lack the abilities or the tools to do so.
Most collaborative projects have many unique parts lumped into one file. An animation collab would have a series of related animations one after another, a game collab would have a series of small games and a selection screen. From what I've seen, most collab projects don't feature 1 whole large project.
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archmage wrote:
ChuxXxliciousness wrote:
I never understood the point in collabs. Virtually everything that can be done by two people can be done by one person, unless you lack the abilities or the tools to do so.
Most collaborative projects have many unique parts lumped into one file. An animation collab would have a series of related animations one after another, a game collab would have a series of small games and a selection screen. From what I've seen, most collab projects don't feature 1 whole large project.
Or in the case that you want an overall good game. If one person is good at programming, another at art, and another at sound and effects, then if they actually work they could come out with great games. Those people coming together happens a lot-them staying on track and not losing interest is rare.
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The issue with making overall good projects is that they are far to hard to organize with many people participating. Scratch's inability to handle large programs makes this even more difficult.
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archmage wrote:
Scratch's inability to handle large programs makes this even more difficult.
...Which is why I don't blame you for moving on to Flash. I'm wanting to move on to Flash as soon as my sister will let me get my hands on the program and after I see how Continent goes with the community.
Last edited by ChuxXxliciousness (2010-07-07 00:11:51)
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