As we all know, the amount of "companies" on Scratch have been increasing, then dropping because the companies will die out out and never be seen again.
Now, why do they die out? I think I have figured out why:
1. Not enough members, or very lazy members.
SOLUTION:
One way to keep your scratch company up and alive is to have a very large amount of small jobs and a alot of members. This keeps the company from just plain stopping when one person is sick, lazy, or busy.
2. Not enough ideas, or same old ideas that are changed abit that seem lame.
SOLUTION:
When ideas are scarse, and your imagination is rusty, team up with another company and work together on a game. With twice as much brain power, you and your company[s] are bound to get at least a spark of an idea.
3. Too many games to work on, and members are overwhelmed.
SOLUTION:
Don't be afraid to ditch an idea and come back for it later. In fact, when you wait a long time then come back to finish a game, your brain seems to be more alert to fix mistakes or polish a couple rough looking scripts or sprites. Don't put it off for too long though, or you'll never come back.
4. We're unnoticed! We barely get a couple views, and most of them are from us.
SOLUTION:
It takes a long time for a company to become popular! In fact, you shouldn't even worry about your game's popularity. Scratch is for your fun and education, not for showing off
If it really is something you want to get a little publicity then advertise, or just wait a while! Word will eventually get out if your game is good enough
Thanks for reading
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Wow. That's great xD I take the time to make this and no one reads it
It seems like they we're all replying the lady gaga thread xD
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samurai768 wrote:
Wow. That's great xD I take the time to make this and no one reads it
It seems like they we're all replying the lady gaga thread xD
Mmmmhhmmm. We're giving you the silent treatment..................
..........................................................
Oh no....I talked. (facepalm)
Last edited by brinkbrink (2010-11-11 20:53:59)
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#1 is a problem, then you have to wait on everyone.
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yeah. we had a good run in the olympics, a few people who could get on at (relativeley) the same time, everyone did their job, and we got things done. just imagine what we'd do without the time limit...
Personally though, I'd rather have a few, experienced scratchers, in the same time zone, (+/- 3 from yours) Preferably local (so you could plan at school, meet IRL, etc.) than hava a lot of inexperienced workers who aren't as dedicated to the goal or are in a time difference. Especially in the olympics, you can't make one post and wait 1/2 hour for them to reply, you'd never get anything done.
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Yes, i know the only reason i got into into OTP is because of a inactive member
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echs wrote:
Oh snap. I just posted a thread that looks like this but less good.
You can always delete it.
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You forgot S65's group reason. If there are too many people in a group with huge egos and conflicting ideas, they fight and don't accomplish anything, or they take too long
A good number for people in a big collab would be 4-6, but 2-man teams have been the best
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I also think that more than one of the members goes inactive. That's what happened to 480Division.
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I've never really gotten into collabs much, usually because they fail. I think 1,3,4, and 12three's reason make the most sense. Most companies usually have enough ideas. I have a paper with 20+ project ideas, so more people should be able to come up with enough ideas. That may just be me though.

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Very nice.
It's true that if no one visits your company's forum or forum thread, it'll die. Dedication is what really keeps a company together, I think, but I like all of your reasons, too.
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Very well crafted and succinct. We're really interested in learning about collabs, so it's interesting to read this post.
But it begs the question: What makes the successful collabs successful? Someone should theorize that too!
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Lightnin wrote:
Very well crafted and succinct. We're really interested in learning about collabs, so it's interesting to read this post.
But it begs the question: What makes the successful collabs successful? Someone should theorize that too!
1. People keeping interested
2. People being able to contact each other
3. People getting along (no constant arguments)
4. A variety of talents (everyone being good at the same thing is a bit boring...)
Err, that's it for now.
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Lightnin wrote:
Very well crafted and succinct. We're really interested in learning about collabs, so it's interesting to read this post.
But it begs the question: What makes the successful collabs successful? Someone should theorize that too!
actually the only collab ive seen that worked was the catbot one
dunno how they managed that but it turned out pretty cool
companies usually never produce projects or they make a few but not as a team

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juststickman wrote:
1. People keeping interested
2. People being able to contact each other
3. People getting along (no constant arguments)
4. A variety of talents (everyone being good at the same thing is a bit boring...)
Err, that's it for now.
Sounds like the normal world. Seems like something could be done to help problems 2 & 4 at least (in terms of helping people connect).
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Let's apply this to my company.
samurai768 wrote:
1. Not enough members, or very lazy members.
We have at least 20 active members, working in groups
2. Not enough ideas, or same old ideas that are changed abit that seem lame.
We have a nice comfortable website with our discussion forums on it, that are pretty active.
3. Too many games to work on, and members are overwhelmed.
We have one game that we've all decided to work on.
4. We're unnoticed! We barely get a couple views, and most of them are from us.
Our thread in the Collaborations forum has 17 pages and counting.
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sanddude wrote:
Awesome! Maybe this should be stickies in the collaboration thread.
Good idea! Well, at least we should put it in the collab forum, perhaps stickies later?
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ScratchReallyROCKS wrote:
Let's apply this to my company.
samurai768 wrote:
1. Not enough members, or very lazy members.
We have at least 20 active members, working in groups
2. Not enough ideas, or same old ideas that are changed abit that seem lame.
We have a nice comfortable website with our discussion forums on it, that are pretty active.
3. Too many games to work on, and members are overwhelmed.
We have one game that we've all decided to work on.
4. We're unnoticed! We barely get a couple views, and most of them are from us.
Our thread in the Collaborations forum has 17 pages and counting.
![]()
note that pages isn't important if you get lots of posts from your members.
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I think whether the members are real-life friends is also important.
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mathematics wrote:
I think whether the members are real-life friends is also important.
WEll, you can still be a good company if you aren't friends in real life.
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