AudienceParticipation vs Expert Construction

AudienceParticipation vs Expert Construction

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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

AudienceParticipation vs Expert Construction

Post by PicassoCT »

Lately contemplating this a lot..

What is more important for a open source community? And they are not totally diffrent - the lower slope of modding starts when hacking on a world in a minecraft server..

So what is of more value, a thousand noobs crafting with primitive, cause given tools, or 3 experts, writting a great new engine feature?

I for once have to admit that the stuff i write in LUA is more aimed at non-beginners. Also my game is not aimed at beginners. Which allows the conclusion, that journeywar is neither mod-friendly nor crafter-friendly. Would really appreciate it , if this one didnt show spontanious self-igintion propertys.

So whats your opinions?
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enetheru
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Joined: 11 Jun 2010, 07:32

Re: AudienceParticipation vs Expert Construction

Post by enetheru »

I believe one is a function of the other, or rather they fit into the bell curve of activity.

easy to learn, hard to master is a concept that should be embraced.
if its hard to learn, you wont get as many people putting in the effort to master it and then you don't get experts.

I would prefer 1000 noobs to 1 expert any day. noobs turn into experts and provide word of mouth.
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Re: AudienceParticipation vs Expert Construction

Post by PicassoCT »

So, if i took a subset of lua, and made in game programming of "AI" possible, that would be more valuable to the community then one expert writting a good AI that bcomes a opponent for singleplayer?
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enetheru
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Joined: 11 Jun 2010, 07:32

Re: AudienceParticipation vs Expert Construction

Post by enetheru »

I don't think either are equivalent to your previous statements.

More like: If i make a well documented, easy to modify 'thing', would that be more valuable than a poorly documented, difficult to modify 'thing'.

Making robust, easy to understand well documented things are a lot more time consuming. but have the possibility for other people to pick it up and help a lot easier.
raaar
Metal Factions Developer
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Joined: 20 Feb 2010, 12:17

Re: AudienceParticipation vs Expert Construction

Post by raaar »

what is the goal?
gajop
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Joined: 05 Aug 2009, 20:42

Re: AudienceParticipation vs Expert Construction

Post by gajop »

enetheru wrote:I believe one is a function of the other
This.
"Build it and they will come", but to make anything you need experts.
Many of us are working to make the building an easier process. In the process of doing that, we become experts.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: AudienceParticipation vs Expert Construction

Post by PicassoCT »

Can a expert still understand how a beginner thinks and feels?

Also, is creation a snowball system? I have a very easy to use tool, and invest a small amount of time, and as comunity we want to people to invest constantly more- get others to try it out :)

And what is the reward of the beginner? Appreciation by others: Should there be a gallery for new made vehicles, maps etc in the lobby?
Or is it usage? Should we allow Tank tuning when it comes to visuals?
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