@pyrephox said in Development Thread: Sacred Seed:
More seriously - @Cobaltasaurus does good design work, comes up with interesting settings and is willing to take risks on games that aren't a sure bet to get fifty log-ins a night. Sometimes that means that they don't catch on (and I hate every single one of you for not playing on the angel game, because I fucking loved that game), but MOST games don't catch on, or they have a brief honeymoon period and fall off into obscurity. That's just how the hobby goes.
More importantly (I think) no one knows if a project they're in love and want to do today will feel the same way months later when it comes to fruition, and any game worth a damn will require at least a few weeks before it's anywhere near a playable form.
That's before player buy-in and truly the main difference (again, to me) between running a MUSH and a table-top campaign. For the latter if I can imagine it I'm more than halfway there; I can make shit up on the fly, but as long as it's in my head I can get it out to a group of players, and if I tire of it or those players don't take to it the way I thought, or it's not as fun in reality as I imagined it... small loss. I can have a different idea the next day that I could put in front of a group the next night.
If no one but the most single-minded, obsessive, super determined workhorses made MU* we'd barely have any to complain about here.
But anyway, let's get back on topic to developing this one.