@Arkandel said in Identifying Major Issues:
I'd say the biggest problem, and I include myself as part of it, is we're reluctant to try something new.
Speak for yourself, bucko. Otherwise, I concur.
Many interesting ideas are failures to launch, usually for the lack of a pocket coder to do some customization although that's not the only reason... and going through all this, investing tons of hours and sweat into the gruelling process making a new MU* is only to see 10 players on at launch can be heartbreaking.
In my case, I'm the only one working on my project. @Thenomain has looked at it and offered suggestions, but I'm toiling in the paper mine. Building and describing a system from the ground up is a slow grind of love, not a quickie.
I think it'd need to start with coders.
I think you'll find that the known coders that frequent here are pleased to assist once you pique their interest and agree on a step-by-step plan to execute.
Ideas are a dime a dozen. That's the easy part.
You think so?
Getting a game started may be easy: there's a lot of available code out there and people knowledgeable in how to implement the code.
But seeing a good idea through properly is not easy at all. @Faraday has spent years with her code and system. @Thenomain has spent years developing his code. @SunnyJ has been very meticulous with Fallen World. Fate's Harvest took 2 years to pull together. I can't even imagine how long it took for whoever to code SW:DoD or SW:FoH.
If I had an issue with games these days, it is that they are rushed. A Beta open is to detect bugs, not to open a game and add content, ideas, rules, history, etc. to it. My main project has been in development for 4 years, but that has been accelerated recently.