UBHunter wrote:Geez, Why am I getting so much hate for being ambitious and wanting to be a designer.
No one is giving you hate due to your ambitions, they are giving you hate because you are requesting that they spend an incredible amount of personal time on your project. What you are asking would be the equivalent of approaching some of your favorite artists and asking them to give you 20+ commission quality pieces for free. That is why I suggested that you make friends with people in game development first before setting up such a project.
There have been a lot of collaborations that have gone south, not just here, but in general. When you are pitching something to a jaded audience, you have to know the crowd, and communicate in a certain way. Your OP obviously rubbed people the wrong way.
You probably should have given a list of your work and experience in the OP. You want to write and design, so give examples of games you have designed. I know you don't have any completed computer games, but think pen and paper RPGs, board games, etc... You have no gallery, so give examples of your writing. Finally, tell people your previous game development experience so they know where you are coming from. For example, do you GM PnP RPGs, write outside of this community, etc...
I know how game development works, this is my final hopes and dreams for the idea, Yeah Some stuff will have to be cut. I KNOW that. My first goal is just to create an open World Vore RPG with no story or goal. Just some places you can explore, people and creatures you can fight/Vore, and maybe some side quests.
Then the other stuff are things I hope to add as time passes.
You have stated that you are not an artist and can not program. You have also stated that you have not completed a game. I can't see how you would know how game development works simply due to lack of experience.
I also know that Game Designer, Game Artist, and Programmer are all separate Jobs. In real game development, You have a group of Designers sit down and draw and write out the ENTIRE game by themselves, everything they make sure is planned out. Then you have the Game Artists, which make sure that Sprites/Models are made for what the Game Designers have planned. Then you have the Programmers, which take what the Designers and Artists (And I am forgetting to mention Sound Artists) have made and put it all together.
First, I can not think of a single game designer that has zero programming experience. The game is a program, if you don't know how to design programs, you can't design games effectively. It would be like an interior decorator designing an office building without being an architect. It just wouldn't work.
There may be some cases where text adventures are written and designed by a writer, but that is very niche. When you say a "You have a group of Designers sit down and draw and write out the ENTIRE game by themselves, everything they make sure is planned out." you are talking about very large projects, and on the large projects, the designers were all developers at some point.
Second, Small projects don't really work as you described, there is a lot more collaboration. There has to be a lot of collaboration because you need the group to solve problems as a group.
Though you can go to school for game design, you can not get a job as a designer right out of school. People come out of school with an interdisciplinary skill set, or they don't get a job.
Then you also have Bug Testers, who are separated and play select parts of the game for hours to attempt to break it in every way possible. I KNOW how game development works, I CAN design, I could handle the Sound and Music, and I can Bug Test. I just can't make good Sprites or Program. Designing takes a lot of work, You have to make the story enjoyable, you have to put effort in to avoid Annoying Plotholes, and you have to design every word and nook and cranny, so that the world you are trying to create is believable to the player.
There are a lot of projects out there that could benefit from having a lead. I see a bunch of projects that have been spinning theirs wheels for years and basically have gone nowhere. I think to myself, "man, you need to write out a design document and set milestones." The reality is telling people that won't help. If I knew them well then maybe I could word things appropriately, but I don't know them well.
If you want people to develop in a certain way, or for a certain title, you have to inspire them. Developers are getting nothing out of developing for you, and joining a team on a large project carries an enormous risk of failure, and thus wasted time. You have to make people want what you want.
To do that you need two or three things,
First, to inspire people, you have to make them want to go play in your playground. You don't do that by listing things you can do, you do that by showing people, and making them imagine. You said you are going to write, so write. Start writing short stories from the world you want to create and post them in the artists valley. You will need to flesh out the world so it feels alive, and the tool you have said you can use is the pen.
Second, you need to mitigate fears of failure and headaches to come. Show people that you can develop by developing. Set up a text game to not only show your writing, but to show potential dialog trees and your ability to design. Think of this like writing interactions that could exist in the game you want to make. You will also need a solid design document with realistic goals for the artists and programmers. Estimate the workload you are requesting of people, and be creative in minimizing the work load without minimizing the scope of the game.
The third thing is the one separated by the "or" above. You will probably need to have some level of personal connection/familiarity with people. You don't have to be best friends, but no one wants to hop into a group with a bunch of people they don't know on a project that could take years. Get to know people, so everyone knows they can work together, and have similar interests fetish wise.