How to Colaborate
When you are working on a project that is so big no one person can write, develop, or edit all of it, it is inevitably you will, at some point, accidentally make something created by someone else slightly worse or less clear. You’ll have the best of intentions (or at least I always do), but it’ll happen occasionally.
I have just a few coping mechanisms for this.
First, I try very hard to improve more than I degrade. That sounds obvious, but it’s still a useful guild principle for me.
Two, I try to run anything that seems oddly worded or build to produce weird results past both the original creator and a second opinion. This helps avoid “fixing” things by altering the actual intent, and helps catch places where I have misread or misunderstood something and THAT is why Iw ant to change it.
Third, and the one that applies to the broadest range of situations on such a project, I work very hard not to be precious about anything I write. If I am the publisher and my money is backing the project, I’m okay to decide my vision is paramount. But in any other circumstance, I know I am working with brilliant, experienced, smart people. If I disagree with them on a call, the goal must be finding the solution best for the product, not the one I like best.
Posted on January 24, 2017, in Business of Games, Game Design, Pathfinder Development, Uncategorized and tagged Development, Game Design. Bookmark the permalink. Leave a comment.
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