Jan 25 2012, 07:08 PM
These are some tips not many people are aware of and thusly don't do.
If you care about your game, be detailed and write up a clear plan to get people interested and confident. You don't have to divulge it all in one post, but a good team leader has a long list of how their game plays out. This is typically a "Game Design Document" though I wouldn't expect anyone here who is a hobbyist to be so invested they'd write one of these. They're not small task. Basically they're the detailed blueprints for a game.
Show samples of what you can do, so people know you won't just be using them because you can't do anything yourself and you don't have the drive to learn. That's always the impression I get when I see threads where someone asks for every job in the book, and can't do any job themselves.
Don't just be an idea-man. Even a Game Designer isn't just an idea man. They write both technically and narrative, sometimes script, draw up diagrams, organize the game, coordinate between teams, and test out ideas in controlled environments and play with variables. They tweak math formulas and play with numbers.
The other way is to recruit aggressively instead of passively. Browse the board, post things, get people noticing your ideas and capabilities, then go around and PM people who seem right for your project and ask them if they'd like to join. If nothing else they'll be flattered you asked.
Post in many different places, and keep up on those different posts. Sometimes linking your recruitment threads together goes a long way to making people aware of your project's scope and reach.
Offering money only helps slightly. Not as much as you would think. Asking for money is mainly to get people who do work on a commissioned level, or for finding original resources to sell your game off of. However selling a game takes extra work, and has legal stipulations with it.
Search outside of RPG Maker places if you can. Deviantart is great for artists and spriters. Coding forums are great for scripters, and writing websites are great for writers. Sometimes you can even find people at your local college. A lot of people are going into college with an interest in video games.
The more you look for a team, and the more work you invest in finding one, the more likely you are to get one. You will rarely find a team just by sitting around waiting for a reply to your post.
Jan 28 2012, 02:49 AM
I've never had a recruiting thread that worked. I've never had a recruiting PM that didn't at least provoke temporary help or very helpful suggestions. Nuff said.
Jan 28 2012, 04:57 AM
a very nice tip
people who want to recruit should definitely read this.
Feb 3 2012, 04:16 PM
Got this in my bookmarks folder.
Klok's advice was very good, too.
Jun 7 2012, 12:03 PM
I don't plan to recruit people for my project, but these are great tips regardless.
Jun 7 2012, 01:28 PM
Its not a easy thing to recruit ppl, and this place has changed alot, but even when we had the recruitment forum it wasnt easy, even offering payment isnt a sure thing. As ive often said ive hired more ppl on RRR then everyone else combined and the best advice I can give is just be ready for the sting of rejection, games take a lot of work and most ppl are allergic to work.
Best case seneraio you will make games with your friends, yet im to old for that and what friends I do have are not interested in games at all anymore. So just be realistic when your trying to make a game.
Jun 7 2012, 03:54 PM
First tip: Recruiting is a careful iterative process. I have recently finished recruiting testers for my puzzle game, and I must say that it has worked out beyond my expectations. I posted a topic on various sites (including RRR), conservatively introducing people into testing my game, while at the same time not trying to sound too desperate. I added a message to my sig as well, to PM me if there was any interest in the project. To those interested, what I distributed was an early prototype of my game, which I asked them to play and provide feedback. The feedback turned out to be very valuable, and off the top of my head, approximately 5-10 users tested the game. Many players praised certain aspects of the game, such as the innovative puzzles, and the lonely and mysterious atmosphere, but they also critiqued the general feel and mechanics of the game, and confusing inconsistencies throughout. So overall, the recruiting process was a successful one, because it was done very carefully and conservatively, in order to control feedback more succinctly.
Second tip: don't let people influence your game too much. I would go as far as to say don't let people become too involved in your game;s development, unless you know that they can finish what they start. Examine to see if they've finished any past projects to completion, and see what the polishing level of those projects are. If they have finished a project, it gives a big boost to their credibility, and a high post count also indicates that they are here on this site to stay. For example, if they have a post count of 2000, they're not going away in a hurry. But if they have a post count of 2, there's a much likely possibility that they're not going to be here for the long haul. And that's dangerous.
Harness the unique abilities of each individual you hire, and treat them with care and caution. Be sure to give them good credit too, and to make them feel valued. Manage your team like you would manage a company/organisation, with as much care and attention to detail, and trust me, it will go a long way.
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