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RPG RPG Revolution Forums > Gameplay > Theory and Ideas
WanderingWordsmith
So! I have an idea - you've all heard that before, I'm certain. From everyone. Everyone has an idea.

However, I want my idea to be interesting, or at least garner some interest so that people will want to work with me on it. So I was thinking of compiling a brief - a comprehensive brief of what I would need from each dev area; scripting, art, writing (I can't do this alone!), mapping, eventing, etc etc etc. It would list all the major systems, define the basic game flow, the setting, possible story routes and major themes in the work, where I want it to go and who I'm looking for, where I got the inspiration.

How extensive would it have to be for people to raise their eyebrows and think about helping? Your thoughts?
Cleril
That's really up to you to decide methinks. I don't think I could tell you how to network properly. You just have to figure out how to manipulate us into thinking whatever it is you want us to think. Asking us how to manipulate us to working with you is a bit, well, weird. I'm basically saying you're asking the wrong question and being too cautious.
WanderingWordsmith
Yeeah, I figured as much. Oh well. Guess I'll get crackin'.
MyPhantomile
I think trying to fit a lot of information into a small amount of text is key.

While it's certainly a very good sign that you know what you're doing, I think too much text is rather offputting. Try and structure it too, placing indents, bullet points and paragraphs where necessary.

If you have anything to show at all then that will help, whether that be a tileset, screenshot, picture, song etc. then that will definitely catch a reader's eye.

It's obvious that you are a coherent writer and that will really help in itself. The last thing I would want to see is you misspelling words and lacking proper grammar.

The only other thing I can think of is enthusiasm. It's important to be excited about your work without going crazy. Show that you're passionate about the idea and ensure that those who help you are valued team members.

That's about all I can say on the subject. What you've listed is perfect and for a reader who is seriously considering joining your team then they will take the time to read fully what you have to say.
Myst
QUOTE
I think trying to fit a lot of information into a small amount of text is key.


I agree with Phantomile on this one, people like being a bit left out from what's going on. It's what makes the reader crave to learn more, you need something interesting but not too revealing.

Personally, I'd be interested in working a project with a decent story then anything. You honestly don't see games that use literary codes and conventions, essential writing techniques to build suspense or set a theme; despite liking the retro RPG theme I still want something with value in it. Something that could make me say "Oh hey, I haven't seen this done in an RPG before." I've seen your topic WordSmith, you look highly talented and I have no doubt that you'll succeed.

Wishing you the best,

Myst
bulmabriefs144
QUOTE
It's important to be excited about your work without going crazy.


Going crazy is okay, so long as you don't get arrogant about how good it is. There's no problem with checking for glitches a few million times.
MyPhantomile
What I meant by that is refraining from becoming informal when presenting their game. When I'm looking to join somebody, I'd be looking at a level-headed individual who is passionate about their project. It ties in with what you say about arrogance. I just think those sorts of topics are so off-putting that I wouldn't even consider joining. For me, it's all about the formalities.
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