If you feel we were unorganized, I'm accountable for that since I had taken the lead of the project. I managed TA with the following principles:
- My chief concern was how few we were, and that each artist could produce a scene in about 1.5 month minimum, and that the whole project demanded more than 500 scenes to be re-created. Since we were stretched so thin, what I wanted to avoid above all was redundancy. Thus, I tried to manage the project so that each person would work on really separate places. One of the problems regarding Midgar scenes was that some artists never made it quite clear what the extent of their contributions would be like (and I'm not talking about SpooX), and I was always willing to give them the benefit of the doubt rather than discounting them out right (again, because of our overall productivity issues).
- I had to account for the fact that various artist may very well have different creative profiles. To generalize: on the one hand there are three steps regarding the production of a work: getting the work started, developing a started work, and being able to wrap up and finish the work. Creative people are generally good at one of these three things, seldom at the three things at once. On the other hand, when facing a multitude of tasks, some people prefer to work sequentially (getting each job one after the other, and seeing each job through one by one), some others prefer to branch out (starting numerous jobs, and keep juggling between jobs). People preferring the "branching out" option are rather uncomfortable with a sequential approach, because keeping at a single task gets them bored and make it seem like a chore. So I think it is best to leave the people work with the approach they're the most comfortable with. I had the feeling that you could classify SpooX (he'd confirm himself, maybe
) as someone who excels at starting tasks, and prefers to branch out.
- I had to be aware that, for contributors, many Real Life aspects had to take precedence over Team Avalanche. Be it job responsibilities, taking care of family/friends, recovering from an accident, all this is more important than Team Avalanche. It would be pointless to ask of someone else not to have a balanced lifestyle for the sake of the project. I've experimented upon myself last year since I had occasionally crossed the line between "hobby you're passionate about" and "chore you want to get over with", and even if you want to remain serious and passionate about this, Team Avalanche has to remain a hobby. This was in my opinion the only line to follow, because you can't have the drive for such project if you lose the "fun" aspect of it. That's why, after evaluating that, I was estimating the maximum productivity from an artist to be around 10 scenes per year, and more realistic expectations would even be below that.
I hope you can better appreciate the inherent limitations of undertaking a massive project when calling on the efforts of a loose group of amateurs.