The reasons? I think lack of any quality communication. If it had been made clear from the start that it was a game for kids then people wouldn't have been expecting a huge complex sim game.
[color="#171E29"][font="Arial"]That’s quite interesting. Do you think then, that setting the right user expectation is key to the success of a game? I know it’s what you’ve been saying, but I’m thinking of how marketing generally works, and I will draw a parallel between an industry I believe is quite similar in many aspects – the movie industry. When a film is marketed nowadays (and I hate how they do it), they practically get all the good moments of the movie and put them together to make sure they get the potential viewer’s expectation as high as possible. I never understood that. True, it would bring in more people on the opening weekend, but ultimately, the high expectations will (in most cases) yield disappointment when people realize they’ve already seen the good parts over and over again. I know I am generalizing, but I firmly believe it is the model-case of what happens. The following weekend, people will know (generally either from critics or friends) the movie is bad and won't go to see it.[/font]
[color="#171E29"][font="Arial"]I think this scenario isquite similar to what happens with games, except games seem to suffer even more as they generally rely on long-term sales and not on opening-weekend sales. The point I am trying to get across I guess is that marketing principles seem harm sales with overhyping (as you pointed out with SPORE), resulting in disappointment. So, making sure the customer knows what the core/creative vision is during development or keeping them fully in the dark look like the best options in my opinion. Maybe you don’t agree, in which case I’d love to hear why.[/font]
I have also found (although in small projects) that people don't tend to use these sorts of tools. People never get into the habit of uploading their work so a lot of work doesn't get uploaded initially and then people don't bother checking it so then people don't bother to uploading etc. I think it's down to forcing people to use it from the start. Make people upload the relevant work as they do it, eventually it will become second nature. Maybe even make people go back and read work others have posted that has some bearing on theirs. I suppose you could do this partially during meetings. As for what to upload this could be down to the different leads to govern what should and should not make it onto the wiki.
Off the top of my head I would copy Wikipedia's layout since a huge number of people are familiar with it.
[color="#171E29"][font="Arial"]This is why I think, whatever the solution to formulating the core/creative vision is, it shouldn’t be introducing any significant overhead. A wiki seems like a good concept, until you realize you need to motivate people to use it, and that, atleast from what I have learned from my Knowledge Management course, is a close-to-impossible task, unless you somehow convince all users (of the repository) of the “return on investment”.[/font]
[color="#171E29"][font="Arial"]I am thinking about an abstraction of the core vision, something that could be utilized fast to see if a particular requirement is in line with the vision; practically a “synonym” of the initial pitch, where the main requirements are semi-formally described and unambiguous. Should allow for evolution of the vision, but in a semi-formal, structured and modular way. Maybe, part of the definition should have some classifications (see my reply to Zethariel’s comment) that can help in quickly assembling a definition of the vision. [/font]
[color="#171E29"][font="Arial"]Would love to hear your (and any other expert’s) ideas and comments on such an approach to defining thecore/creative vision. Any alternatives and criticisms are more then welcome as well [/font]
Like I said the core concepts are probably those that you outline in your original pitch (the selling points essentially). It would be up to whoever is in overall control of the project (e.g. lead developer) to judge if an idea sticks to the central concepts of the game. At some points you could then get someone else, maybe a developer on another project or some other "higher up" in the company, who has little to know involvement in the game but a fundamental understanding of its core concepts to then periodically go over and give their input. I just feel it's important to get constant input from other people outside who the designer/developer trusts. It's all too easy for the designer/developer, even if they try not to, to lose sight of their goals. This is good for the project as a whole not just for the core concepts.
[font="Arial"]As I said earlier, I think the answer to my search is probably hidden in the way of doing a good “pitch” and then sticking to what made the pitch get a “green light” – the point of excitement, the selling points.[/font]
[font="Arial"]Got any literature on pitching a game design? Or maybe even some pitch examples? If I get my hands on some pitchcases, I think I'll be able to understand the problem better.[/font]
[font="Arial"]As for the “higher up” person with understanding of the core concepts, that seems like a good idea, but again, how do you make sure he understands what the core concepts – tacking the same problem here. [/font]
Thank's for the help again