That's not to say it wouldn't be worth doing! It's just that it would need somebody with the time, expertise, and patience (and probably resources) to organise it properly. Which uh, not many people are willing to step up and actually do.
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I actually love this idea. Maybe turning it into a mini-game experience, like WarioWare. It wouldn't be hard to structure an LLC that awards shares based on individual contributions.
Whenever the topic comes up among fellow developers, everyone agrees that it would be a great idea, and then when someone asks 'who's going to organise it then?' everyone looks at the ceiling.
There’s also the trusting element. When working on Short Games Collection #1, I got refused in ways that ranged from “No thank you” to “You just want to steal my stuff”, peppered with “Who the hell are you?!” here and there. So it’s not just that, it’s also being open minded to collaborate.
Easier in a school setting. We ran a jam with our students where we provided a framework for making 30-second micro-games, WarioWare style.
All the contributions got compiled together into a randomizer that would play a rapid-fire sequence, followed by credits for the games you played. That worked!
• low investment per contributor
• coherent experience with consistent game loop / controls
• game structure makes variety the point, celebrating diversity
• players don't need an attachment to any single game / developer to take interest in the whole
(And, I guess, clear ownership from faculty for setting direction, handling the glue code, and ensuring everything worked together.
That bit of hierarchy also meant any restrictions were seen as part of the official challenge, not one collaborator imposing on the creative freedom of their peers)
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All the contributions got compiled together into a randomizer that would play a rapid-fire sequence, followed by credits for the games you played. That worked!
• low investment per contributor
• coherent experience with consistent game loop / controls
• game structure makes variety the point, celebrating diversity
• players don't need an attachment to any single game / developer to take interest in the whole
That bit of hierarchy also meant any restrictions were seen as part of the official challenge, not one collaborator imposing on the creative freedom of their peers)