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It's not my decision to make (not primarily, at any rate) but I think you will find that deal difficult to achieve.
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It's not my decision to make (not primarily, at any rate) but I think you will find that deal difficult to achieve.
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Dividing the task into smaller chunks and corresponding regularly with the relevant developers seems like a more likely approach to ensure that your time is not wasted.
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Dividing the task into smaller chunks and corresponding regularly with the relevant developers seems like a more likely approach to ensure that your time is not wasted.
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For instance, if you were to produce some new planet images that is a fairly self-contained task and unlikely to be put aside entirely (even if a handful of images don't make the cut for some reason or another).
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For instance, if you were to produce some new planet images that is a fairly self-contained task and unlikely to be put aside entirely (even if a handful of images don't make the cut for some reason or another).
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An alternative I have considered is instead of trying to shoehorn a plot into the existing campaign, create a two-player co-operative campaign designed around having a plot rather than exploring the units and factories. Separating the "new player learning about the game" campaign from the "has a plot" campaign may defeat the purpose, but I have doubts that a plot worth writing can be added to the existing campaign without [b]major[/b] structural changes.
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An alternative I have considered is instead of trying to shoehorn a plot into the existing campaign, create a two-player co-operative campaign designed around having a plot rather than exploring the units and factories. Separating the "new player learning about the game" campaign from the "has a plot" campaign may defeat the purpose, but I have doubts that a plot worth writing can be added to the existing campaign without [b]major[/b] structural changes.
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Perhaps it doesn't *have* to be coop, who knows.
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