Sorry Jaken, I slightly changed the order of your items, to make a shorter post. I hope you don’t mind.
How about adding these things:
- design an item
- design an item from the ground up
Yes, there is an icon to draw. Those are often close to an existing one. A name. <Part of monster>. A description? “An item that was taken from <monster> hint: you can find it at <location>”.
What is the difference between “designing” and “designing from the ground”?
- create a story surrounding that item
If they want to make a collection for a precursor without having already figured the thematic of the legendary, well… Besides, “story” is really a big word. For that shiny great-sword of light, we say you are a hero and must save some villagers. <includes list of events where you save villagers>. For that fishy weapon, you have to kill fishes <includes list of fishes to kill>.
- work with other members of the big teams, which means you have to coordinate with them, which can be hard. This includes the lore team, the art team, programmer, etc…
The art team? Well, if they make the icons, just put a place-holder meanwhile. Not blocking.
The lore team? Considering how the precursors collections seem to have been done, intensive interaction does not seem required. And the main lore aspects should already be known.
The programmers? Well, yes, if they have been waiting for two years for the tools to make collections, that can definitely be a problem. My list is mainly referring to that aspect.
The economist? Sure, the price-tag comes from John Smith.
- fail at things
- scrap the item
You aren’t supposed to chain-fail for 6 months. Especially if it’s not the first time you’re doing something.
If you scrap an item, then the item goes under the “failed at thing” aspect?
- reorganize things
Like? A collection seems like something that is already structured.
- get better ideas
Sure, they will be able to use them for the next 13 precursors. Oh wait, they wont.
- get hold up somewhere
Sure, it happens. Not for months, though.
- having writers block
What is there to block on? They aren’t writing a book. The dialogues I’ve read from the precursors hunts were not particularly complex. “You after <shiny>? Me give <shiny> if you give <insert item>”. I’d say that the heart quests from the core game were (far) more developed.
And all that for 8+ items all at the same time
We’re not talking “balancing 8 classes at the same time” complexity here.
The technical part, which my list does refer to, should be trivial. For the design part, considering it’s a set of items with the same thematic and following the same logic, it should not be a problem. (Item1:killfish1, Item2:killfish2,…)
while staying up to date with development in general
Irrelevant. If someone works 40h per week, it does certainly not mean he works 40h per week on his project. At least not in any medium/big software related company. But that should have been taken into consideration from the start.
- actually create the system that allows them to implement that
- and trying to fix things that were broken, after release.
If any of you had looked into the collection you see a vast amount of things there. Part old, part new.
Some of them even require new interactions or maybe new coding.
As far as we know the whole system has been build from the ground up, just using the collection system as a base.
That’s my point. All this should be available in the content editor. If those adding the precursor collections had to manually dig in everything to do their job, I can only pity them. And to have so many bugs at release, I can only imagine the “Add conditional thing to” from my list were not available. Poor souls.
I’m not saying there is no work involved in the process. Just that the collection part does not seem to justify insurmountable time/manpower problems. Especially since they should have some experience with it now.
On a side note, I may sound critical concerning the depth of the precursor hunt, I just call it as I see it. And since 95% (random guess) of the players only see it as a check-list, I wouldn’t have expected them to make it more developed.