The beauty of the circle contest (compared to other large collabs) is that one person is solely responsible for the overall game design (or however designing is split up). So you don't have to have an 8-way committee meeting to decide what game to make, which would agree. Large collab projects are very ambitious and need to be well organised. Is this a good way or a terrible way, making people drop out because they've got 5 different design docs to follow? However if you really don't care about one game, in the worst case you can just drop it and have someone else replace you; it'll be a smaller loss.
So, I think that contest would be a really interesting experiment!
But how would the design responsibility be split up? Is the story written first? And a "lead designer" gives the others a design to follow? What would this design doc contain if they don't write the story or dialogue, create the maps, or design the battles and enemies? Maybe some of these need to be combined.
Before you even decide how to split it up, you need to figure out what kind of game is it. Maybe the builtin battle system won't be used. Maybe it's an exploration game with no dialogue. Maybe it has lots of scripted cutscenes, or no scripting*.
Could just have a rule that deviating too far from the RPG formula isn't allowed.
* I strongly feel you shouldn't make "plotscripting" one of the tasks; not everyone is comfortable with that. Fold any scripting needed into other parts. Whoever writes the cutscenes should script them, if needed. Whoever specifies that the game is a Zelda-like has to script it themselves. The same should apply to other tasks too.
Ah, but the point is that you do everything!Matokage wrote:I liked that ideia and I would surely do music and sound for any collab game, since it's the least worst of my habilities :v: