oaktown wrote:just about a month ago I mentioned to the foundry mod team that we have gone a long time without one of these little revolutions. They happen every six months or so, and they're always about the same problems: the Foundry is cliquey, the process is too subjective, new mapmakers/posters aren't treated with respect, folks outside of the Foundry are afraid to come in here, there's a cancer in the Foundry, etc. For what it's worth, here are my thoughts...
The Foundry functions as a community, and is therefore based on relationships. If you want to call that "cliquey," go right ahead. I call it life. The longer you stick around the more you come to respect the opinions of certain individuals, and you learn to roll your eyes at other individuals - that's the way the world works. If I have a question about graphics, gameplay, or XML, I know who I want to turn to for answers. And if I am fed up by somebody's bullshit, I have other people I turn to. That's the way a community of individuals functions, both in the real world and online.
(And for anybody who thinks that the AADOMM is a group of folks who think we're better than the rest of you losers and that we're doing uber-secret special stuff, I will let you in on a little secret: most of the posts in there are all about calling each other douches. Really. Well, that and mibi telling showing us the latest poster he made. It's pretty exciting stuff. Oh, and I voted the third "AADOMM" option just to be an ass.
)
The Foundry process is very subjective, and it should be. If I just had a checklist of what I have to have on a map, I could make an acceptable map in two days and have it live for play. A purely objective process would be well suited for me and cairnswk and anybody else who has made a few maps, because we have figured out how to make smooth borders, clean text, and write code. It would, however, drastically reduce the quality of the maps we play on. This process would be nothing without subjectige, constructive criticism.
The real matter isn't whether or not the process should be subjective, but who are the gatekeepers. Was I the best choice to be gameplay CA for eleven months? Is MrBenn the best choice for Drafts CA? Gimil for graphics? Hell, I don't know, but I was asked to give it a shot and I said yes. If by saying yes I instantly became part of the problem around here in your eyes, so be it.
The process is really hard on new mapmakers. It really friggin is. Over the two years that I've been around we have developed a lot of expectations, many of which are unwritten and can overwhelm a new mapmaker. But I think that the expectations are applied fairly evenly to new and old mapmakers alike - which is why we've seen two of our most prolific mapmakers withdraw from mapmaking in the past month out of frustration with the expectations we have for each other around here.
Is anybody specifically targeting new mapmakers? Of course not. None of the old hands is trolling the map threads of new mapmakers just to tear them a new one and send them screaming to their mamas. But none of the old hands is stepping up to coach new mapmakers through the process either - which is something that I intend to do now that I've freed myself of some other responsibilities. (More on this later.)
Non-foundry CC users think we're nuts. Let's see... we spend six months of our lives crafting a map image that may never be played, with no hope of reward other than another hash mark on a medal. Yeah, I'd say we're nuts. The place can still be confusing to newcomers, and many first time posters get flamed (as Woodruff did this week -- thanks for sticking around despite that, and I hope we see more of you). Yet in my opinion we have more thoughtful, active, talented new blood around right now than we have in ages. There are some really nice maps out there right now by new mapmakers, as well as some pretty awful ones.
The Foundry is going through some growing pains. Eighteen months ago, the Foundry staff was basically one person: Coleman. Andy stuck his head in now and again, but Coleman ran the show. And it worked, because there were only about a dozen serious map threads going at a time. When it got a too big for Coleman, Gimil and I came on and we introduced the Gameplay and Graphics stamps, and the place ran pretty smoothly for most of a year. Now the place is bursting at the seams, and we're trying to sort out how to best run a Foundry with dozens of maps in various stages of development. The CAs have to spend more of their time playing disciplinarian than looking at maps (which is why I gave up the post), and we've both new and veteran mapmakers picking up their toys and going home angry.
Do we need some change around here? Sure, but that doesn't mean we throw the baby out with the bathwater. We've been through such growing pains before and we've sorted it out. This is our mess, we made it, and we need to figure out what to do about it. We're all a part of the problem, and we can all be a part of the solution. So if you have any possible solutions, throw them out there.
I'll stop there... I really should bookmark this post so I can re-use it in six months when this comes up again.