Speaking With the Devs Behind a 7-Year Game Mod Project
Gamasutra has an interview with members of Off Topic Productions, the team behind the recent completion of The Nameless Mod, a Deus Ex modification that was in development for seven years. They talk about how they stayed interested in such a lengthy, unpaid project, and also how their vision for the mod shifted over the years as a result of experience and feedback.
"We estimate that we recreated everything we did during the first 2 or so years because we got better. The plot went through 4 revisions in the first year and was continually tweaked, expanded, and revised. Most of it also simply came about as we experimented with the game and the engine and grew familiar with what we could do — originally we were planning something even more open and free-form than we ended up with, but when we realized how fundamentally the game was built for a completely different type of structure, we reigned ourselves in and adjusted our design. ... Also, I don't know if you ever go back and read what you wrote 6-7 years ago, but in my experience that's a great way to embarrass yourself — I spent a lot of time rewriting old dialogue to be less embarrassing."
[B]ut if you have to rewrite the project from scratch more than once, you've botched something and really ought to sit down and plan it out.
Not if it's by design. I found it to be the only way that makes sense, to work trough prototyping. Especially for games and other large projects. I define the things I want to clarify, and then build a throwaway-prototype to answer as many of them with as little work as possible. Then I repeat this process, until I am happy with it.
Over a specific project size, top-down-modeling and bottom-up-coding alone do not do it anymore. And in creative processes it's sometimes even impossible.
Any sufficiently advanced intelligence is indistinguishable from stupidity.