G Ziets, it is very reassuring to know that you actually like and spend a significant time playing the same games as we do. I think one of the most deciding factors for how underwhelming most of the large crowdfunded RPGs ended up being, as well as recent AA+ throwback titles, is that so many of you don't actually play or enjoy that kind of games today that you set out to make, if ever in some cases.
I really hope you'll make that a bare minimum requirement when hiring people on for your projects. It doesn't matter how good your vision is if the other people you depend upon to realise it don't actually share that.
Playing The Outer Worlds this week really made me despair... There is some genuinely well thought ideas poured into setting and specific elements of that game's aesthetics that is definitely reminiscent of Tim and Leonards earlier work but the execution in the writing department, the character models... in so many areas of the game... it's clearly done by people who are completely disconnected from that. The world is clearly intended to be a satire but aside from bits and pieces of lore and the aesthetic design of vending machines, corporation logos and canned fish products, the satire is dead on delivery. The other writers' and artists' frame of reference with regards to film, books, games etc. is obviously so far removed from that of the people whose vision they're supposed to realise.
If you at any point don't have anything better to do, I'd like hear your take on miscommunicated ideas on the projects you've worked on and lessons you've learned during those projects. There ought to be some examples that don't break any NDAs or risk any relationships.