Community Contributions

As I've mentioned a couple times, the Metropolis project differs from other open source projects in its approach to volunteers;  Instead of the usual plan of attracting volunteers developers to work on an existing program, the aim is to build up funding prior to starting development at all.  However, there is still ample scope for volunteer participation, not only by developers but by community members with other kinds of skills.  Today let's look at some of the different expertise community members can bring to the table.

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The Community Integration Framework

At the heart of this project is the idea that development of the new game will be responsive to the community.  This has to go beyond simple "suggestions."  As should be obvious from the Cities XL experience, a commercial company may completely ignore community input if it decides that its goals are better served differently.  We need to avoid repeating that situation;  I believe that unless the community participates in development actively, rather than passively, there is a strong possibility of the end result deviating from what the community wants.  So, we need to ensure that the developers are not only listening to community input, but are mandated to act on it.

For developers, though, it's not feasible to write software at the behest of a 100,000 member committee, all with different ideas and priorities.  There is simply too much noise and disagreement for anything to get done.  Our challenge is going to be finding a way to distill community input into something concrete that developers can act on.

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Organization II: The Developer/NPO Relationship

Continuing on from my previous post, I want to address the issue of how the NPO structure would interact with the development team working on the actual project. A poor or unclear definition of roles in any group leads to a host of problems: infighting, power struggles, and politics, all things that distract from the core mission.  Making sure there is a clear delineation of responsibilities and authority for all involved will avoid a lot of these issues.

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Organization: Looking Beyond the Endgame

In a previous post I talked about the kind of organization that would be needed to handle community funding:  A non-profit association controlled by community members.  I'd like to explore more thoroughly the shape and direction of this non-profit organization (NPO) and it's role in making our game project happen.  To do that, I'm going to do something counterintuitive and start by looking at the end;  In other words, to look at what happens after the project is finished.  While I know this may seem wildly premature, if you'll bear with me I think you'll see how important this perspective is in laying a solid organizational foundation from the beginning.

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Ownership

This is the first of several posts which are slightly unrelated, but both to do with the concept above: ownership.

First of all, I want to expand a bit on the kind of framework necessary for a community-funded game project like I described in my first post.  Assuming an amount of capital substantial enough to fund a game could be assembled, who owns it?  Who manages it?  How is it disbursed?

Obviously this is a critical issue for success.  The framework that is set up needs to fulfill several  conditions:

1. It must be responsive to the community's desires for the project's direction.
2. It must be legally responsible to its membership and its stated goals.  In other words, it must be trustworthy enough for people to donate to without fear of fraud.
3. It needs to have the executive capacity to hold funds and use them to carry out the project.

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