Naetor wrote:You mock Will of the Collective but within 12 hours of releasing a card the community is able to point out possible inconsistencies in a card, and within 24 hours there is a very strong case that the card doesn't do what is it designed to do.
I don't mock Will of the Collective at all. In fact, I quite enjoyed participating in the last one. I think it can be an excellent way to design single, simple cards if it's managed properly. I think it would be a bad way to design more complex cards, or cycles of cards exploring a common theme, or whole sets. And, it would certainly not be a guarantee of a quality product, after all the record on Will of the Collective is certainly mixed. That's not to say that the current design process never yields uneven results, of course it does. But, if you're looking for a guarantee of quality - Will of the Collective ain't it.
Naetor wrote: In a healthy game, a designer might go back, make the adjustments, and this would be a non-issue. In an unhealthy you have a designer, who wasn't even a designer on this card, fanatically defend it by making personal insults at the people who pointed it out, using unimpressive analogies to their personal life.
I agree that in an ideal state making changes to cards would be a fairly straight-forward, simple process. That it's not could be attributed to many factors, not the least of which would be a lack of volunteer man-hours available. Again, I'd encourage you to think about getting involved if you think you have something useful to contribute.
I'd also encourage you to think about everything involved with "changing a card" in a substantive way (obviosly im.not talking about correcting a typo). Even in its most straight-forward and efficient state, the process is multi-step: 1) volunteers have to agree that there's a problem; 2) volunteers have to agree on a solution or set of possible solutions; 3) each solution has to be tested; 4) the consensus solution has to be reviewed for any rules violations; 5) the new card has to be templated and uploaded to the site. So, even changing one card takes a significant number of time and effort - it doesn't just happen. I don't think you're grasping that reality properly.
I also find it amusing that you seem to think I'm "fanatical", that you misunderstand explanations of basic grammar as "unimpressive analogies to my personal life" (not to mention the passive aggressive swipe - kudos there), and that you seem to find it odd that a volunteer with time on his hands might be inclined to defend the work of other volunteers. I think all of that says far more about you than it does about me.
Naetor wrote: It's clear too many people have too much personally invested into the 2e product. You really shouldn't get this mad over this, but here we are. The best solution I can think of is to make more people 2e consumers and less producers - the game needs less Green Badges, not more.
I'm not mad. I just disagree with you. I don't know you well enough for you to make me mad. Irritated maybe. But, not mad.
But, to the substance of your argument (to the extent there is one). You seem to be advocating for two things simultaneously which are contradictory. On the one hand, you seem to want the whole community involved in design and testing by transferring design and testing duties to the community as a whole. On the other, you seem to be advocating for fewer people in charge of more aspects of production, thus fewer "producers" but with more power.
I'll try to address each briefly. I'll start with the "Will of the Collective" design and testing approach you seem to advocating for.
Organizations that create normal goods for public consumption tend to find it useful to manage their production processes in accordance with two basic ideas with roots in 18th century early capitalist thought: specialization and division of labor. Specialization allows for persons within the production process to concentrate on doing what they're good at.
Division labor divides the process up into parts or steps that can be assigned to different groups in order to improve efficiency. I think the early capitalists got these ideas right. Assuming the organization has a good concept, if the specialized and divided production process is managed effectively the organization should produce a quality product in a timely manner more often than not. A "Will of the Collective" approach to designing and testing whole sets removes specialization and division of labor from at least two parts of the process, and I think that's a bad idea.
As to the reduction in the number of volunteers - "fewer producers and more consumers" - I think your argument has three problems here. First, you're assuming producers aren't also consumers and therefore interested in the quality of the final product from both a production and consumption standpoint. I don't think that's a good assumption to make. Second, I think you're underestimating the amount of time and effort that goes into each step of the process. There are, after all, a limited number of people willing to volunteer and with a limited amount time to devote to volunteering. By reducing the number of volunteers, you're effectively heaping more work on fewer people. Ask yourself if you'd be willing to take on that burden? If your answer is, "no" then I think you'll be able to understand why this might be a bad idea. Third, fewer volunteers rather than more increases the possibility that the production process falls victim to group-think, and that's never a good idea.
What I think you ought to be arguing for is better management of the production process. If you did advocate for that, I imagine you would not be alone at all. In fact, Ross recently resigned in part because of the perception that Second Edition was being mismanaged. So, I do think the CC is taking steps to address this concern, and I agree it is a valid concern.