Sinner wrote...
What about making a 'demo' of a game using people who offered their abilities? Instead of starting out with a game of the size of Fate, Tsukihime, Hourglass of summer, and others, we could make few short 'demos', helping the 'crew' to get along with each other and see how long it takes to make the game.
While I never worked in games I have some experience in helping with fanzines. We would need first character design and concepts, it makes easier to the writer/writers to make the plot, also a beta reader and fixer, to make sure that any mistakes of the writer/writers are corrected while still in the early stages.
But to have the character design and concept we would need artists to come up with the initial drawings. After the plot is made there is the need to make a storyboard to draw the backgrounds, 'scenario' characters (the people who appear in the image but doesn't affect the story at all), and other important details in the background and scenarios. Working together with the writer/writers as well other members of the staff.
A 'director', someone who would oversee the whole project and give the final 'yes' or 'no' on the story, decide that one scene should be changed or removed from the 'story/gameplay', that character 'D' needs to be more outgoing or something. A person who would make the final decision on things and manage the project.
Lastly programers, the people who will convert everything that was achieved in the game, with the director supervising the progress.
That is what I believe that would be needed to make a working group to work on games, I might be wrong, I never worked with a real game producer crew.
In short the needed staff:
Director
Writers
Beta readers
Artists 'Characters ilustration'
Artists 'Background ilustration'
Programers
I think you're overcomplicating things, and also focusing on the wrong parts of the process. With an online production, actually coming up with a finished product is pretty easy - the PROBLEM is keeping all the people in line. As I see it, the process is simple: the project head comes up with a very basic framework for plot and characters, then works with a couple of writers to flesh it all out. Then the writers get to work turning a few pages worth of ideas into an enormous production, while some basic character and location info is given to the artists and they're told to get to work.
Though the project head does act as the leader of the whole thing, from this point on his main job is keeping the staff in line - if the writers, artists, and programmers aren't supervised properly, someone slacks off and the project ends up stalling for six months because one person didn't do what they were supposed to (much like Mirror-Moon's UBW release); on the other hand, if the staff feels the project lead's being too harsh on them, they throw a tantrum and quit (especially if they're not getting paid), and that not only causes problems but tends to lead to drama.
And, of course, you have to release pretty much constant progress updates if the general public knows about the project, otherwise they cause trouble.