Just gunna throw it out there, a team leader should take most of the blame for things falling through - it's their responsibility to mediate and organize a team, and if people are just leaving left and right, or if people aren't meeting their deadlines, it could be due to poor management on the leader's end. It's not always the leader's fault in unavoidable situations, but ultimately, the leader should take responsibility for their project. Further on that point, while it's a shame to feel as though your ideas aren't making the cut, or aren't being heard, its important to understand that your vision may not align perfectly with that of the leader's vision for the game. Your input does matter, and a competent leader should incorporate good ideas that work with the game to some degree, it is still ultimately their decision on what fits their vision for the game. that vision of the game should be clearly stated to members working on a team, and keeping people out of the loop hurts development, but if everyone knows the kind of game they are working on, the leader has final say on what truly fits the vision.
Teams should be incorporating any and all voices they can on discussions. A diverse group of individuals bring a lot of perspectives and ideas that homogeneous groups do not. Diverse groups can come up with better problem solving and critical thinking applications, while homogeneous groups tend to be like minded and rarely challenge or further discussion too much, as their perspectives are fairly similar.
A good thing to consider is what to do when a project falls through and ultimately becomes terminated. Its important to realize when an idea is too much, unworkable, or just not at all what you envisioned originally and has strayed too far from the goal. Certainly not all aspects of what you created, be it resources or game ideas, mechanics, or story elements are fundamentally flawed, and being able to openly share them in discussion forums, or resource threads would be a great way to help the community facilitate new ways of thinking and create interesting ideas for up and coming fan games that may be starting out, and help move past the tried and true worn out cliches a lot of newer projects fall back on. But it is always hard to come to terms with your project failing, and even harder to know when to give up, and rework things because the original idea just can't work. There's no shame in starting from scratch and finding new ways to reuse old resources for a new better project.
Teams should be incorporating any and all voices they can on discussions. A diverse group of individuals bring a lot of perspectives and ideas that homogeneous groups do not. Diverse groups can come up with better problem solving and critical thinking applications, while homogeneous groups tend to be like minded and rarely challenge or further discussion too much, as their perspectives are fairly similar.
A good thing to consider is what to do when a project falls through and ultimately becomes terminated. Its important to realize when an idea is too much, unworkable, or just not at all what you envisioned originally and has strayed too far from the goal. Certainly not all aspects of what you created, be it resources or game ideas, mechanics, or story elements are fundamentally flawed, and being able to openly share them in discussion forums, or resource threads would be a great way to help the community facilitate new ways of thinking and create interesting ideas for up and coming fan games that may be starting out, and help move past the tried and true worn out cliches a lot of newer projects fall back on. But it is always hard to come to terms with your project failing, and even harder to know when to give up, and rework things because the original idea just can't work. There's no shame in starting from scratch and finding new ways to reuse old resources for a new better project.