Quote Originally Posted by Neon twilight
I think the most difficult part of moding is finding the method to work something, many people give up because they know what they want to do, they've read the tutorials but... how can I work this efficiently without messing me up with all those complicated things ? How can I do a map on in an efficient way without losing time ? how can I code without messing all my stuff ? It's a thing other experienced modders can share without revealing their special stuff, just giving clues to beginner of what to think when coding their units so they'll be able to follow a good way to easily and efficiently work a mod.

I know everybody has it's own method but it's still possible to create posts were every experienced modder talks about it's own method and were new modders can find something that basicly suits them better.
I think this is an interesting idea. bdh did something like it with his 'How I make my maps' thread. Some kind of format (perhaps an interview) where a modder specialised in a field talks about their approach - and perhaps links into the tutorials they've found useful - would be of great benefit.

Quote Originally Posted by Dol Guldur
Yep, a discussion thread held open by a tutorial creator - we could use the example of the EDB Guide or the Palm Forests on the Battlemap tutorial/discussion as examples - are great ways of learning (often together!). It is something that is usually beneficial to the "tutor" too as he wants to understand the matter, get a certain result, or even just get the material up and polished.
Comprehensive tutorials which are maintained and added to by their authors are certainly the shining examples of shared knowledge that a community can produce. I think many though would baulk at the ongoing commitment that it required, though possibly this can be offset by setting up a research forum that would support a more collaborative approach.

Quote Originally Posted by Bwian
I am 100% self taught, with some advice picked up by asking questions on forums. The only resource I have found of use is the basic art of asking a good question so people who know the answers are prompted to reply.
Good point - a post outlining the principles of asking good questions would be a boon to the M2TW area.

Quote Originally Posted by Bwian
Know what the game CAN do
Know what it CAN'T do
Work out what YOU can do
Work out what you NEED someone to do.
Good point for a mod development guide.

Quote Originally Posted by Dol Guldur
They must transform themselves, and we must create an environment where that is most likely to happen.
I agree that that is the most effective and appropriate objective for the Org to take in supporting the transmission of modding knowledge.


So, to summarise some of the ideas that have come out of this discussion so far:


- A 'principles of asking the right question' post

- A post outlining the best way to develop - or perhaps just how modders themselves have developed

- Categorisation of tutorials in (and promotion of) the Tutorials database

- A tutorial request/tutorial list thread to highlight 'gaps' where tutorials might be desired

- Establishment of research threads that can then be spun off as individual areas grow.

- A modder's approach to modding X interviews/features

- The concept of 1 to 1 feedback has been thrown back and forth by alpaca, Dol Guldur and Bwian with points raised both on its potential benefits and also the inherent problems, with both finding those people dedicated enough to give feedback and also those dedicated enough to learn new skills and who will be able to handle constructive criticism.
One possibility - similar but with a different spin to what Makanyane suggested - might be to encourage people wanting to learn and desiring feedback to post their work in development and it's open for others (maybe a select group, maybe everyone) to respond with feedback and advice about that specific thing. Such responses, though, would have to be made with care as a hostile or belittling response can kill interest as much as being faced with a huge task with no support. We all started somewhere and we all wondered how to get rid of that damned grey peasant unit card.

But what it would achieve would be to place the emphasis on the learner to produce something based on tutorials and so forth before actually looking to more experienced members to provide guidance. And experienced members, not being in a direct one to one situation, would also have flexibility about their own involvement.