No offense intended here, but I don't think that's the problem. A problem, yes. The problem, no.
The problem is that over the last half-decade, the community has stopped holding its breath and moved on with its life. BWO is no longer universally regarded as the elite of the elite when it comes to campaigns, like it was six or seven years ago. You could give the community's modelers and mappers all the creative control they could possibly ask for, and they'd still much rather devote their time and talent to a publicly active project with a resultantly active following and considerable existing acclaim than to a languishing albatross that has spent the better part of the last decade waiting for the rest of the community to drop what they're doing and ride to the rescue.
Do something to get people excited about this mod again, and that's prone to change. I'm not sure what the best way to go about that is, but publicly announcing that you're all but dead in the water barring a radical expansion of the team is probably a very bad start.
A fair point certainly.
That we haven't telegraphed in a consistent manner what the mod is about to the community is certainly a problem. Unfortunately, the problem is also somewhat unique, because we did do just that, but a long time ago. We did have plans to rectify that very issue, unfortunately matters stalled on that front, and I chose not to act but instead wait for the problems to resolve themselves (I won't go into it, but I can acknowledge that I'm aware of the issue). I am hoping that perhaps we would be able to do something about this very issue in the coming few months, though I am reluctant to advertise this fact, because I wouldn't want people to wait for something that may not come.
The problem is as I said, rather unique. There has been much information trickled out over the years, making it in part rather senseless to repeat the process, though it's certainly understandable why that would be necessary, as the prospective talent which might be interested in working on the campaign wouldn't know any of it if they didn't arrive five or ten years ago. The logistics of it are clear, and you are correct. It is a deficiency on my part.
I do admit it is a problem that needs to be remedied, and I do have very specific plans for that in mind. However at the end of the day, if we're talking about actually wrapping this thing up, we're still back to square one. Simply releasing information and marketing what the campaign is about doesn't guarantee anyone would sign on, especially because of the unfortunate fact that the work that remains to be done is raw work. One of the reasons I chose to remain passive regarding the content information flow (and not delivering anything tangible) is because I wouldn't want to give people the false impression that the campaign is progressing, while there is actually no real crew to work on it. In essence, I would be getting people excited, while the project would remain in limbo, and that's just ****ing evil no matter how you flip it. I have found a way around that, to make the release of information right, but again, as I said, problems I can't really go into.
Ultimately, the issue of manpower continues to persist, and it is unfortunately not an easy one to solve. Nobody here is blaming the community, the community did nothing wrong. The community however is going to have to be part of the solution if this thing is ever going to be wrapped up.