First of language / communication is 80% misunderstood.
So true, and I think us both have exceptionally good job in misunderstanding each other.
Aanyways,
This gave me the impression that you said you need a full and coherent theme that it makes sense.
If I could have explained this in my own language, and in a bar
I could probably have made more sense..
I don't need a full and coherent theme, but I do like to have some sort of reasonable context for it to be immersive.
Let's say a mod is about re-creating certain frontline area of a short war between two neighboring nations, not in insanely meticulously in every detail but providing quite detailed assets (both in usage and in 'effect') and terrain of that area, and of that time.
To me that sort of strict setting is not fullfilling at all to be released as some out of context here-and-there packs because for a total conversion mod to work the context has to be intact.
It may not be so for the people using it but it may very well be for the creators of it (I can only speak for myself of course).
And knowing people they would just get frustrated and constant "Any updates?"; "When you're going to release this and that?" bantering if they won't get at least some sort of playable 'cluster' to keep them occupied for a while.
Depending of course that the setting is familiar to them and they know what was used in it in real life.
For things like Project RACS the way they do things fits very nicely.
I don't recall how exactly they started but as the theme is already provided by the core game it's much more reasonable to release one or two addons at a time because the context is already there, you're just adding to it.
It's like working in a metal shop and every now and then getting a new tool to f around with.
I've seen first hand many great people loose the battle, getting disillusioned and
leaving the MOD or scene.
This has also to do with the persons themselves, not with their release strategy alone.
The mod should as a group at first hold a pow-wow and decide how they are going to do things.
The persons involved should know themselves well enough to make the decisions whether they can bear the pressures that come with the job.
Of course changing the course of action is never too late, and can even be healthy if general 'disheartening' is detected..
But I guess it's already established that I don't have anything against any 'releasing in bits' stuff, IMO it's up to the people themselves to decide how they do things.. So I'm just repeating myself here
total conversion = .....
That's actually pretty much the same way I would describe the terms, even if I use the word 'mod' a bit more loosely in this thread.
Although, if you really want to split hairs, a total conversion is also a collection of singular addons.
Of course it is different from a addon pack mod because the singular addons depend on each other, or may share one single config or something.
After all, the whole game is kinda just a collection of AddOns for some core engine.
Take myself for example ...
Valid points there..
If there exists a developement stan.. ehm.. strategy all the better, but I don't think should be expected that everyone would follow it. After all it's not like it's a necessity to make things work.
ArmA2 on a snow island.
Off-topic, shame on you..