I like
Also, I think I like Zeriab's idea, if it is what I think it is. I think that people are right in saying that it won't work if the term is too long. However, if the time is too short I don't think we can expect any coherent results - The reason GIAW works is because there is only one developer. With a large team, it will necessarily take a long time to build a consensus on the project to work on. Or else all of the functions are split off where 1 or 2 members each work on a single aspect, and then there is no real coherency to the project.
If we set short-term goals with penalties if it is not completed, then people will be encouraged to focus on the task at hand, and each aspect of the game will have been collaborated on, so it's not disjointed.
So, a potential chart with bs values would be:
Character Development - 1 week - 5%
Plot - 2 weeks - 25%
Initial Database setup - 1 week - 5%
Mapping - 3 weeks - 25%
Eventing + Dialogue - 3 weeks - 30%
Balancing - 1 week - 10%
with feature development and resource finding throughout where appropriate, and of course the freedom to change any element that does not work as the other stuff begins to progress.
and then all of that could factor in as say, 60% of the final grade, with 40% going to the quality of the project itself and that could be judged on other factors, such as gameplay, cohesiveness, etc...But, if we set short-term competetive goals, then I think it might work better.
That chart may not be an appropriate time + value analysis, or even a good way to go about it. Also, I should mention that the categories do not mean people can't work on anything else - if you have a dedicated mapper, he might only want to work on maps through the entire project. But, knowing that something specific has to be done by x deadline I think will force most of the team's resources onto that goal where it is appropriate, and that will likely result in a better project and one more likely to be finished.
I also agree with Zylos that there should be more than two guilds and we should limit team numbers to 8-12.