I'm still a student at university. My idea of this was to have some sort of collaboration with a fellow student in art, and we'd design the game together. I feel it's wrong to just have the programmer design everything and then tell the artist what he wants. I think the artist should also have a degree of creative control over what the game is about, the mechanics, etc. (of course, within the skill of the programmer, he shouldn't expect AAA production)
When you say anyone can learn how to code, well yeah anyone can also learn how to draw. I'm actually doing that right now because no one likes to work with me so I have to make do with my own skills for my free projects. And progress hasn't really been bad, I don't think it's harder to learn to draw than it is to program. While programming a simple mistake can break your entire game with art you can make lots of mistakes and people wouldn't probably even notice if your art is moving too fast on the screen for example.
I'm not a professional programmer, and I'm still a student which is why I can afford to do these kind of free projects, but artists who are students like me, who have the same amount of experience with art that Ive had with programming, don't want to collaborate.
In fact, I've come to the conclusion that nobody likes to collaborate. When there's no money involved it's super easy for someone to just say "meh I don't feel like working on this anymore" and quit. I worked on 3 free projects while in uni and all three failed because someone just decided to quit (and then the rest of people quit as well when there were more).
On the other hand, we had a game jam and there was going to be a prize and just because of that prize, the same guys that had quit before teamed up with me again and were super hard working and got more done in 3 days than we had done for the free project in 3 months.
I think with free projects, the only thing that really drives you is the passion to create the game, and most people just don't share that passion.
Sorry if I sound like I'm rambling just wanted to share my experience.
EDIT: @L.Spiro: What you described could be avoided if the programmer uses placeholder art and ask the artist to make the art when the game is in a working state with placeholder art. That way, the artist will know that when he makes his art, it will be in a working game and be replaced by the placeholder art. He can even see how the game plays and that could benefit the vision he puts through his art and make it more fit for the part.
@Hodgman: That code is... beautiful! ![:D biggrin.png](http://public.gamedev5.net//public/style_emoticons/default/biggrin.png)
@Buster2000: Can you tell me which forum that was? I would love to work with someone working in pairs gives me a lot more motivation than working alone. When I work alone I end up putting it off over and over again but when I worked with other people I promised I do this thing by this time, I would do it.
EDIT2: One more thing. This is just something I perceive and may be wrong so please do correct me if Im wrong but I think a part of the reason could be attributed to how gaming is viewed as a medium. Many people consider game immature and unimportant, so they're less likelier to work on a game than say, an animation. While the same might be true for programmers, I think a larger portion of programmers think of games as worthy of their time than that of the artist's.