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Mod My Game Please

by Steve Gibson, Jan 14, 2001 6:36am PST
Related Topics – Games: PC

An article on GameSpy by a developer who worked on Homeworld discusses the merits and efforts involved in making a game modifiable by the public. Which got me wondering, just how valuable is this to the success of a game as a whole? Is this really a feature that developers should spend months of time on? Sure there are a number of examples in the PC market of games that went from good to great based on being modifiable (mostly in the FPS genre) but ponder this... Do you suppose of the hundreds of games that developers out there spent an extra 3+ months of dev time making a game modifiable instead worked on just tweaking their game to make it more fun, would we have more good games on average? Is the value system of developers being tainted by the vocal minority? There are some real ho-hum games out there with great tools that hardly anyone is using... This is just my unresearched assumption and ignorance filled rambling, but you've come to expect that by now I hope!




Comments

46 Threads* | 120 Comments

  • Personally I think software companies be it game or any software for that matter, should take more time to get their product completed. I for one am tired of patching or updating everything on a regular basis.

    As for games they should do both, take extra time to perfect the game so it doesn't need patching, and take time to make it modifiable for the game community. The whole reason needing both is to increase the longevity and replayability of the product.

    I know a lot of people are gonna say yeah but what about getting the game out on a deadline or meeting a certain holiday deadline. Screw the deadline, if the product isn't polished it shouldn't hit the store shelves until it is. There has been a lot of crappy games that have hit the store shelves due to the fact that they (the software maker) were rushed into release.

    I for one would have been more than happy to wait another few months for any and all id software titles if it meant a better product and almost no patching. Game companies really need to start spending more time on what will make their product own the market for longer than a month or so. I know I would buy more software at that point, rather than waiting to see if it is a hit or not.

    While we are on the topic of games taking longer to get released. One thing that software companies really need to start doing is going hush hush with what they are working on. I mean releasing screenshot after screenshot and information constantly during production, in my opinion steals away some of the excitment and aw that comes from a game that just comes outta left feild. They should wait til the last month of production and start leaking shots and news about the product to build anticipation and then drop it on the community like a ten ton brick.







  • On the stratification of mod making:

    Generally speaking, people used to make mods so that they could make the game more like they wanted it to be. These days the prime purpose people make mods is to prove themselves as would-be developers. You could argue that the mod community in general spiked Quake2 and 3's sales, based on game player's prior experiences with DOOM and Quake's mods, but CounterStrike has done that singlehandedly for Halflife.

    So what happens when all your mod authors want jobs, and the most successful mod is a team based realism mod? They see audience share as being the determining factor, so duh, they clone whatever is popular. This is the natural inclination: This is popular, so we should do this! It's like a microcosm of the FPS industry, and the results are similar: FPS' with great success and large communities are rare. The games that get there first and do something new and different tend to be the ones that win. Look at mods: Mods as popular as CS, besides CS, are nonexistent. I tend to think that this "clone clone clone" mindset would be unappealing to potential employers, but hey, if all the employers are thinking the same thing..

    Reading these comments, you can also see how the mindset of the "mod consumer" has developed and changed. You see people bagging on RA3 because there are significantly more people playing CS. Now put that in perspective: RA3 is of a rare quality, made in large part by people currently employed in the industry. It also has a pretty big audience built in (which unfortunately means it can't change much, but hey). Now if expectations are so high that a mod like RA3 fails to win much appreciation, what does that say about some mod whipped up by 3 guys in a dorm room during a little free time after classes? That is, the same type of people who made all those Quake1 moding's golden years?

    I'm looking forward to seeing how Neverwinter Nights does. The average joe still wouldn't mind knockin out a level, if it wasn't so difficult. When it doesn't take too much time, I think the average player enjoys making games as much as playing them. That hasn't changed over the years. Of course, the fruits of such effort are not the same: In Starcraft, no particular trigger based map is excessively popular than any other, and they all took similar amounts of time to create. Games that try to push the tools into the hands of the average gamer aren't going to see mods arise that actually manage to sell additional copies of the game.

    But ultimately, what is important? Selling extra copies, or keeping your current community happy and playing your game?



  • IMO, it's the base game that draws a crowd. Since the vast majority of people out there are still low bandwidth users, most of them dont want to shell out 50 bucks for a game that sucks and then have to download some 100 megabyte monstrosity of a mod that takes them 2 days to do, not counting disconnections and boredom.

    The game itself will always be the deciding factor on wether or not the game succeeds or fails as a whole. But what you must understand is that this serves as a Katalyst. If the game is modifiable, than yes, the katalyst activates a second reason to buy and thus makes the game much more fun. Simple explanation would be: People buy the game based upon the game itself, but if it has other features, word of mouth gets around making the game that much more profitable.

    It's very hard to explain.


  • Postin this in two parts because the Shack is gettin on my case bout it:

    On successful mod communities:

    Look at the games that have significant mod communities, and by significant I mean you have (or had, if the game is old) a lot of people playing the game, and playing mods for the game:

    DOOM/DOOM2, Quake1/2/3, Unreal/UT, HalfLife, Starcraft.

    There are other cases, but these've been the most significant. Two lessons in particular can be learned from these examples:

    For a mod community to build around a game, it has to be super popular to begin with. It's not so much "which came first, the chicken or the egg?", its "if you dont have the egg (the popular game), it ain't gonna hatch and give you the golden goose (a thriving mod community)".

    Unreal and Halflife (especially) proved that you needn't be the first prospector to stake a claim, which one could have argued in the years that passed after DOOM's release, with the huge difference between the id game communities and the competition's communities. Halflife is a particularly impressive example because they didn't even release their mod tools until long after the game came out. The game did so well, however, that people knew they could make mods for the platform without jeopardizing audience size.

    In the case of UT and especially Starcraft, the developers tried to hedge their bets a bit and make it easier for the little guy to make mods: UT with its mutators, and Starcraft with its easy to use map/trigger editor, and just as importantly, a central server setup that actually sends maps around to players that don't have them. Because of this, if you jump on bnet, you're likely to find just as many people playing trigger based usermaps as you are official Blizzard maps.











  • I think the base game has to be fun in the first place. Then adding extra elements in mods makes it more fun and increases longevity. I started with Quake playing on lan and I had a blast although i sucked at the time. Then I went to QW when i got a comp and net connect. I didn't like the fact that good players could whore the RL and RA in maps like dm6 and own. Then I found out about deathmatch mode3 (weapon stay) and the Rune/Matador mod. 6 clean runes, all useful, off-hand grapple, and sniper rifle. That was by far the best ffa experience I have ever had. I played that shit for hrs.

    Now you look at Collisuem for Q3 with is close to the Rune/Matador for QW. Why isn't it catching on? Q3 doesn't fit it. Booring and cramped maps. With the exception of a few maps the texture mix is ugly, there really is no atmoshpere and its too damn small. It just doesn't feel nice. No more feeling that you are in this gritty castle but instead disco looking multicolored arenas. The only mods going anywhere for Q3 have their own maps. With TCs Counter-strike has raised the bar in terms of quality.

    Q3's appeal for me is basically the competitive aspect. I blame the game design people at id for not giving the game any soul, blame the artists cause of their asstacular textures, and I have a feeling that 80% of the few good maps are made by Willits (or wtf his name is).




  • Here's my take on mods:

    1. When a dev team ships their title Gold, rarely are there significant game enhancements added after. There are exceptions to this, but mostly it's bug-hunting and the occasional release of 'additional play content' such as levels or models.

    2. It takes awhile for the mod tools to be released after shipping Gold, source code and mod tools (Q3Rad) and so forth, so it makes sense to keep working on the game itself, and continuing to add features up until codefreeze, or the last possible date when new content can be added to the game. I say this because most gamers in the first 3 months are playing the game as it was intended to be played and not working on mods. And we all know that playing a game the first time through is a very special time because you are seeing things (1 1/2 years + of work) fresh and new. Everything after the first complete playthtough is just a bit less exciting, but can still be very rewarding.

    Mods should be 3rd or 4th down the line in priorities. The 1st and 2nd priorities should always be maximum features and playability.

    Thanks!

    -Lex