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Mod is Dead: Valve

by Nick Breckon, Aug 21, 2007 10:27am PDT
Related Topics – Valve

Today's interview is part of Mod is Dead, a continuing series featuring an examination of user-created mods and an appraisal of the state of the mod community. Last week's installment highlighted Noesis' Case Noland and the mod Your World series of videos. If any company has taken note of the mod scene, it has been Valve. Now common knowledge, it remains an encouraging story that a significant portion of Valve's staff is comprised of former mod team members. Born in Venezuela, now-Valve developer Adrian Finol once worked in his home country as a freelance game designer. In 2001 he became a founding member of Front Line Force, a fast-paced Half-Life mod of attack and defense. Since joining Valve in 2002, Finol has served as lead developer on Half-Life 2 Deathmatch, and contributed to Half-Life 2, its subsequent episodes, and Team Fortress 2. Hailing from Chesapeake, Virginia, John Morello II worked on the original WWII-themed Half-Life mod Day of Defeat for up to 40 hours a week as a student. Now his talents are put to good use at Valve, as lead animator and designer on Day of Defeat: Source, as well as contributions to Counter-Strike: Source and Half-Life 2. I questioned the two former mod team members about the community that gave them their start. Are mods really declining? Are consoles the way of the future? Read on.

Shack: You both came to Valve via mod experience. That kind of transition was once rare, but now it's almost common. How important do you think getting involved in a mod is to someone who is pursuing a career in the industry? Adrian Finol: It's hard to think of a better path to pursue. Most universities are only starting their game development programs. Even with traditional academic programs in place, though, having actually shipped a playable mod or game is always going to trump a degree or "classroom experience." Shack: Some gamers feel like the mod community, both in size and in scope, has generally declined since the days of Quake and Half-Life. Do you feel like that's an accurate perception? If not, why do you think that perception persists? John Morello: I'm not sure that's true. Too many of the teams are starting out with overly ambitious designs. As a result, many of these don't ever see completion and so it creates an illusion of a decaying mod scene. Shack: Do you think the mod scene has changed markedly since you were heavily involved in it? If so, in what ways? Adrian Finol: We've moved from the causal "let's make something cool," mentality to the headspace of "I want to compete with the leading retail product." On one hand, it's tempting to make that leap, but that's not how Robin [Walker] and John [Cook] made it with the original Team Fortress, or how I met up with the guys at Valve with Front Line Force. In most of the success cases, the teams start off with an idea for something they want to play, which leads to an interesting game or game mechanic. Starting off saying, "We're going to complete with Blizzard or Infinity Ward even though we don't have the resources," is usual a recipe for disaster. Shack: Has the game industry gotten so big that mod-makers now feel they have to compete with retail titles? John Morello: Mod developers are setting the bar higher than people require--a fun game is a fun game. I honestly don't think the community is setting the higher standards as much as the mod developers themselves. But the smart guys--like [Garry's Mod developer] Garry Newman--aren't trying to make giant projects, instead they're keeping their scope appropriate to their team and talents. Keeping the focus of a mod to the main idea is the most important part. While not a mod specifically, the Narbacular Drop game is a great example of how to build a smaller experience around a central idea--and, in that case, a very innovative central idea. Shack: Should mod developers pay attention to these perceived standards, or do you feel like teams should ship whatever they can and worry about the polish later? What is the superior approach--focusing on a single quality release, or pushing out an unfinished build in an iterative project? Adrian Finol: It's not that black and white. In the ideal case, the team or individual is going to be best off focusing on building a small piece of gameplay, testing it, iterating, shipping it, analyzing player feedback, ship update based on player feedback, and repeat.
Shack: From a business standpoint, how important is the mod community to a company like Valve? What kind of support do you offer mod teams? John Morello: Team Fortress 2 is one of this year's most anticipated games and just about the entire team came to Valve from the mod community--Adrian, myself, Robin, Iikka, Boone, Driller, etc. In terms of supporting the mod community, we're constantly updating our SDK and Wiki pages. And, some of the newer things we're doing are distributing "Best of" the mod-made map packs to everyone on Steam, and--as you mention--we're promoting the new mods themselves, such as Insurgency, via Steam. Shack: Ideas are a dime dozen. It seems like there is always one serious programmer for every ten mod teams. Will mods always be too difficult for the average person to create? Is there anything developers can do ahead of time to help with that barrier? Adrian Finol: It's all a matter of what you're trying to achieve and what role you want to play. On just about every mod team, there's room for more people to contribute. Those contributions can be as simple as writing copy for the Web site that promotes the project or writing code to balance the weapons in the game. Like anything else, some jobs will be harder than others, and where you start isn't always where you'll end up. Shack: Now that console development is more and more becoming the focus of the industry, do you feel that shift hurts mods as a whole? Or do you see developers going out of their way to allow for mods on consoles, such as Epic with Unreal Tournament 3? John Morello: The PC is still a big focus for the industry--in fact, this holiday may very well be dominated by the major PC releases. That aside, Valve and other studios have played a critical role in expanding the mod scene and providing avenues for mod authors to become professional developers. Counter-Strike was the first mod to go to retail and become a commercial success, and that's because Valve helped shepherd the project through all the channels that are involved with bringing a game to retail. On the consoles, the barriers to entry are even higher than they are on the PC, so it will most certainly require the help of the studios to bring their mod authors onto those platforms.
Shack: Best advice for those getting into mods? Adrian Finol: "Release soon, Release often." Commercial developers must spend years trying to produce a single player game that is over 10 hours in length and contains an additional multiplayer mode. Mod authors, by definition, have more freedom as they don't have to adhere to commercial restraints. Instead, mod authors can focus on the central game mechanic only, polish it to a playable state, then release it and begin getting feedback immediately. "Release soon" doesn't mean releasing bad quality stuff, it just means doing your mod in small, polished increments and expanding it over time. Shack: What are some of your favorite mods of the past year or so? Maybe some that you feel aren't getting enough attention? Adrian Finol: I can't stop following Defense of the Ancients for WarCraft III as they continue to evolve the project, essentially following the release early and release often philosophy. As a fan of that mod, that design philosophy seems to have a marketing angle as it keeps you coming back to see what's new. Shack: Thanks guys! Think the mod you play is under-appreciated? Have some feedback you need to get off your chest? Want to play a round of FLF or DoD? Nick@Shacknews.com




Comments


  • Modders setting the bar too high for themselves does not hurt the mod community. It keeps the existing modders making mods that are as good, if not better than, professionally made games. Skilled modders making such high quality mods is the strength of the mod community.

    However, the problem starts when the skilled modders set the bar too high for the newbie modders. Making a mod is not easy. In fact, it's incredibly difficult, especially for a newbie. The documentation is incredibly poor, and it is very difficult to find help. Making maps and such is also incredibly hard. When someone decides to try their hand at modding for the first time, and they have professional mods in mind, their own mod looks like crap. Newbie modders feel like they are putting in an enormous amount of work and are receiving little or no short-term rewards.

    As game engines get more and more complex, modding is only going to get harder. The way to save the ailing mod community is to make modding as easy as possible. Spend some time developing a new set of tools that people can use to make mods in an incredibly short amount of time with a very small amount of knowledge. Spend some time writing freely available, detailed, and complete game engine documentation so that it is easier for people to learn how to make mods. If you do these things, you will see a lot more mods show up as they did back in the Half-Life and Quake days.





  • Well modders waiting to get a perfect product out there and trying to compete with retail products is only half the problem. The other problem would be all of us...the people who play mods.

    I don't know how many times I've seen mods get bashed to hell on their first release because they're not perfect, or because this, that, or the other isn't professional enough. Having worked on mods when I see a thread for the first beta release of a new mod...I sympathetically cringe at the comments...people are as brutal as they would be if they'd plunked down 40 bucks and are pissed about losing said money. The thing is...going into a mod to play it you have to have the right expectations. A mod is a work in progress...its made by people who love games and who are ideally making this not to get a job or make money; but because its what THEY want to play themselves! There's a big element of chance involved regarding whether people will give you that fair shake initially or not...Garry had a unique concept that did something with HL2's physics that people really wanted to see...it was a matter of doing the right thing at the right time and delivering what people wanted at that moment...it was the exception and not the rule. I think part of the problem arose around the time Counter Strike was out and there were a lot of Q3 mods and HL1 mods and what-have-you. People forget that Counter Strike wasn't the polished professional product it became when it first came out...and people would download another mod expecting CS Beta 5 polish and they'd get the polish of a first beta and they'd be disappointed.

    I guess what I'm trying to say is that modders are too ambitious, but we as gamers expect too much from first betas and alphas sometimes...and a lot of people will actually say things like "well they should have waited until it was a more finished polished product" (which goes against how mods work)...so its not wonder that modders are going to hold off on releasing.

  • This echoes my own feelings about mods these days pretty well. I do think it's a natural consequence of mod development increasing in technical difficulty. At the same time I think people need to make an effort to fight that trend. Make a mod that is barebones but represents a core idea, and iteratively improve it with new releases and feedback from an audience. That is the path almost every mod I've made has taken, and the approach has worked excellently.

    Sometimes I think this would even work better for commercial titles than some of the current professional development trends. Start your game as a mod, get audience feedback, and transform it into a standalone product by remaking it with the polished touch. It's basically free playtesting, above and beyond the kind of playtesting you can do on an in-progress professional product. Oh and hi Adrian, I just talked to Loopi the other day, glad you guys are well and congrats on the kid.