MS Explains Xbox 360's Lack of Mod Support
by Aaron Linde, Apr 11, 2008 2:05pm PDTSpeaking on the subject of user-created mods for retail games, Microsoft XNA general manager Chris Satchell cited security concerns as the source of Microsoft's apprehension in allowing custom game content on the Xbox 360.
"If you're not running in [a limited] sandbox, how do you guarantee security?" Satchell told Eurogamer. "That's really where we've got stuck--making sure that nothing will hurt the user's system...it seems like some other platforms don't seem to care quite as much."
Microsoft's XNA programming platform currently allows enthusiast-level developers to create custom Xbox 360 and Windows games using managed code and Microsoft Visual Studio, though it restricts access to much of the higher-level functionality of the console. Beginning later this year, XNA users will be able to distribute their efforts via Xbox Live.
"I think [the democratized XNA] pipeline really is an incredible piece of innovation that will definitely enable other scenarios, and what's important about it is it's really addressing some of the problems with user-generated content," Satchell said.
While Microsoft is against any sort of unsecured game-modifying content appearing on Xbox Live, Sony has no such restrictions. The PlayStation 3 version of Epic's Unreal Tournament III allows user-created mods. The fate of mods in the eventual Xbox 360 edition is still unclear, though Epic has suggested it may end up being forced to have Microsoft certify some mods.
"I'm a little disturbed when I think about other systems and people using what we call native code—code that goes right down to the metal—and then allowing people to run script mods on top of that without the right security measures," noted Satchell. "It could be really dangerous."
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Comments
"That's really where we've got stuck--making sure that nothing will hurt the user's system...it seems like some other platforms don't seem to care quite as much."
Yeah, you know, cause I've only been pc gaming since like 1995 with not one mod destroying any aspect of my game or OS....
'But these 'other-platforms' holy fuck! watch out...they've got the devil in there, and we are anything but evil. Did I mention buy our product cause it doesn't eat-babies like those 'other' products do? Our XNA is so revolutionarily allowing us to completely control content and make a profit off it that the very idea of having a 'free-game' seems so 1999...'
Please die.
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"Why are you stifling expandability, replayability, and innovation by forcing customers to use an outdated and draconian model?"
"So awesome."
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It seems the mod teams of this generation have only one thing on their minds, getting published or bought out; which results in 1 of 2 typical scenarios:
1. They do make an extremely polished but ultimately “safe” mod (take little or no chances) for the market place and do get picked up by a publisher and it goes retail anyways.
2. They feature creep into development hell and never get released.
The days of small wacky (but fun) mods like Creeper CTF for Quake or something of that nature are long gone. I honestly can’t even remember the last time I downloaded a mod, and I used to download a new quake mod at least once a month if not sooner.
What I honestly don’t understand is exactly WHY that is. With casual gaming taking off in a big way I would have thought mods would be THE place to be for stuff like that. Do something quick and fun, if it takes off build towards a published game; this seems like a logical scenario but perhaps I am off my rocker.
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When id released the tools and code to create Quake mods, it resulted in mods. It was only many years after the engine got old that they would release the complete engine source code for free allowing people to build their own clients (aka Quake and Tenebrae, etc) that shit would go to hell and cheaters would pop up all over.
As certain engines (particularly Unreal) become more popular, the entire development world will see their strengths and weaknesses. I'm not sure an aimbot for UT PC would really work on UT PS3, but even if it does it would soon be noticed and everybody with an Unreal-powered shooter would patch up the hole.
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Mod sucked ass and it broke my R6RS install.
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