Mods: "Lifeblood of Gaming Industry"?
Jadsky writes "Salon is is running a story about how modifications to games are now the lifeblood of the industry. It cites "Day of Defeat", an add-on to Half-Life, and proceeds to give an analysis of the history and current work on game mods. It also mentions Castle Smurfenstein and the Doom Construction Kit, which many of us played with before there was z-space."
Or why we all post on Slash dot... Nothing like being modded ;)
Your *asterisks* make me *wish* you understood html. :)
You're obviously *not* old school. *grin*
Maybe the state's highest function is to grind out insoluble problems. (Zelazny, Hall of Mirrors)
Um, not exactly.
Bungie is one of the few great gaming companies out there, despite now being owned by Microsoft. Bungie, much like id and Blizzard, care what people think about their games. They are not in it solely to make money. I've been a big fan of Bungie since I was a beta tester for Myth, and I'm still a fan of them today.
Second, any first year economy major can tell you that repeat customers are worth more than one-shot customers. People that enjoy a game and keep playing it are more likely to come back and purchase its sequel. If you create your product correctly, repeat customers shouldn't be a problem, and those are the ones that cost less (in advertising, promoting, etc.)
Interesting dialect, by the way.
then The Sims would keep coming out with new "upgrades" or "add ons" every few months ...
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then Pokemon would keep having new "versions" every few months so you would keep getting new ones
then AD&D would have kept coming out with new Books and Campaigns every few months since the dawn of gaming time
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--- Will in Seattle - What are you doing to fight the War?