Making Games Live Longer With Mods
rmohr02 writes: "Popular Science has an interesting article about people hacking games to get more replay value out of them. It mentions games like Quake and Doom which are still played due to the mods people distribute for them, and that the code for Doom's level editor was made free so hackers could use that code to get what they wanted. It also mentions that the next Team Fortress hack, Team Fortress 2: Brotherhood of Arms, will not be distributed for free."
There are some really neat experimental art mods for Quake 1.
Check them out at www.untitled-game.org/...
(Personally, I still play Quake 1 straight... a game doesn't stop being fun because newer games come out with flashier graphics!)
Perhaps this was one reason for the success of Cavedog's excellent Total Annihilation RTS. The game itself was good, but it was also designed from the word go to allow the incorporation of new units, maps, etc. Cavedog made several available on their web site over the months after the launch, and released an add-on (Core Contingency) that included whole new types of unit and terrain.
Today, even after Cavedog are done, there are still enthusiasts out there working on quite ambitious extras, and this is something like four years after the game first hit the shelves, and when you apparently can't even buy it in the UK any more. (Anyone know a good way to get it in the UK, BTW? None of the usual shops lists it any longer, and there's nothing on UK E-bay.)
If you disagree, post your argument. (-1, Overrated) isn't your personal censorship tool for views you don't like.
Popular Science really did their homework with this one, which is not unusual for them. (I used to subscribe.)
I found it scary the one of the ID software guys said people were using hooks in their software they didn't know existed. Either he doesn't know what he's talking about, or ID needs some code review. If the games really do have hooks like that they don't know about, that's all the more interesting.
-Pete
Soccer Goal Plans
But is halflife the game to thank when it comes down to who made it possible? Nope, we still have doom in my book, the game that made everything possible. What made first person shooters and mulitlevel games the best thing since sliced bread? Doom. What gave everyone who had enough time and patience the ability to create their own game inside a game (know known as modding, back then known as wadding)? Doom again. What game set the presidence of how first person shooters would work? Doom.
Basically what I'm getting at is all these gamemakers made enough money off of their games that they wanted to help make it possible for those who had the time and dedication to elaborate on their work. I think everyone who codes, and especially open source, gets the greatest high when the work they've been working on is not only accepted in the OSS community, but when someone takes it and is so amazed with it that they want to take the time to learn it so that they can use it.
Does anyone else realize that halflife being as old as it is can still bring a top of the line machine to it's knees? This game was designed to be able to run on a p133 with 4 megs of video ram and 32 megs of system ram. I know that the mods have since made the game a little bit more in depth than the original, but I still find it funny.
Ignore the "p2p is theft" trolls, they're just uninformed