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NYT on Game Mods

Bansuki writes "The New York Times has an article about the role of the modding communities in the games industry. It's a decent overview of the current state of modding though it focuses heavily on Epic Games and the Unreal engine. They spotlight the Unreal University program (an Unreal sponsored event giving classes to potential modders) and Red Orchestra (a highly ambitious mod of the Unreal Warfare engine). The article also mentions machinima as a type of mod with artistic potential and gives due credit to Id Software and Bioware for their work in making engines available to the community. But here's a glaring omission: Half-life and its wildly successful mods. Odd."

7 of 172 comments (clear)

  1. The Baldur's gate engine by Space+cowboy · · Score: 4, Informative

    has a clone under SDL... See the SDL home page for a link :-)

    Simon.

    --
    Physicists get Hadrons!
  2. Link so you don't have to register by celerityfm · · Score: 5, Informative
    --
    ...unfortunately no one can be told what The Mat^H^H^HGoatse is...they must experience it for themselves...
  3. Glaring Oversight by Sage+Gaspar · · Score: 5, Informative

    I find it a glaring oversight to see an article on PC game mods not even mention Half-Life, a game which has had a ridiculous shelf life powered almost solely by the bevy of mods released for it.

    And no discussion of Half-Life would be complete without a discussion of Natural-Selection, a mod that turns HL into an FPRTS with marines fighting aliens and a focus on resource control (and now, with a level-based team FPS that's leagues beyond other mods dedicated solely to team FPS).

  4. Re:Building a mod inside a level editor... by Mohammed+Al-Sahaf · · Score: 4, Informative

    Take a look at WadC, a scripting language for building Doom levels, you filthy infidel.

    --
    Former Iraqi Information Minister Mohammed Saeed al-Sahaf
  5. Re:Half-Life by artemis67 · · Score: 4, Informative

    He's referring to the fact that HL is based on the Quake I engine, which Valve licensed from id. However, Valve rewrote some 70% of the code.

  6. Competitive Gaming by Marsala · · Score: 4, Informative

    I've recently been sucked into the competitive gameplay world (where teams organize into divisions, leagues, etc, tournaments are held periodically for cash and prizes, and all that good stuff). As much as I used to chuckle at the thought of "pro gamers", it turns out that there can be just as much nuance to strategy and execution to appreciate in watching a multiplayer video game as there is in watching say a football game. At least to my mind.

    One cool thing about mods is that they can be used to improve games to a point where they're suitable for competition. The ETpro mod by bani for the game Wolfenstein: Enemy Territory alters some aspects of gameplay to make it more suitable stopwatch competitions.

    The other thing mods can do, and this is kinda neat, is actually add in features to accomodate game spectators. Again, using ETpro as an example, bani included some small changes to help shoutcasters quickly identify players and get stats during the match. A multiview feature was also added so that a spectator could watch the game from several different points of view with a Picture-in-Picture style setup.

    In the future, I see mods stepping up to fill in the roles that the original game developers either couldn't think of or didn't want to address because the competition world wasn't their target audience. I can see a mod coming out that can not only handle broadcasting video of the match, but offers optional commentary via an mp3/ogg stream from a caster and presents information kind of in the same way FOX does for football games (current scores, tickers for other matches, league stats for players, etc).

    Yeah. Mods are crucial if you want to let your users take your software places you'd never even thought of before.

  7. Re:Half-Life by vrai · · Score: 4, Informative
    It's a modification of the Quake engine. How is that not a "mod"? Granted, it had financial backing and a nice pretty box, but a mod is a mod is a mod.
    A mod is a modification of a commercial game that uses the original game engine. Counter-Strike, Team Fortress, Desert Combat all use the original game engines but with new rule and graphic sets. They did not change the underlying game code. This is primarily because none of these mods were created by people with access to the engine code.

    In comparison Half-life was a huge rewrite of the Quake I engine by a company that had licensed the code. If that's a mod then GTA:VC is a mod of Burnout 2, because they're both built on top of the Renderware graphics engine.