Slashdot Mirror


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."

48 of 172 comments (clear)

  1. It's not really all THAT odd... by wrinkledshirt · · Score: 4, Insightful

    It's not really all that odd. The mainstream press isn't exactly tech savvy. Heck, mainstream press isn't exactly savvy in ANY field, and often relies upon press releases from outside bodies to figure out if something is worth pursuing as a story.

    The Unreal guys probably got proactive about getting this story out there.

    --

    --------
    Bleah! Heh heh heh... BLEAH BLEAH!!! Ha ha ha ha...

    1. Re:It's not really all THAT odd... by TopShelf · · Score: 5, Insightful

      The point of the article isn't to list every significant modding community out there - heck, you could toss sports games into the mix as well. The story is that the relationship between game developers and players has changed significantly over the last few years. Whether one game is used as the example over another is trivial...

      --
      Stop by my site where I write about ERP systems & more
    2. Re:It's not really all THAT odd... by Torinaga-Sama · · Score: 4, Insightful

      "The Unreal guys probably got proactive about getting this story out there."

      Hey, it worked for Valve, it can work for us.

      I know Half-Life was the only game I ever bought more than once, as sick an fanboyish as that sounds to me now.

      --
      (/local/home/curiosity)-#who -u|grep thecat|cut -c 44-49|xargs kill -9
    3. Re:It's not really all THAT odd... by wrinkledshirt · · Score: 4, Interesting

      On that level, I sort of agree, but at the same time, that's like doing an article about increased consumption of fast food in society and leaving out McDonald's.

      --

      --------
      Bleah! Heh heh heh... BLEAH BLEAH!!! Ha ha ha ha...

    4. Re:It's not really all THAT odd... by wrinkledshirt · · Score: 2, Insightful

      No, that's not how you get articles in the press.

      Heh. Go work for a newspaper and then come back again in six months.

      --

      --------
      Bleah! Heh heh heh... BLEAH BLEAH!!! Ha ha ha ha...

    5. Re:It's not really all THAT odd... by Awptimus+Prime · · Score: 2, Interesting

      The Unreal guys probably got proactive about getting this story out there.

      Yeah, I used to get interviewed by the AJC on technology issues. Seriously, I could have told them Linux is more popular than Windows and they probably would have published it.

      Most reporters have a few pals in several industries. For instance, a doctor they call on medical issues, an IT guy for tech stuff, etc.

      Reporters do one thing: Report :-)

    6. Re:It's not really all THAT odd... by Junks+Jerzey · · Score: 2, Informative

      Heh. Go work for a newspaper and then come back again in six months.

      Trust me, I know how this works. Sure, you have some companies trying to railroad stories through, but it's usually some editor who tells a peon "I keep hearing about game mods--write a story!" Then the peon pokes around, contacts people at what Google turns up, then leans hard on whoever is first to reply. I've been through this enough to know the drill.

  2. Building a mod inside a level editor... by tcopeland · · Score: 4, Interesting
    ...is great and all, but it'd be nifty if a level could be built using a script. Like this:
    map = Map.new
    level = Level.new(10,10)
    level.add_sector(0,0,5,5)
    level .set_spawn_point(2,2)
    map.add(level)
    Or something to that effect.

    I've poked around a bit trying to find a way to generate DOOM PWADs using a script... but I can't see a way to build a map outside a level editor. It seems like there are two components necessary - a sector layout thingy and a binary space partition calculator.

    At any rate, I've started a little project to generate DOOM levels via a Ruby script. And if it turns out this is already possible via other means, I'll shut the project down :-)
    1. 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
    2. Re:Building a mod inside a level editor... by wideBlueSkies · · Score: 4, Interesting

      3D realms, provided a random level generator for Rise Of The Triad.

      The utility came on the CD version of the game. It would work as advertised and generate random levels. Every now and then you'd get a good deathmatch level out of it.

      So I would imagine that one could write an engine to generate a random level for any game. This would be a bit simpler probably for older 2 1/2 D games like Doom, ROTT and Descent, compared to full 3D engine games like the Quake and Unreal series. But definitely do-able I think.

      wbs.

      --
      Huh?
    3. Re:Building a mod inside a level editor... by Mohammed+Al-Sahaf · · Score: 4, Interesting

      Its been done for Doom at least. SLIGE is a tool of the Zionist American pigs for generating random levels.

      --
      Former Iraqi Information Minister Mohammed Saeed al-Sahaf
    4. Re:Building a mod inside a level editor... by tcopeland · · Score: 2, Interesting

      > a scripting language for building Doom levels

      Nifty! That should be helpful for figuring out how to write out the files, thanks much! I need a general purpose scripting API to Doom maps, so I'll keep plugging away on Ruby-DOOM. Thanks for the pointer, though.

    5. Re:Building a mod inside a level editor... by Mohammed+Al-Sahaf · · Score: 2, Insightful
      BSP building is a very tricky business, and rather processor intensive. Infact BSP building is complicated to the extent that its really a project in itself (bear in mind you dont have to build just the tree, but other data like the REJECT and BLOCKMAP data as well). There are already great tools for building the Doom BSP information.

      The "standard" way to build levels is just to generate a WAD without the data and run it through one of the many existing BSP calculators. No offence, but it seems rather pointless to reinvent the wheel. (Plus, as much as I love Ruby, it might be a bit slow for this purpose..)

      --
      Former Iraqi Information Minister Mohammed Saeed al-Sahaf
    6. Re:Building a mod inside a level editor... by tcopeland · · Score: 2, Insightful

      > it might be a good application for a
      > genetic algorithm. You could evolve
      > the (near-)perfect level.

      The difficult part might be coming up with a good fitness algorithm. I mean, a perfect level for one person may be a lousy level for another.

      I'm hoping to come up with something that could be used to generate a level from, say, a building floor plan, or a Visio diagram of something - stuff like that. It would be nifty to run around inside of a Cougaar agent community, for example.

    7. Re:Building a mod inside a level editor... by fredrikj · · Score: 2, Informative

      Not Ruby, but I'm working on a Python library for Doom called Omgifol in which I recently implemented a complete API for editing levels (the version on SF is quite outdated, though, nothing to see there).

      I don't know how useful the level editing features of the thing will end up being, but I have some ideas of making a random level generator similar to Slige with it. Using a language as powerful as Python, it should hopefully be possible to create stuff more advanced than Slige's linearly arranged square sectors ;-)

    8. Re:Building a mod inside a level editor... by kalirion · · Score: 2, Informative

      This would be a bit simpler probably for older 2 1/2 D games like Doom, ROTT and Descent, compared to full 3D engine games like the Quake and Unreal series. But definitely do-able I think.

      Just FYI, Descent was a full 3D game in every sense of the word.

    9. Re:Building a mod inside a level editor... by pavon · · Score: 4, Funny

      hehe, only on slashdot could Mohammed Al-Sahaf be considered informative.

  3. It's not a coincidence by Mukaikubo · · Score: 5, Insightful

    The games with wildly successful modification scenes are games that are commercially wildly successful, in general. The positive correlation is real.

    It mystifies me that a game these days can possibly be shipped without a comprehensive editing tool. They're artificially limiting their games' lives and shooting their sales in the foot.

    1. Re:It's not a coincidence by dolo666 · · Score: 4, Interesting

      When I was interviewed by the New York Times about the mod I'm doing, I was shocked at how much of the interview was left out. So I'm doing a feature with MTV magazine about it, and forgive me if I'm having some faith. :)

      My point is that the NYT doesn't know much about modding. They only know what they can see, and that's a wall of information. They don't have good resources for tapping into something like modding. Part of that is our fault, because there isn't a central information base for modding anymore, and there hasn't been since Slipgate Central was shut down. NYT wouldn't know what Allstar CTF was, and they would likely think that Zoid was a little toy.

      But patiently, with time, maybe the rest of the world will get it, when it comes to mods. Until then, we have to make do and we have to try and keep working towards that connection.

  4. user-created levels by theMerovingian · · Score: 3, Insightful


    are a great addition to commercial games...

    so long as there is a moderating system to sort the wheat from the chaff (to use a biblical metaphor)

    --
    "If you think you have things under control, you're not going fast enough." --Mario Andretti
  5. 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!
  6. 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...
  7. Mods... by Predathar · · Score: 5, Insightful

    I played lots of Quake2 mods, Action Quake2 being my favorite. Personally I didn't like the Half-Life net code when the game first came out but I heard that it got much better, but by that time I had dropped the game and moved on to something else.

    Games with mods do seem to have a much longer life than non-mod games, look at Tribes, Unreal Tournament, Battlefield 1942, Neverwinter Nights (which LIVES off of the mod concept), heck, even games not designed to be modded (Silent Hunter 2) have had mods done by very creative and dedicated fans.

    Allowing people to make their own maps is not enough, let them play with the engine, the graphics, the models, the scripting, it pleases the fans and makes them come back for a sequel. Its been proven lots of times, heck, people still play QUAKE1 because of the mods!

  8. Game mods are the best card for PC games by Walkiry · · Score: 5, Insightful

    And NOT trying to start a PC vs. Console war, game mods are one of the most important features that keep the PC gamers coming for more and paying big bucks for hardware (well, compared to consoles that are sold at a loss).

    On the other hand, mods (and in general, user-created content) are responsible for the metamorphosis of the computer games industry since the early 8-bit era to what it is today. No longer can you sell a hit game every 6 months , due to this extra content the average life of a good game has increased immensely, and thus, game companies now have to think carefully about their plans and development programs.

    --
    ---- Take the Space Quiz!
    1. Re:Game mods are the best card for PC games by miu · · Score: 2, Interesting
      Very true. I own every major console system at this point and even though I often prefer the console version there is no chance that I'm going to get Morrowind or Half-Life 2 for the X-Box, I'd be missing out on all the mods and add-ons that keep the games interesting.

      And using a subscription service to distribute some additional content is not really an option. Content management systems on consoles are still so clumsy as to barely qualify as usable - I'd rather just use my pc and know I can do what I like with the game.

      --

      [Set Cain on fire and steal his lute.]
  9. The Darkest Day by Space+cowboy · · Score: 2, Interesting

    ... for BG2 has to be the best unofficial mod I've ever played - a huge effort by the team. It unbalanced the game somewhat, but it certainly made it different to run into an area you knew well only to be completely ambushed. Oh sh...

    Simon.

    --
    Physicists get Hadrons!
  10. Re:Super by t0ny · · Score: 2, Informative
    This is a pretty big dis for Half-Life, which probably has the biggest mod community ever. However, I believe HL was based upon the Quake II engine (although it was heavily modified), so perhaps that is the reason for the omission.

    Perhaps the article was just focusing on the current generations of engines, so Unreal would be a good choice, now that it is getting yearly updates. I hope the vehicles in UT2k4 are going to be good...

    --

    Manipulate the moderator system! Mod someone as "overrated" today.

  11. They should be thanking us! by Terragen · · Score: 5, Interesting

    Mods like Counter-Strike are a boon to developers. Its like having people who work for free. I know that valve has taken CS under their wing now but there are many mods that keep games playable - with no work on the part of the developers. Imagine all the people who bought half-life so they could play counter-strike on the internet (or DoD or TF)? Originally CS was just a couple of nerds with some free time on their hands.. Not to mention that you can't make everyone happy.. mods let people take a great engine and make a game that is "boring" to them fun. Some people like CS, others prefer TF, some are into DoD.. I'm pretty sure that many of those people never bother to play multiplayer HL.

  12. 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).

  13. Quake, not Q2 by Terragen · · Score: 2, Interesting

    Contrary to popular belief I'm pretty sure that Valve took the Quake (not Q2) engine and redid something like 70-80% of the code.

    But it was Quake IIRC which was the first 3d shooter to actively support and encourage a modding community by releasing QuakeC.. I guess half-life's huge mod community is just an extention of that success.

    :D

  14. Speaking of Mods by JSkills · · Score: 3, Interesting

    Did anyone ever play the "TW Creeper" mod for the original Quake? As nice as the 1st person shooters have gotten - Counterstrike is so much more realistic and several orders of magnitude more impressive in terms of rendering graphics - I still haven't found more enjoyment in a multiplayer 1st person shooter than that old modded version of Quake. Sounds silly I guess ...

  15. What the article poster forgot... by i.r.id10t · · Score: 4, Interesting

    ... is that the classic Quake/QuakeWorld engine really started the ball rolling for mods, and is/was responsible for some of the things we take for granted in these games, like CTF (Thanks Zoid and Threewave for helping me waste sooo much time playing - had a blast) and the original TeamFortress.

    --
    Don't blame me, I voted for Kodos
  16. Of course it's not a coincidence by AftanGustur · · Score: 2, Interesting


    The games with wildly successful modification scenes are games that are commercially wildly successful, in general. The positive correlation is real.

    Being "commercially successful" means just that. That is sells many copies, it does not mean that people are actually playing the game out of the box .. Take Half Life for example and look at how many people are playing Un-MODed HalfLife today .. Not many .. The ONLY reason Valve is still selling HalfLife, is because of the MODs..

    Therefore talking about a "positive correlation" is, mildly put, misleading.

    --
    echo '[q]sa[ln0=aln80~Psnlbx]16isb572CCB9AE9DB03273snlbxq' |dc
  17. 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.

  18. TF a Halflife mod? by scorp1us · · Score: 2, Interesting

    I seem to remember playing TF on Quake 1's engine. As a matter of fact, me and my college buddies worked with the people making TF. We exerimented on our own selves (being in a college dorm, we had a perfect environment) trying out weapns like the gib gun, and *I* even prototypes the sniper dot. It was an 'x' originally.

    So there might be a TF for HL, but TF is and always shall be a Quake mod. After all, Quake was the first engine that was open to modding by average Joe.

    --
    Slashdot's rate-of-post filter: Preventing you from posting too many great ideas at once.
    1. Re:TF a Halflife mod? by PainKilleR-CE · · Score: 2, Informative

      Valve hired the developers of TF to make TF2, and eventually we ended up with a TF2 dev cycle that is nearing DNF, but they also developed TF Classic for Half-Life, which is somewhat similar to the original Quake mod (Valve also eventually released a DM Classic mod which is similar to Quake DM). TFC was released around the same time as the first SDK for Half-Life, basically as a way of showing off what could be done with the SDK and the HL engine. TFC itself has also been updated several times during it's life, including a re-incarnation of the engineer's teleport pads.

      --
      -PainKilleR-[CE]
  19. Re:Quake, not Q2 by HexRei · · Score: 2, Informative

    This is true. However, during development, Q2 was released and Valve was given an infusion of Q2 code. So the HL engine is mostly custom, with a fair amount of Q1 and some Q2 code.

  20. Future of modding... by hookedup · · Score: 4, Interesting


    I'm a big fan of Desert Combat mod for Battlefield 1942, seems as though the designers/coders have formed their own company headed by founder Frank Delise. This seems like a great way for mods to break into the gaming scene, release an amazing mod for free, then start a company, then PROFIT! (sorry..). I'm really looking forward to see what these guys are comming up with next.

  21. Consoles? by Mukaikubo · · Score: 2, Insightful

    The real question, though is when (if ever!) net access by consoles are going to allow widespread modding of console titles. I look forward to it, if it's even possible.

    1. Re:Consoles? by easyfrag · · Score: 2, Informative

      I've played Quake2 on a modded Xbox via this port. I was able to add the CTF files to it and it worked perfectly, well except for the fact that I was using the xbox controller and found it useless for a fps, I was playing guys on PC's and couldn't turn and aim nearly as fast. I'm not sure if the Q2 CTF files counts as a mod or not, I believe id put them out but I could be wrong.

  22. glaring omission by ehvoy · · Score: 2, Insightful

    But here's a glaring omission: Half-life...

    Simple, no linux support.

  23. Yay! For once, HL & Counterstrike not mentione by Retired+Replicant · · Score: 2, Insightful

    There have been lots of articles in the mainstream media about mods, but usually they end up talking almost exclusively about Half Life and Counterstrike. For once, I'm glad to see them not get mentioned. It is time for the online FPS gaming community to move on from those 5 year old games and mods. There is much better stuff out there to play now than Half Life & Counterstrike. I think the Desert Combat mod for Battlefield 1942 has a chance of becoming the "new" Counterstrike.

  24. Re:Battlefield 1942 by gassendi · · Score: 2, Informative

    I don't know what it's like in the rest of the world but in Australia there are about four times as many Desert Combat servers as "Vanilla" BF servers, and they are always busier. (DC is, as you might guess, based on both recent Gulf Wars).

    This is despite EA Games being very reluctant to support mods. Even the map editor promised shortly after the game was released only came out almost a year later and after a lot of complaining in the BF community. There is now a rudimentary SDK, but this is probably because the suits at EA saw the official expansion packs do comparatively badly and saw how well community made mods (epsecially DC and the Vietnam mod Eve of Destruction) were doing. You need a copy of the original game to play the mods, so reluctantly EA have started to co-operate.

    Valve are probably the industry leader in terms of encouraging mods. This is an interesting business model, as it resembles OS while still allowing the games companies to sell licenses. If even EA are moving in that direction, then I think gaming is going to get very interesting (from both the players' and modders' point of view) in the next few years.

  25. 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.

  26. Urban Terror by InOverMyFeet · · Score: 2, Interesting
    I've played several mods from the Quake series of games but can't seem to walk away from Urban Terror (now at beta 3.1). I haven't seen any mention of this one on the comments posted thus far. IMHO, I think this mod nails the perfect combination of realism and gameplay. I think CS is cool and very realistic but I think it's a little too real for gameplay. I play UrT almost every day but only for 30 minutes to an hour (except for the weekends when I log several hours every Saturday and Sunday). I've played CS and sometimes went half an hour with little or no action.

    Most of the time I need to get on and get my fix in a hurry. I know this sounds sad, and yes I'm addicted.....admitting is the first step towards recovery. - MK-Ultra (to Urban Terror regulars)

    --

    -- Probability does not dismiss possibility --

  27. 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.

  28. Re:Half-Life by cK-Gunslinger · · Score: 2, Interesting


    No, I don't buy that. By that argument, almost 50% of the games out there are just mods. Is Jedi Knight II just a Quake 3 mod? It uses the same engine. Same for most of the Star Trek games, Heavy Metal, etc. I don't think that just because a game uses a licenced engine, it can be referred to as a mod.

    Technically, yes, it is a 'modificaton' of an existing game, but I believe the term 'mod' means something a little more specific. Can't mods use the original games' content (sounds, models, textures)? If you licence a game engine, I'm pretty sure that's all you get. The game engine and maybe the net & scripting code. Also, mods *require* the original game in order to work. I don't think owning Q3A is a requirement for playing JKII.

    I'm probably just arguing semantics, but in my mind there's a big distinction between a mod and a licenced-engine game.

  29. What about Barney... by Anonymous Coward · · Score: 2, Interesting

    A big ommission is the barney Doom mod. The first mod I can remember seeing. It was for the original doom and changed the "small" demon at the end of the demo or first level into the vile purple fiend.

    The story ignores the real base mods from the DOS era when the tools/source were not released and had t obe reverse engineered by users.

    The Alens total conversion for Doom is still the best mod I've played.