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Developers Ever More Encouraging Of Modding

Thanks to The Hollywood Reporter for its column discussing game companies' continuing encouragement of 'modders' for content creation purposes. Valve's Doug Lombardi points out the obvious advantages his company received from modding: "In the typical scenario, even if a game is a mega-hit, within eight to 12 months on the store shelves, it's gone. But, in the case of 'Half-Life,' our revenue stream increased year after year for the first three years of the game's life. I attribute a lot of that to three mods -- 'Day Of Defeat,' 'Team Fortress,' and 'Counter-Strike.'" It's also mentioned that modding is starting even before a game hits the shelves, since Vivendi Universal has "even licensed an outside team that is building a mod, 'Starsiege 2845,' using the [as yet publically unreleased] 'Tribes Vengeance' engine."

15 of 48 comments (clear)

  1. Forget Natural Selection? by Tritoph · · Score: 4, Interesting

    Last time I checked, Natural Selection for Steam had 1.5x to 2x more servers then Day of Defeat did. And it's still getting bigger. The NS team is still innovating. I don't see Day of Defeat going much anywhere, the only things that'll change are more maps. But, Natural Selection is free, and Day of Defeat is not. Too bad Natural Selection will get my $20 and DoD won't. :)

    1. Re:Forget Natural Selection? by CashCarSTAR · · Score: 3, Interesting

      NS is great, but has some balancing issues to work out.

      Mainly, the more players there are in a game, the more advantage that the Marines have. As well, the Aliens take much more practice to play well, as it's something kind of different in a FPS.

      The game is balanced for 6v6, but frankly, NS requires at least 24 players for a fun game, but at that point it's unbalanced.

      And DoD is improving, there's another update coming out soon, and it may include morters, (which would be really good I think).

  2. Mech Game by Apreche · · Score: 4, Interesting

    I've been dying for a good mech game. It sucks that Microsoft has the Battletech license. Mechwarrior 2 was the ultimate, everything after that was downhill. I've got the original DOS CD-ROM and I can't get it to work in any kind of emulator or anything, believe me I tried. Someone should make a real mech game like that that is moddable. Or create a mech mod of an existing game. The world needs it.

    Oh yeah, modding is great and all, but developers really need to make it easier to make a mod. I mean, most stuff is undocumented and development tools and resources are not available in any official central location. If you want people to mod your game, release a dev kit that is up to date and documented. What is needed most is an intuitive map making program. I remember trying to use Worldcraft to make a half-life map once and giving up within 15 minutes because the program was the worst piece of crap I had ever seen. I still can't understand how people make beautiful things like the natural selection maps with such shitty programs like that.

    Also a note to mod makers. Make your mod and all necessary files available in a safe place on the internet that isn't file planet. If your mod can't be downloaded it can't be played.

    --
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    1. Re:Mech Game by Anonymous Coward · · Score: 4, Interesting

      Agreed, when I made Doom2 DM wads, I was only 13 f'in years old. And I spent a few hours just learning to use Edmap and whichever SFX/GFX editing utility I used to use. And even after that, I unleashed nearly a half-dozen awful wads on my unsuspecting BBS before producing something playable.

      If you can't be bothered to buck up and learn the tools, we probably don't want you loosing your half-cocked levels on us, anyway. People on my BBS were willing to put up with my shitty ass early efforts because I stuck at it... and eventually produced some decent levels. If I had merely given up after creating a couple of single-sector levels, they probably would have burned me at the stake. :)

    2. Re:Mech Game by smcv · · Score: 2, Interesting

      Make your mod and all necessary files available in a safe place on the internet that isn't file planet.

      I'd love to (and I agree Vileplanet is undesirable), but paying excessive bandwidth costs for people to download doesn't appeal to me (and yes, I do pay for my web hosting, but that's orders of magnitude cheaper).

      I used to do Unreal Tournament mods: nothing big like ChaosUT, just some fixes and addons related to custom model support. I was also the official source for a couple of people's custom models, since I was the last to work on them and I had a more stable web server than the authors did. The two models and my Advanced Model Support mod were about 1MB each, the Bonus Pack 4 fix was only a couple of hundred K.

      Despite their smallish size, I had to move all the large downloads onto Vileplanet, because they were sucking too much bandwidth; at the point my then-web host started limiting and charging for bandwidth I'd been using a consistent 2.5GB/month for several months, and I hadn't even made a release recently or anything; that was just normal traffic. At my then-current host's prices, bandwidth charges would have been something like 10 times the cost of my basic hosting account, and I'm sure I'd have spiked over that level considerably when I made a new release.

      I hope you can see that if you're someone like ChaosUT, hosting mods that are, say, 30 megabytes, getting as many downloads as I did (a couple of thousand a month), while hosting your own downloads, would be rather painful, and actually being popular (I was, after all, in a pretty niche part of the mod scene) would make your bandwidth prices go up even further.

  3. It just goes to show. by Inoshiro · · Score: 5, Interesting

    Yes, it's the content that drives gaming.

    Half-life is a wicked game. You get that and the engine when you buy it. Most of the rest of the expansions are free, and this is good because it allows Valve to get higher ROI in the engine. Because the same engine was used on Half-Life, Day of Defeat, Team Fortress Classic, Counterstrike, etc, they kept raking in money because people would buy Half-life to access these. Doom had a similar start -- since everyone could release content for it, wonderful wads were made for it, and allowed it to continue to have strong sales longer than most games. Best of all, towards the end, the true cream of the crop became bundled (Final Doom -- with TNT and Plutonia wads).

    What does this mean? Half-Life 2 is all well and good, but if Valve is smart, they'll have contests for modders. Best mods get official distribution and licencing, which allows the modders to get money, Valve to get more return on their HL2 engine, and keep interest high in HL2 technology games. Win-win!

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    Internet Explorer (n): Another bug -- that is, a feature that can't be turned off -- in Windows.
  4. Mods vs Free Games by Deliveranc3 · · Score: 5, Interesting

    I still can't figure out for me why users create mods instead of free games.
    There are many brilliant engines out there and teams which support development practically at the level of modding but allow the team more freedom and if successful can be distributed to the user base for free!

    Why put in all that work to make someone else money?

    Please teams before you start a mod look at the resources available to everyone for free! You can find something that might eventually have 100% Mac/Linux/Windows penetration for free!

    1. Re:Mods vs Free Games by TheLink · · Score: 2, Interesting

      For the same reasons people make games which run on only certain operating systems and not others.

      Heck if you and your friends have already bought the game for the game itself, everything else is just icing on the cake. The network effects are hard to beat.

      If you ignore the game, and talk about the engines on a strictly technical basis, I daresay the free game engines just aren't as good as the Quake 3 engines and a few other commercial engines.

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  5. Quit frankly that is a blatant lie. by SmallFurryCreature · · Score: 4, Interesting
    Your kidding right? I looked and found that all the opensource engines are terrible. Well that is not true. The ID engines are of course very good and the older ones are free.

    But ehm those new commercial engines are available for free. I can make my mod without paying anyone except of course the price of the game.

    So why should I mess with an engine that is several years behind in technology (show me a FPS capable engine that compares to todays commercial games) that nobody uses, that has no installed base and no content. Far easier to add the map/weapon/vehicle I want to an existing game then to build an entire game from scratch.

    Only rarely do mods become entire games. The fast majority just add or tweak a tiny portion of the content.

    --

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    You may solo them, I prefer them in a group.

    1. Re:Quit frankly that is a blatant lie. by CoffeeHedake · · Score: 3, Interesting
      "Only rarely do mods become entire games. The fast majority just add or tweak a tiny portion of the content."


      I think it is important to understand that most people do not know what a 'mod' is, or means.

      A mod, by most accepted definition, is any user created content that modifies or adds to the original game. That encompasses 'Total Conversions' which are actually quite the commonplace, despite what SmallFurryCreature believes. Check ModDB.com for instance.

      There are actually a lot of single player 'Mods' that replace the entire game with something completely new... a full length game with a new storyline, voice acting, models, textures, levels, code, etc. My team is currently working on 2 such mods at once, one for HL2 and the other for Far Cry.

      To answer the original question:

      "I still can't figure out for me why users create mods instead of free games. There are many brilliant engines out there and teams which support development practically at the level of modding but allow the team more freedom and if successful can be distributed to the user base for free!... Why put in all that work to make someone else money?"
      We do it for fun, to put it blatently, for experience, and for practice. We do it, because we do not have to answer to any corporate idea of what will sell Q4 of [insert year here]. We have control over what we want to make, and as far as the teams I have been on, we all vote on any big changes to any aspect of our product.

      As far as these free wonder-engines go, show me one. I have yet to find a free engine, with Valve-like support, Far Cry like technology, and and no-hang-ups licensing. All of the cross-platform freeware engines I've seen suck, with a capital S. We get free engine coding, that has been play-tested, debugged, and has support, not just from the company itself, but the swelling community of modders out there. Game modding is practically a collective hive mind, we pool our info together as if our projects were completely open source... help each other out.
      --
      Is Your 'super computer' really the Fastest PC
  6. show high quality OSS games are possible by hak1du · · Score: 2, Interesting

    People keep saying that OSS games are not possible because people don't create high quality game content (levels, models, etc.) for free. Modding shows that they do. Now, the only thing that's missing is connecting OSS game engines with the effort that goes into creating free mods.

  7. My shareware plan by ReyTFox · · Score: 2, Interesting

    If/when I even manage to finish the game I'm working on(a scrolling 2d action title...what you might get if you mixed Wing Commander with racing and changed the format), I'll release it as a GPL'd shareware game: the code's free, the content isn't.

    I only came to accept this idea because of the language I chose when I started the project - Python. While it's possible to compile binaries in Python...it's only really *necessary* for Windows. Unix-based systems(and any other platforms that might run PyGame/SDL) are generally better equipped to run programs in script form, and binary packaging would introduce some ugly overhead. Additionally, I was planning to have "moddable" elements in the engine from the beginning, so, of course, why not make it totally open? It's growing into something that could handle any sort of 2d game using tiles and sprites(i.e. most of them - it's a bit on the slow side of course but I can still get 90+ fps), and I'm planning to reuse it myself.

    In the worst case, nobody will care about the game or the engine. It would have made no difference whether it was closed or open then - a project to replace or extend the original content might form but it couldn't, out of necessity, end up being the exact same game, leaving the purchasing incentive intact.

    But in the best case, I get free press, a stronger community, and a better game.

  8. Creatures by vadim_t · · Score: 3, Interesting

    Definitely one of the best games for modding.

    It's all built on top of an engine that runs their own language, so *everything* is customizable. The world, the interface, the creatures themselves... people even managed to do things that weren't originally planned like creatures that could fly or live under water.

    The only closed part was the music, which had some cool format that allowed smooth transitions from one theme to another, but that seems to have been reverse-engineered.

    Myself, I reverse-engineered a good part of the game's networking protocol :-)

    These days it's probably possible to turn it into something completely different, like a space shooter. Actually, the game had an easter egg where they had a space invaders game somewhere.

  9. Keep the interest up? by News+for+nerds · · Score: 2, Interesting

    I'd thought expansion pack is made to exploit ever lasting popularity of a game to its max, making more money from it. If modders make expansion packs, original developer can't rely on extra revenue, except for licensing engines.

  10. Good to see by Kyouryuu · · Score: 2, Interesting
    It's good to see that more game developers are realizing how important bundling or offering editors and tools are. Being a mapper myself, I've always thought that this is what seperates a PC game with longevity from one that will fade to the bargain bin in a few months.

    Content manifests itself in many ways. In terms of FPS games, it's usually through mods or maps. In sim/"sandbox" games, the game itself self-generates new content although it can be complemented by new buildings/add-ons. In MMORPGs, again the new content writes itself.

    Look at almost any popular older game available today and you'll see they all have one thing in common - the constant influx of new content. Counterstrike runs on the positively ancient Half-Life engine (we're talking Quake1/2-era here), and it's still one of the most popular multiplayer games out there. People wouldn't still be playing Counterstrike unless there were new maps and experiences to have. And that all translates to increasing Valve's bottom line as people continue to buy Half-Life to this day.

    Another example is the Red Faction series. The original Red Faction shipped with the RED level editor. To this day, there are still several multiplayer maps coming out for it each week. Nowhere near the level of Unreal maps, but fairly high given the community's size. And Red Faction has a commmunity, mind you. That's something that comes with editors/modability. When Red Faction II released, it had no editor and no multiplayer whatsoever. It just collects dust on the shelves of stores nationwide now and is chastised by the community that largely feels (and rightfully so) that Volition turned their backs on them. More damaging, Red Faction has no place on the PC now. It has no name and no reputation, other than being a game you'll beat in ten hours and then collect dust in the closet.

    Surely, some corporate bigwig thinks with an economic mind that a bundled editor is pointless because the vast majority of users will ignore it. And that's true. However, what they have to understand is that the 1%-2% minority that actually learns it will produce amazing content for that majority, which is ultimately a win-win scenario for everyone.