How PC Game Modders Are Evolving
Lanxon writes "Wired has a lengthy investigation into the state of PC game mods, and the amateurs keeping the scene exciting in the wake of draconian DRM placed on many PC titles by major studios. It highlights a number of creative modders, such as Scott Reismanis, founder and editor of Mod DB, and his community-driven alternative to Valve's Steam — Desura — which is 'a distribution system, and, like Steam, will sell games and champion indie titles. But the way it handles mods makes it even more exciting.'"
I never knew doubleclicking an icon and clicking "Next" a few times was a complicated and difficult install process.
A bullet may have your name on it but splash damage is addressed "To whom it may concern."
Well, that's just it: Mods are usually not completely new games. Specifically, they rely on an existing game engine that is, more likely than not, a commercial engine.
They may also rely on assets from the game they are modding (HL2's default textures, sounds, etc... for Source games).
Unless you can give them a reason to use open source game engine X over, say, the Unreal 3 engine or the Source engine, why would they use it?
GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
It's a pity this franchise died.
Maybe because it’s mind-numbingly boring?
Any sufficiently advanced intelligence is indistinguishable from stupidity.