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'm just trying to figure out, what exactly stops malicious content? Does it rely on the community to say "Woah this mod does some bad stuff to your PC!" or is there some other way to catch it? What if someone is the editor on a hugely popular mod, get's his account hacked (or just has a malicious roomate) and starts uploading some content that does harm to users computers? Or is that not possible due to the mods being sandboxed? The article is quite lacking in what exactly this system does or is capable of doing...
A game I pulled off the shelf and played the other day when I redid the XP Bootcamp partition was Star Trek: Bridge Commander. Turns out after all these years, new models and patches are still being made and maintained. Well going through the documentation, the designers developed and distributed a SDK that was largely Python based scripting. With the added mods, the game is still interesting and even more fun that it was years ago when I bought it.
Look at Falcon 4: Allied Force. I bought the original Falcon 4 in 1998 for $15. Graphics were cool for its day, but it is the definitive modern combat flight simulator however, it's dynamic campaign engine was so buggy it was broken. Well, the mod community stepped in, formed a company, got a license from Atari and produced Falcon 4: Allied Force which fixed the campaign bugs and turned it into a playable and really interesting combat simulator. (This was the last game I purchased)
The mod community has kept those titles going strong.
"The problem with socialism is eventually you run out of other people's money" - Thatcher.
If you want to see how heavily modded a game can get take a look at Microsoft's Flight Simulator series, especially the 2004 version. There are terrabytes of free and paid mods for EVERY aspect of the game. Aircraft models and artwork, instrumentation (including binary mods), weather, scenery, visual controls, sounds, special effects. Even hardware manufacturers that could sell you specialised consoles and panels to integrate You name it. The default simulator is very game like. With addons you can replicate fine details like the flight dynamics and starting sequences of aircraft so that you can follow real airliner manuals while flying over scenery based on satellite imagery. The simulator was built with extensibility in mind, but the modders really pushed the limits too. It's a pity this franchise died. Even though mods are still made for FS2004 and FSX, the team that build the simulator were disbaned a couple of years ago and in a lot of ways what we have now is a zombie mod community. A shadow of what it once was.
These posts express my own personal views, not those of my employer